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Everything posted by thesodesa
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Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
And by the way, both Rocket and Matt have explicitly said that they are NOT thinking about these things until the basic gameplay mechanics and working vehicles are implemented. Therefore it would be nice if we as a community could come up with a good idea (that's realistic from an engineering standpoint) for the structures in advance, so they can spend less time brainstorming and more time coding. -
Radio System For Those Long Road Trips
thesodesa replied to papermilk's topic in DayZ Mod Suggestions
Make the radio station one of the functional buildings discussed in one of the threads in my signature. -
Trust me, I will and I don't care. I just want to look like a wookie with a backpack.
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Balancing for the sake of balancing isn't a good thing, since it carries the possibility of making the game mechanics unauthentic. Why wouldn't you be able to carry a backpack while in a ghillie? Sure, it would completely destroy your camouflage, but it's not like you couldn't fit backpacks or rucksacks on your back. Therefore I'm against this.
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being able to paint and customize colour of weapons and clothing
thesodesa replied to yozer's topic in DayZ Mod Suggestions
Dying a piece of cloth is not a fast process. The cloth has to sit in the dye overnight, and the drying and washing takes time too. If this was implemented the DayZ way (authentically), it would be a rather troublesome process to due your clothes. EDIT: Not to mention the procurement of the dyes in game. -
The thing is, DayZ is not going to be a First Person or a Third Person Shooter, but a survival simulator striving for authenticity, with zombies tacked on. Therefore, using the FPS-argument for crosshairs doesn't stand in this case.
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Radio System For Those Long Road Trips
thesodesa replied to papermilk's topic in DayZ Mod Suggestions
There has been at least one person interested in writing original music for DayZ: http://dayzmod.com/forum/index.php?/topic/118892-original-music-for-dayz/page__hl__music -
StandAlone - A clothing slot for belts, different kinds of holsters and quivers
thesodesa replied to thesodesa's topic in DayZ Mod Suggestions
Cool, thanks: :) -
Did any of you watch the latest devblog? This is addressed there.
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Consolidated Weapons/Equipment suggestions
thesodesa replied to rocket's topic in Mod Announcements & Info
Added a post to the reddit thread. -
Please remove the crosshair.
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I'm really hoping that the gameplay in the SA will be much more focused on survival, and less on guns and weapons. In it's current state the game is just a FPS with a few survival mechanics tacked on (even with the new disease mechanic), which is why people are so focused on combat. I'd like to see the amount of gun spawns reduced drastically, since this would very probably reduce the importance of PvP, and melee weapons would start playing a bigger role. Taking the place of guns would be makeshift ranged weapons like the sling, that could be assembled using the crafting system. I'm not suggesting that guns be removed entirely, just reduce their usefulness by either limiting the amount of guns or make the ammo for even the common guns really rare. Not everybody should have access to a gun.
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Quiver, adding it to your tool belt and having it appearing on your back.
thesodesa replied to leviski's topic in DayZ Mod Suggestions
FINALLY someone made a thread about the toolbelt, so I don't have to create one. What I'd like to see is the addition of a clothing slot for different kinds of belts. This would allow for holsters for bottles of water(the kinds used in trekking), as well as gun holsters, hip mounted quivers and the traditional mechanic's toolbelts. Whaddya think? -
lol. But in all seriousness, I'm amazed at the number of people in this this thread who don't realize that punching someone in the head multiple times can cause serious, disfiguring, even lethal physical trauma. Quite worrying.
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I'd rather see the amount of guns reduced across the board, so that not everybody has the opportunity of finding a primary weapon. SA DayZ isn't going to be a FPS but a survival simulator, so do we really need to make the gunplay the main focus of the game?
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Replace the AS50 and M107 with the KSVK?
thesodesa replied to V2_Danny's topic in DayZ Mod Suggestions
In my opinion guns in general should be made really rare. If the main focus of the SA is going to be survival in an apocalyptic scenario(fighting diseases and the procuring of food and water), then I don't see the need to maintain the commonplace nature of gun spawns. One of the reasons we are seeing so much deathmatching is very probably the abundance of guns. The game is not going to be a first person shooter so I don't think we need this many guns at all. -
gore and dismemberment and sewing back on limbs
thesodesa replied to jona (DayZ)'s topic in DayZ Mod Suggestions
Might be fun, but has to be realistic, or at least believable. That said, I'd rather not have the devs putting their time into something as trivial as this when there are more urgent features to develop. -
So far nobody has presented a good, authentic idea that is somewhat grounded in reality for why the zombies aren't attacking each other as well as animals. This was discussed in another thread: http://dayzmod.com/forum/index.php?/topic/126836-what-is-%E2%80%9Ethe-infection%E2%80%9C-a-definition-approach/ Please check it out.
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This is why the facilities should have other functions besides just working as barricadable bases. Make it so that replacing or installing an engine to a car is impossible without some kind of hoisting equipment found only in car shops, which again wouldn't work without restoring the power to the region. Then it would be in everyone's best interests to keep the shop and power plant in a working order and people would be less likely to trash the place. I could come up with other examples like this but am currently too lazy to type them out :).
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You do realize that the only reason most console developers are wasting their time on making achievements available in their games is because Microsoft and Sony force them to do it? They are a pointless time sink, especially in a game like DayZ, that is not going to have in game pop-ups nor a hud telling you that you 'dinged'.
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Which is why the 'already known spots' would house the functional facilities instead of player bases. Remember that the reason why the discussion about the modifiable static structures sprung up is because it would be guaranteed to cause the smallest performance hit on the server compared to the other construction options outside of instancing, which is very important because: http://dayzmod.com/f...20#entry1227452. This could be implemented like this: http://dayzmod.com/forum/index.php?/topic/125758-why-make-instanced-or-underground-bases/page__st__20#entry1227485 If for example you want there to be a lot of zombies and loot spawned at once, you are going to have to sacrifice some other things to achieve that.
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This is a good idea, but only if the skill/attribute values are made COMPLETELY invisible and inaccessible to the players. You should not be able to view them in a menu, not even on an external website. You should not get any messages saying "DING! Dexterity +1!" They should manifest themselves very subtly, like when you and your buddies are travelling on foot, and you realize that they are a bit faster and can run longer than you because they have survived longer. I say this because I do not want the game to make me feel like I have to grind my skills and attributes, which I undoubtedly will if these numbers are shown to me (It has always happened in other games where the values are visible somewhere).
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Does that mean you somewhat agree with me, or are you just making fun of me? :(
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These facilities would of course have to be restored to a functioning state, which would be a fairly challenging task. This would lead to more cooperation, because without a functioning hydraulic lifter ain't nobody fixing that car or choppa.
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I was never really interested in the idea of base construction, since I'm unlikely to ever build anything because i don't have enough time to invest into the game to actually achieve something on that scale. What I actually mean when I say that I want structures is that we should have some sort of functional facilities on the map. For example I don't think anybody would be able to lift a new rotor assembly on a chopper without some lifting equipment found at the mechanic's/car shop or a construction yard. Now, to operate this equipment you would have to restore power to the area where the shop is, which is why I've been raving about the power station in Elektro. These are the types of things I'm interested in, not actual bases.