spacingtonflioniv
Members-
Content Count
30 -
Joined
-
Last visited
Everything posted by spacingtonflioniv
-
I'm experiencing this as well.
-
IF this was an actual game...
spacingtonflioniv replied to rocket's topic in DayZ Mod General Discussion
If it was basically a cleaned up version of the mod with a little more content, price of game only. Absolutely worth full game price. If it were expanded to something with an MMO scale, I'd be more than happy to pay a subscription. Lots of "endgame" content (exploring, rebuilding, discovering narrative), bigger maps with more players, deeper customization. Community and studio developed. Listen closely to the community and work within your vision. Studio and community servers. I would contribute the price of a game to a kickstarter project. Sounds about the same as a preorder to me. -
It amuses me that so many people get called "carebears" by people who are essentially fighting for their right to play on easy mode. They don't give a shit about rocket's vision (see: bandit tears over humanity system), despite how much they hide behind it. It's more realistic this way, they say. You know what's not realistic? Knowing that you can camp, waiting for someone with better gear than you to pop up so you can take their shit, and simultaneously knowing that if you fail you can always respawn, jog a few km, and try it all over again. The consequences of death are completely different for survivors and bandits, causing them to play the game in two different ways. Rocket has said this is an experiment. Well, an experiment has variables and they need to be managed. Otherwise the results of the experiment will skew one way and provide you with meaningless data. I still love the mod, but the unfocused vision and loose management of the community is making it harder and harder to WANT to play. Do nothing about dupers and hackers and griefers, but continue adding unpolished content that makes the game harder on the average players. Sort it out.
-
Start with a flashlight, not flares
spacingtonflioniv replied to TheBowski's topic in DayZ Mod Suggestions
Doesn't quite make sense that you use a pistol and hold a burning flare at the same time, but not point a flashlight. I think it would be fair if the player was forced to drop the flashlight to use the pistol. It'd be nice if it stayed lit after being dropped, similar to a flare. -
Wish I had read this before I crawled away from that pump thinking it was broken. Haha. Unless this somehow improves performance, I'd like to see scroll options returned at least to the water pumps/water sources. You still use it to inspect gear/loot, so I don't think it would be inconsistent.
-
This, please.
-
The One, The Only: I HATE TEMP THREAD
spacingtonflioniv replied to rocket's topic in DayZ Mod General Discussion
-
I think you can vault over barbed wire. The one time I did it might have been a fluke, but I know I've done it before.
-
Dear Rocket. We crave direction!
spacingtonflioniv replied to The Killing Joke's topic in DayZ Mod Suggestions
I actually started a similar thread a few days ago that disappeared into the fray. Glad to see someone else had the same thoughts/feeling that I did. Having a statement of intent from the development team would really help with narrowing the focus of the suggestions around here. -
Flagging unfriendlies (bandit skin) appears not to have worked for one reason or another, so maybe the inverse could be tried. Allow players to flag other players client-side as friendlies. Maybe with an armband that glows faintly (without throwing light the way a light source would) only for you when you're within x meters of that flagged "friend". This doesn't remove the initial uncertainty of a run-in with another survivor. This doesn't remove the possibility of accidentally killing a friend/ally at night or at a distance. It just adds a tool for peaceful survivors to stand a better chance in a way that accounts for the lack of realism of not being able to distinguish one person from another outside of skin color.
-
Factions / Trading / Player Types
spacingtonflioniv replied to lithiumfox.av@gmail.com's topic in DayZ Mod Suggestions
Bump for interest. -
This is getting off topic, but I think the simplest solution would be to have two different corpse models. One gory one the implies that zombies consumed the victim, and the currently existing one that implies that they were shot dead. Maybe a clever bandit could use a hunting knife to gut the corpse of a victim so that it looks like a zombie attack too.
-
In all fairness, just about anyone who isn't braindead can probably look at a body and tell if it was put there by a gunman or a horde of flesheating zombies. Are its organs hanging out? Check. It's zombies, Jim.
-
Yup. /thread So leave it. Shoo. Just because you disagree with an idea doesn't mean the rest of us can talk about it. To stay on topic' date=' I kinda like the idea of having a certain skill to begin with would be pretty cool. Maybe we could have traits too, that start to appear after a certain number of deaths involving zed's. [/quote'] I was being sarcastic and telling Khaled to hit the tracks for that reason. Sarcasm doesn't always translate to text, though. He seems to think it's his job to find any thread that doesn't line up with his idea of the game and try to shut it down. The OP's idea doesn't involve character progression at all. Personally, I think character progression could work in one context in Day Z. It would make sense for your character to learn "survival skills" the longer they survive in the world. Just little things that give a sense of adaptation like gaining a little more blood from food or harvesting a little more meat from animals. Moving a little faster or more quietly over terrain. Even gaining the skill to start a fire every x hours with a "firewood" or "tinder" item you can pick up off the forest floor instead of matches. I think that would make you feel like your character is "growing" in a tangible but mostly non-impactful sense that adds only a trivial amount of convenience. This would also make dying suck even more because your character might have survived long enough to gain this bonus or that skill that helped every once in a while. That's beside the point, though. This sort of "skill system" as described just provides certain role-specific bonuses that personalize the character in a small way. No levelling up. No new skills that unbalance pvp. It's the equivalent of a small stat bonus.
-
Yup. /thread So leave it. Shoo.
-
-
So do you have zero reading comprehension or did you just not read the OP?
-
-
What are you talking about? Zombies not only come into buildings' date=' they completely ignore doors and sometimes even walls. [/quote'] Try it. Zombies will RUN after you outside but it will WALK after you inside. *wink* Ah, I misunderstood. I thought you were saying that zombies would not physically enter the building. My mistake.
-
You've added a lot to this conversation. Don't you have shit music to be listening to? I think a pseudo-skill system like this doesn't actually sound like a bad idea. It doesn't alter the game tremendously and adds nuance that could encourage or at least slightly incentivize teamwork without removing the risk of interacting with other players. I'd prefer something like this were auto-rolled and assigned at character creation. Better if it only changes only under certain conditions so that people can't just re-roll until they get what they want.
-
I think this will help us most in offering suggestions. We need a statement of intent from the developers. We need to know what kind of gameplay experience you, as the creators, are envisioning for this mod. Our suggestions are sort of meaningless if we all see the game in different ways.
-
A mission statement from the developers
spacingtonflioniv replied to spacingtonflioniv's topic in DayZ Mod Suggestions
Bump. -
What are you talking about? Zombies not only come into buildings, they completely ignore doors and sometimes even walls.
-
But that's not the point' date=' its not to limit people in their communication, its about adding an extra item that allows communication between random survivors etc. Also voice chat is very rarely used in online gaming, only a small percentage actually talks, even then they are mostly 12y kids who are mad over something. Its just about messages, in game chat. [/quote'] Ah, that's fair. I suppose it works as a means for creating a direct line between a group of people with talkies who switch to the same channel, but you could just as easily use skype. As for not many people using voice chat, I don't quite agree but that doesn't mean you can't or shouldn't use it. For a game like this especially, the immediacy of voice and the fact that it won't prevent you from being able to do anything else (in the way that typing into chat does) makes it far more valuable. It doesn't seem like a bad idea, just seems to me like a mechanic that the technology is already there for you to create yourselves.