necroslord
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Everything posted by necroslord
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Blood Monitors, Air Monitors, Vials & Epidemics
necroslord replied to twix (DayZ)'s topic in DayZ Mod Suggestions
I really like playing the medic so all this sounds excting to me but being fair it is way too much to accomplish something. I really don't think all of this can be in the scope of a game mod. P.S: For me, the more medicine roleplay the better so I totally approve on crazy medical stuff. -
Earlier today I saw a topic also about allowing more characters per account. At that time I felt like this wasn't a game that would benefit from such a feature based on the reasons he gave (Allowing multiple users to share an account). But this topic seems to present a reason I consider actually good. Having alts to play with different people seems useful. I didn't think about that before. EDIT Fixed typos. Damn, I guess I edited all my posts for typos today, somethings wrong Lol
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Make killing an option... allow us to knock out fellow survivors :)
necroslord replied to jippyuk's topic in DayZ Mod Suggestions
I love the idea of non-lethal ways to deal with people. I hope this develops into something good. -
The Adrenaline Status - Stop ALT+F4ing
necroslord replied to IceCreamSandwich's topic in DayZ Mod Suggestions
Instead of creating a new status effect I would embed this mechanic into the already existing "Shock" status. http://www.dayzwiki..../Status_Effects But instead of warnings or bans I would simply make that if you logout under shock status your character stays there for the duration of the shock (5 minutes) to be vulnerable to whatever threat is around. EDIT: FIxed typos. -
I'm not against bandits. I like a lot of things derived from them. I just hate sniper rifles. I firmly think the game would be healthier without them. We would have more setups, gunfights and more interesting things instead of just dropping dead from a mile away with no fun gained from it.
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It would be awesome as just a brief appearance in the distance. Not killable or getting loot from him. EDIT: Avoiding double post. Remember easter eggs are not a necessity. You never need an easter egg. They are just made to be curisities, jokes or little bits of awesomeness. Also a realistic game doesn't mean it can't contain easter eggs because they are not "canon" They are just there.
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With the observation that "Good luck" is more a wish than an actual advice. Lol
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And by quoting you made me I notice I got a typo in "there more" Fixed it. Lol
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Take it easy, I mentined real lfe exactly to bring the theme of consequences. If you see state Real Life = Consequences, Game = No consequences. Maybe this is not real life, but it serves as a good model for comparisons.
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"I have no strong feelings one way or the other" I always like little details. However getting things too complex sometimes yields bad results. I can see interface getting in the way, for example. Or manuals taking additional precious inventory space (specially for people that dont hoard items in stashes and are always on the go with just a backpack). So the result is that I can't really decide which is better.
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Just too much realism. In the real world at least you may wake up with noises or the like. I don't think it would yeld valuable results. Also imagine you really need to log off and you are in a bad place to do so. I don't think it is necesarry enough to settle the cons.
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If cans were made discardable it has t be manual. Auto dropping trash would be frustrating for tactical people that know they should leave as few traces of his pressence as possible. I for one wouldn't drop an empty can just anyhwere. I know that would make me more traceable.
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Of course I know they are the best against players. It's kinda obvious. I was going to contest the argument but it will only lead to a contrast in points of views of the kind that can't ever be resolved and end up in and open forum war. I've seen it already. I will just close my partcipation with my overall thought that I have placed at some other places in smilar suggestions: A server without PVP would be boring. I don't suport the idea of turning PVP off. However I find current PVP ridiculous. So I keep supporting the not popular idea of getting rid of sniper rifles. Ambushes, betrayals and gunfights are more appealing to me. Much better than just dropping dead without even seeng your killer and with no fun for it. Tactics, "gank squads" and groups of survivors to fight back would make the game more dynamic.
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Just like in real life, the more you now the man, the more you will love your dog. The only thing that keeps balance in real life are consequences. Without consequences life would be a living hell due to human nature. Games get no consequences. If you are of the few that doesn't fit into that nature, there is only one advice possible. Avoid all human contact. EDIT: Fixed typo.
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I didn't suggest to use the rifle for something else. I meant that it seems that bandits never use anything but a sniper rifle.
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Funny how banditry automatically involves a sniper rifle.
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More in depth immersion ideas and other stuff.
necroslord replied to Hax (DayZ)'s topic in DayZ Mod Suggestions
I approve on death signs, I approve on envroment makeup, spray logos don't seem very appealing to me. Also about that diary, I don't think many people would keep a diary. I know I wouldn't. But I would use a notepad, which is basically the same concept. I know I can take notes on paper outside the game. But a notepad ingame would be more convenient. -
I will cast my vote on NO. I don't feel like this game s a kind of game that really benefits of "character slots". I find that have one persistent character keeps the most immersion. That feature is more for RPG games where leveling up takes time and effort and characters can be different between them to justify keeping several. The reason given of "Multiple people on one account" is somethng understandable but that is something that isn't supposed to happen on the first place. I don't think they should offer multi-user account support at the expense of reducing the immersion impact on single-user accounts.
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This was the first "solution" I thought when I noted the bandit issue is significant. But it won't really work. Hostile players add a tension factor to the game. I like the idea that you have to be wary about other people. It's just natural and adds a good feeling. I'm just against snipers. They take out the contact element. You just take a bad step and you are dead. There was no contact, no time for running or return fire, no betrayal, no nothing. Sometimes you don't even get to see your aggresor. You just start over. Close encounters and shootouts are much better. So I favor balancing PVP over just throwing it away.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
necroslord replied to Time Glitch's topic in DayZ Mod Suggestions
like most of these ideas. Enforcing cooperation seems good for the game. But I will leave a quote here........ "At the end of the day, as long as there are two people left on the planet... someone is gonna want someone dead." That is human nature. -
Exactly this. We can't assume guilt and remorse are for everyone. Cold-blooded people do exist.
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I don't find this to be a good feature. Even when I don't like murderers, I don't see this being of any value.
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I'm not that sure about weapons. I can't state an accurate opinion there. But regarding tools I think durabilty is not a good thing. A hammer or an axe wont degrade fast enough to be very nice on a game. Maybe batteries for electronics, but other than that, I don't thnk a durability system is worth it.
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I always like more healing over time than instant healing. I would be glad to see health system improvements.
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I approve. I like roleplaying elements. The more the better. But I find it very unlikely to happen.