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Everything posted by thesodesa
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I don't understand why BI didn't make it possible to look at your own feet and torso in 1st person in Arma 2, like DICE did in Mirror's Edge. That would solve the 'clothing and ledge problem' for us who refuse to use 3rd person.
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HUNGER-SYSTEM: Add calories to food, and bodyfat % [EASY TO CODE]
thesodesa replied to eddan (DayZ)'s topic in DayZ Mod Suggestions
The reason Rocket removed the need to eat offline is because he realized that not everybody has the opportunity to play every day, myself included. So no, hunger/calorie meter should not deplete while offline. EDIT: I do however think that the current health regeneration/hunger system is too simplistic for the purposes of the game. It could be as simple as separating fats, proteins and carbohydrates and vitamins. Especially in the case of vitamins it should be quite simple to add deficiency symptoms, like increased susceptibility to disease and slower wound healing. -
Now they just have to make your own items inaccessible to you within a certain time frame, say 2 days and we're all set. It would be silly not to allow the items to be cycled back to you at some point. It's very possible since items are now objects, instead of strings, so a record of their owners and the owners' death times can be stored "inside" the items themselves.
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Are you telling me you couldn't go out a hang from a ledge right now? These are the kinds of skills I'd rather not see in the game. A better approach would be to allow players hang from ledges and clamber over obstacles right from the beginning, but make it so that the player character's strength slowly increases or decreases, depending on how much hanging they do over time. Then, depending on how much weight and equipment they have on them they either can or can't do these things, depending on their strength.
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Vehicle mirrors are already in the standalone.
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The problem with this approach is that it negates the need to fix the windshield of a vehicle if it has been broken. Of course the ray casting approach could be used here. Whenever you enter a vehicle, the game would check the condition of the windscreen, and if it was full of fractures and impossible to see through the 3rd person view camera would also be made to look like it was broken.
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Are you a troll, or just completely unaware of the fact that the game is not really even at the early alpha stages of it's development. Most, if not all of these issues are being addressed in the final product, which will take at least another year to finish, and that is after the paid alpha version of the game is released. EDIT. I keep forgetting that not all of the people in these forums know how game or software development works. Blame Mojang for mixing up the pack with regards to how games are being developed.
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Thought on nutrition, food, drinks, and survival in general.
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
I'd like to either see the soda cans removed from the game or alternative drinks added, since soda actually works as a diuretic because of all the salt that's in it (kidneys expend water to remove any excess salts from the blood), so it would actually make you more thirsty and dehydrated. EDIT: It could be one of those useless items suggested in another thread. http://dayzmod.com/forum/index.php?/topic/124884-give-us-what-we-do-not-need-junk-and-unique-loot/ -
And expend more fuel.
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At night in the woods not run: It is likely to fall, stumble, slip.
thesodesa replied to Griffon's topic in DayZ Mod Suggestions
What I suggested is a very reasonable thing to add. Human ankles are quite fragile, and just having your ankle at a wrong angle (for whatever reason) when you're running on pavement can cause minor injury. One misstep on a staircase or stepping on a root and not expecting it so your ankle is relaxed can fracture it. I've seen it happen, and just 3 months ago I sprained my ankle in a similar manner. I don't see how adding more environmental hazards to the game could be a bad thing, since there are none currently and in my suggestion I said that Zeds ability to break legs should be taken away, since it doesn't make sense for them to be able to do that. The fact that they can seems to me like a placeholder, until a better mechanic for causing fractures is implemented. -
At night in the woods not run: It is likely to fall, stumble, slip.
thesodesa replied to Griffon's topic in DayZ Mod Suggestions
From a previous post of mine: I would much rather have fixed objects like exposed roots in forests on the map. Running over these would always trip you over, it's just that in the dark they would be harder to spot which would make people watch their step, as in walk, when moving through dark woods. Falling over like this might have a chance of spraining your ankle. I'd like to see as many of these stupid chance procs taken out of the game as possible so I feel that this would be a more realistic way of simulating these 'random' injuries. Since implementing this feature would introduce a new way for players to break their legs or twist their ankles, the random fractures caused by Zeds pounding on you with their fists (how much sense does that make?) could be removed and the game would still feel challenging. -
Waypoints are magic, therefore they don't belong in DayZ. They should be removed from the engine features in my opinion. Use the GPS to find your way around the map if you want a high tech way of orienteering.
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Please don't put defecating in the standalone
thesodesa replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
Pooping should be implemented for the sake of the experiment. Somebody should be the first to try and do this in the western market. The Japanese have already done this in some of their games. It's not that disgusting or scary. -
Don't play on a clan server.
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Easily fixed. Add trailers for boats and cars and heavy vehicle parts into the game.
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how to handle property - the issue when being offline
thesodesa replied to joe_mcentire's topic in Suggestions
I have an issue with instanced bases be they underground structures or not, because I still get the image of a huge cave entrance appearing in front of me out of nowhere once the owner of it logs in. They do have their pros and cons like the op says, though I think it'll be impossible to have these on servers with more than 100 people. Even if a single base would require at least 5 people to operate, you could still have 20 bases on a single server. How would the transitions between the main map and the bases be handled?. I say 'main map' because the only successful implementations of instanced homes are in some of the more well known MMOs, where there is a loading screen between your home and the main world, and the house in inaccessible to other players. I'd rather not have loading screens in the game if possible, and the fact that these things would be inaccessible to bandits, for example, takes away from the game that DayZ is. I do really like the idea of maintaining/fixing static server bound structures that already exist on the map or that could be added in the SA, to open up new possibilities for players. Assembling a locomotive(player operated) to travel on the tracks between the coastal cities. Fixing and maintaining a power plant so some of the other facilities on the server/map, like the radio tower or a water purification plant could be operated. There is still the issue of logging out, but I seriously can't think of any way to address this without instancing. -
Please don't put defecating in the standalone
thesodesa replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
Pros don't use paper. Instead we do the Asian squat rinse. -
Please don't put defecating in the standalone
thesodesa replied to Grumpy (DayZ)'s topic in DayZ Mod Suggestions
Fort he record this wouldn't be the first game to feature pooping. the following game even involves eating poop, and the fact that I played it as a kid has made me more mature when it comes to reacting to game content, I think. -
When it comes to things like running endurance and certain motor coordination skills I wouldn't be entirely against having these things develop SLOWLY over time and use. Also, if we follow Rocket's way of thinking, should grinding/training these types of things be discouraged? If someone wants to spend hours running everywhere just to marginally increase their combat/hunting performance instead of taking a bus ride, or find a safe place for them to practice throwing rocks so they can throw things further and more accurately, I don't really mind. It's doesn't really affect me.
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Coordination and fitness related skills could in my opinion be simulated fairly accurately through the use of a system like the one in The Elder Scrolls games, since these are things you get better at the more you use them in real life. Having this type of system does encourage grinding (or training), but should that not be allowed. If someone wants to try and find a safe place to practice knife/hatchet/rifle /rock throwing for hours to gain one 'level' so they can throw things further and more accurately, or jog everywhere to make themselves more fit to enable them to to sprint longer in a fighting situation, be my quest. Just keep all the numbers hidden, and demonstrate through the capabilities of the player character. that they have improved in something. For in stance the only way to tell whether you've become more fit is to try and see if you can run/jog for longer periods of time than previously. Ideally we should have no menus in game other than the player inventory. Thoughts?
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Well, if player damage modelling is made realistic it wouldn't be a good idea to be throwing bulky magazines at each others faces, since it would cause bruising and damage if it hit hard enough. This knife/hatchet throwing could be one of those skills that can be developed over time. I think in the case of motor and 'fitness' related skills, that would develop through use in real life as well it would be acceptable to have 'skills'. Just keep them invisible, so players can't go scrolling through a list of attributes, like in The Elder Scrolls games.
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It's true that human noses grow numb to smells fairly quickly. However this also applies to the smell of dried blood and decay. Nobody has stated what the smell detection radius should be either. In my opinion it should be fairly small, so that in circumstances, where you might normally be able to sneak close to an animal or past a zombie that is close to your position, the smell would be the deciding factor in whether the zombie or animal turns to face you. Ways of masking your smell could also be added. Go and swim in a pool of mud or roll around in dirt to mask the scent of soap. :)
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Ahem, lakes tend to be breeding pools for disease, especially near human settlements without water purification plants. I think we need a more complex system for staying clean. Soap and disinfectants is what we need.
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All I'm hearing is "NO ABSOLUTELY NOT!", without any reasons for why you think this suggestion is ridiculous.
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Why not allow all handheld items to be thrown. Ran out of bullets? Chuck your weapon at the enemy or use it as a club!