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Everything posted by thesodesa
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Balancing DayZ SA series Part 1: traversing the dayz world
thesodesa replied to alanford's topic in DayZ Mod Suggestions
One interesting thing about the human body is that in most people there is a significant difference in leg length between the right and left leg. This fact alone, even if you don't take the slight coordination errors produced by the brain into account, leads most people to walk with a slight curvature if they don't have a clear reference point in the distance. Therefore I propose the following: Introduce this type of curvature to the game. At character creation you character's stride will be given a slight curvature (barely noticeable) to either left or right at random. This would be a good, authentic way of complicating navigation over long distances. -
Who said anything about making people work together. When it comes to weapons I would just like to see makeshift ones become the main focus, because I don't think that everyone should have access to a proper gun. These would of course be less reliable, accurate and efficient than real guns, which would probably make people more hesitant on trying to kill others on sight at longer ranges.
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Encouraging Cooperation Among Players
thesodesa replied to Pvtwilhelm's topic in DayZ Mod Suggestions
Just reduce the amount of gear a single player can carry.That should already encourage people to team up. -
How to make death actually matter more
thesodesa replied to Ziliphade's topic in DayZ Mod Suggestions
Indeed. There would be a weird inconsistency with you being able to fire a pistol, but having no clue how to fire any of the bigger weapons. The basic user-end function is the same, just squeeze the trigger. -
StandAlone - A clothing slot for belts, different kinds of holsters and quivers
thesodesa posted a topic in DayZ Mod Suggestions
It would be nice if a clothing slot for belts, water bottle holsters(trekking style), gun holsters, hip-mounted quivers and ACTUAL tool belts was implemented into the SA. Ordinary belts might be crafted into more useful ones by hanging pouches/crafted quivers from them, or separate gun holsters/quivers could be found that had a hook/leather strap on the side to mount them on a normal belt. I think this would add more positive complexity to the crafting system, and a nice touch of authenticity to the SA inventory system in general. Some links with pics: Basic attachable gun holsters: http://www.ammoland....Gun-Holster.jpg http://www.gunholste...Gun-Holster.jpg Hip quivers: http://www.yeoldearc...gatorquiver.png http://legendhunting...ver_gryphon.jpg http://www.longbowan...ver-12239-p.jpg Bottle holsters: http://www.runnerswo..._Bottle_red.jpg http://www.pedalcons...le-holster2.jpg http://api.ning.com/...8v/twinbelt.gif http://www.nordicski...le-holder-1.jpg Tool belts: http://visual.merria...l/tool-belt.jpg http://www.harborfre...image_16964.jpg http://www.willhamme...lt-Harness1.png And there you have it. I wanted to shy away from military grade tool belts, but one pic managed to sneak its way in anyway. By the way, I made this thread entirely with the new SA inventory system in mind. It currently lacks a belt slot for clothing. EDIT: I copied this from a reddit post that I made, which is why the text is all messed up. EDIT: Formatting fixed thanks to Joe. -
StandAlone - A clothing slot for belts, different kinds of holsters and quivers
thesodesa replied to thesodesa's topic in DayZ Mod Suggestions
Not a very safe thing to do with a loaded gun. Impractical as well. -
Consolidated Weapons/Equipment suggestions
thesodesa replied to rocket's topic in Mod Announcements & Info
I wrote a suggestion in the suggestions section: http://dayzmod.com/forum/index.php?/topic/128493-standalone-a-clothing-slot-for-belts-different-kinds-of-holsters-and-quivers/ -
DayZ Developer Blog 8th March
thesodesa replied to mattlightfoot's topic in Mod Announcements & Info
So you're just going to ignore the exchange rate, huh... -
How to make death actually matter more
thesodesa replied to Ziliphade's topic in DayZ Mod Suggestions
I'm all for the endurance type of skills that build slowly, but not allowing a player to fire a gun because they aren't at a certain level is just silly. Making the gun handling like it is in a game called Receiver is more ideal in my opinion. -
To be honest, I don't think you should even be able to fit a single tire into your backpack. Vehicle parts should be carried or in the case of tires possibly rolled on the ground. Heavier parts like rotor assemblies should have to be loaded on a trailer with the help of a hoist.
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I'm fine with the zombies infected, since the virus responsible for the zombification infection and how it works is going to be rooted in reality and real viruses. What I'm objecting to is making the game scary just for the sake of making it scary. You just came across as wanting more scares in the op, which is fine, but I don't think that adding scary elements to a survival game is something the devs should be putting a whole lot of effort into. I'd rather have them focusing on the survival parts.
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knock out option 4 the dayz stand alone
thesodesa replied to deadman_with_hat's topic in DayZ Mod Suggestions
If craftable/refillable tranquilizer rounds are put into the game one should have to measure the right amount of drug to be put into the syringe. EDIT: Blow darts? I've used one before and they are effective up to quite a few meters. Would be a nice craftable CQB stealth weapon. -
Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
If in the SA you are not going to be able to shove entire tires into your backpack because of weight and more limited inventory space, then even without the types of bases I'm suggesting you would find it really difficult to get even a single car, let alone a heli going without help from a group of people. -
knock out option 4 the dayz stand alone
thesodesa replied to deadman_with_hat's topic in DayZ Mod Suggestions
Beating someone over the head with a baseball bat is more likely to kill them than stun them... -
I think they mentioned that in the standalone your avatar is going to remain on the server for a little while after you log out, leaving it completely vulnerable.
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How to make death actually matter more
thesodesa replied to Ziliphade's topic in DayZ Mod Suggestions
Just make the bodies disappear faster? Like, within 5 minutes of dying. That's enough time for your buddies/killer to pick up any disease ridden( :)) valuables you might have had on you, while also preventing you from just running back to the corpse. This is not a huge issue for me, but it would be nice if the temptation of running back to your corpse could be stifled somehow, be it through diseases or whatever. -
This isn't even supposed to be a horror game, you know. It's striving to become an authentic survival simulator, simulating the aftermath of a worldwide disaster. The zombies are just a more exiting/mainstream disaster to add to the game than, say, a realistic nuclear winter or a worldwide, society-toppling financial depression. It's partly the zombies that got DayZ the attention it did, so Rocket decided to stick with them.
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I just don't want the game to become just another PvP FPS, ala Battlefield/Planetside, with tacked on survival mechanics and slightly more difficult combat (which the mod currently is). Personally I'm expecting to see the amount of gun/ammunition spawns reduced drastically across the board, so that engaging in combat becomes more difficult. This would certainly take away from the PvP. The survival simulation/society building part is what I'm here for.
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Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
thesodesa replied to Varlun's topic in DayZ Mod General Discussion
Just a friendly suggestion: Could you please add some type of subheadings, and move related tips under the same subheading. For example you could have a section for vehicles and another section related to looting. I find this wall of text really difficult to read, so having some clear punctuation between sections would help immensely. -
This. Plus, why wouldn't you be able to remove them, and how could you wear them in the first place? The game doesn't have a neck slot for clothing and equipment.
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FFS! Bears are NOT herbivores, but omnivores. People really need to stop spouting crap out of their mouths when it comes to biology. EDIT: Who taught you this about bears? I'd like to introduce them to one :)
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I've heard the random stumbling suggestion before, and I don't think applying randomness to injuring yourself makes much sense. I'd rather have small objects on the ground, like small sharp sticks/rocks in the woods or pieces of glass in cities, that would always cause lacerations, and small amounts of bleeding when ran over barefoot ( random chance of infection if left untreated is fine by me). That way players could at least exercise caution, and watch their step. Imagine yourself walking/running barefoot on a perfectly smooth field of grass that had nothing that could break your skin, and because of the randomness method you suddenly get injured for no apparent reason. Seems a bit silly to me. Cause and effect is the way to go, whenever it's possible.
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Reloading shot shell, a practical approach to the zombie apocalypse
thesodesa replied to wolfsburg62's topic in DayZ Mod Suggestions
I honestly think allowing players to make their own shotgun ammo is not a bad idea. Screw efficiency, if ammo and guns are going to be rare why wouldn't you make your own makeshift ones? -
Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
Santosh posted a thread about indoor fireplaces. I think a fireplace would be a neat functional part of the smaller cottages with chimneys, used to warm up the player: http://dayzmod.com/f...ivilian-houses/ -
[SA] Usable Indoor Fireplaces
thesodesa replied to florian.de.los.santos@googlemail.com's topic in DayZ Mod Suggestions
Of course. It would make much more sense from a server performance point of view as well. I made a few posts in another thread that are kind of related to this. I hope you don't mind me plugging the idea: http://dayzmod.com/forum/index.php?/topic/125758-why-make-instanced-or-underground-bases/page__st__20#entry1227473 http://dayzmod.com/forum/index.php?/topic/125758-why-make-instanced-or-underground-bases/page__st__40#entry1242058