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Everything posted by thesodesa
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SA: Server difficulty locks first person
thesodesa replied to Xianyu's topic in DayZ Mod Suggestions
Remember that switching between the two modes of view isn't going to be as easy in the standalone as it is now. You are going to have to go into the options menu to do it, instead of just through a press of a button. Mr Lightfoot said this in a recent interview, that can be found in the info section of these forums. -
There's a reason for it being called unconsciousness, so yeah, this would make sense. The bigger question is, should the hourglass icon remain in the game to signify, that you have indeed fallen unconscious? I'm generally against having any type of hud, but unless the black screen+removal of sound mechanic is entirely unique to being unconscious I think the players are going to need some sort of indication as to what state they're in, just so that people don't think that their computers have suddenly crashed.
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Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
Thanks. I actually learned something useful today. :) -
Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
What would bring the server load down even more, is making the fortifications a part of the structures, and have them be in different states. This goes for any other parts of the facilities as well. For example you could make the power generator in the power plant to be handled as an attachment to the building, kind of like the gun attachments are in the SA. -
Why make instanced or underground bases?
thesodesa replied to Jeremiah Cross's topic in DayZ Mod Suggestions
I never got around to discussing the technical implementation side of this, but this guy beat me to it: http://dayzmod.com/f...ggestion-bases/ Essentially what this would mean is that the buildings that could be altered would have to be made into objects, similar to how the guns and vehicles will be in the standalone. Chabowski also had a well worded idea for keeping the server load down, when it comes to barricading: http://dayzmod.com/f...20#entry1227427 ------------------------------------------------------------------------------------------------------------------------------------------------------- EDIT: Too bad you can't link to individual posts :(. EDIT: I'm an idiot. -
Why wouldn't you be able to steal the vehicle?
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Also, one of the main reasons, besides the immersion breaking aspects, of me not wanting instances in the game is that you could be standing just inside the entrance to and instance, but would be unable to hear a gunfight or a helicopter landing happening just outside the entrance, because there's a loading screen between you and the overworld.
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Excellent idea, no need for a lynch mob. I think this is what some of the people suggesting above ground construction actually meant, but just weren't good enough at expressing themselves through writing (pointing to myself here). The point is to make a compromise. It's just not technically possible to allow people to build entirely new structures.
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[Standalone Suggestion] Bases
thesodesa replied to excursion_@hotmail.com's topic in DayZ Mod Suggestions
I guess I should have been more specific. The discussion about these types of pre-existing structures starts further down the mentioned thread. Posted 26 February 2013 - 10:24 PM Jeremiah Cross, on 26 February 2013 - 10:11 PM, said: I like the idea, but it needs more fleshing out. It would give larger groups something to work towards and keep them busy, I'm just worried it would introduce some enforced system as to how a takeover would work. The system I had in mind would be a compromise already, as the actual maintenance and fixing operations would be fairly static, as in they would be done the same way every time. However, why should a takeover mechanic with a running down timer, like in Team Fortress 2: King of the Hill mode be introduced at all? Sure, if barricading is made possible, then the invaders would have to figure out how to get into the facilities, but taking over a facility should in my opinion be as simple as killing every body in there. Combat loggers would of course be an issue. I dunno, I'd like to take this idea further but am currently out of ideas how to address the logging in behind to captors backs -problem. -
[Standalone Suggestion] Bases
thesodesa replied to excursion_@hotmail.com's topic in DayZ Mod Suggestions
There was another thread started by Jeremiah Cross, where these kinds of structures are discussed: http://dayzmod.com/f...erground-bases/ -
This is not possible with current technology, computing power and bandwidth.
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It is a misconception, that Komodo dragon bites are deadly only because they have bacteria in their mouths (actually, dragons held in captivity don't even carry the dangerous bacteria). It was recently discovered that they have poison glands in their lower jaws that secrete venom, that ultimately causes the prey to fall unconscious.
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...and connect it to other facilities that need power, like the lumber mill in Berezino (the power line goes there, and to other cities as well from Elektro). The power station could be taken over as a base and barricaded against zombies, same thing with the facilities in other cities connected to the power plant. Basically, if a group of survivors took the power station they could control the power feed, and demand payments in return for power(an example of a player created mechanic). If the zombies broke in and damaged the generator, the lights, possible security systems built by players, and machinery would go out in all of the structures connected to the power plant. The idea was to create dependencies between player bases, and in this way create incentives for cooperation. A small group of players wouldn't be enough to maintain and secure all of these facilities and reap all of the possible benefits and functions that these facilities provide. As an example the power plant could be connected to a large farm, and power the surrounding electric fence (security perimeter against zombies and predators) and an irrigation system. Without power players wouldn't be able to use the farm to grow food safely. Different kinds of structures should in my opinion have some benefits and practical uses (like the farm or the lumber mill mentioned above) besides just providing a secure place to rest and do business.
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What is „The Infection“? a definition (-approach)
thesodesa replied to joe_mcentire's topic in DayZ Mod Suggestions
The fact that you are continually speaking of the virus as if it has a brain and is able to formulate thoughts and has desires like an animal would, makes me want to tear my hair off (oh wait, I'm bald already :( ). -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
thesodesa replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Why not just do it like every other mmo and make people create a face and a permanent name in character customization, and save those to the database. I don't wanna see any floating text in game, no matter how inconspicuous. One of the reasons I'm buying the SA is to play a game without any hud or hand holding(aka floating text), a game that actually makes me pay attention to my surroundings and learn things. No hud = no floating text. Period. -
I think you have a misconception here. The game isn't meant to be pure PvP, but a survival simulator that teaches us city-raised idiots something about it. The fact that people are shooting each other is a side effect of the fact that the mod is a mod of a first person shooter, and because of that you can't really do anything but shoot people. Hopefully in the standalone they address this accordingly.
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What is „The Infection“? a definition (-approach)
thesodesa replied to joe_mcentire's topic in DayZ Mod Suggestions
This is something they are going to have to put into the game anyways if, like they said, they are implementing more realistic hunting as a survival mechanic. -
Just Some Ideas Stuck Inside my Head for DayZ
thesodesa replied to Goreman's topic in DayZ Mod Suggestions
I think all of these things have been suggested before, except maybe the horse riding part. If horse riding is implemented players should be required to tame wild horses, and the steering of the animals should be realistic, as in holding q would make your character increase the speed, z would pull back on the reigns, a and d to the sides and so forth. The horse needs to handle like a vehicle is what I'm saying. The horses would have to be fed as well. Also, the title of your thread is horrendous. I almost told myself to completely ignore it because the title gave me no idea of what the contents were going to be. When you start a thread, mention the things you are going to talk about in the title. -
What is „The Infection“? a definition (-approach)
thesodesa replied to joe_mcentire's topic in DayZ Mod Suggestions
One more thing. I think the new kind of rabies would explain part 5, because if you look at the part of my earlier post where I discuss zombie aggro more carefully, you might notice that I mention that the zombies are made more aggressive towards everything and anything that makes threatening fast movements or noises, because of the disease. The question is, do you find the idea of zeds being able to aggravate each other useless or ridiculous somehow, or could it become a core mechanic in how we deal with zeds that are able to run indoors (and they can in the SA, I'm scared already). For example a player could intentionally run in front of a zed to anger it, which would make it scream, and lure the other zeds in the area to attack it instead of the player. The player could then scavenge more freely, while the zeds are fighting it out. -
Of course it would be inaccurate, but that's not the point. There are no logical reasons for you to not be able to fire out of a car window.
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I don't see any logical reasons for a new spawn not being able to add the attachment to their weapon(which they would have to find first as well), unless of course it was made into a minigame where you actually have to know how to do it. I guess I should have called it a magical restriction. I can't think of any good justifications for those either.
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Zombie Damage & Scarcity of Food and Water
thesodesa replied to GodOfGrain's topic in DayZ Mod Suggestions
I'd be ok with this if some of the farms on the map were made interactable and large groups of players were given the option of renovating the farms and cultivating their own food and defending them against zombies and wildlife and bandits. (Think Farming simulator 2013) Yeah, building loot spawns should be made scarcer, but the hunting and water gathering should remain a fairly reliable option of gathering food besides the farming endgame(farming being the most reliable method, but hardest one to get started with). This would encourage cooperation among players I think. -
What is „The Infection“? a definition (-approach)
thesodesa replied to joe_mcentire's topic in DayZ Mod Suggestions
I didn't mean rabies literally, but it could be some rabies like fictional disease that doesn't kill you as quickly. -
New item suggestion - Maxipads - self fulfilling I know but still...
thesodesa replied to MaxiPad (DayZ)'s topic in DayZ Mod Suggestions
I'm afraid to say this out loud but screw it. How about we made the maxipads useful in other scenarios besides treating wounds,. Rocket is already implementing defecating and there is going to be a new medical system as well, so why not have female characters have their period monthly. I'm not sure what gameplay related disadvantages might arise besides decreased hygiene and increased chance of infection, if the maxipads weren't changed when necessary, but I'd like to know your thoughts on this. Let the flaming begin... -
This type of magical weapon upgrade system is what the dev team (and pretty much 90% of the community from what I've read) seems to want to shy away from, based on everything they have stated in the interviews done so far. You've probably heard Rocket say the phrase: "If players can do it in real life, they should be able to do it in game". This means that to operate or upgrade a gun or fix anything in the game you are required to know something about the procedure, so your 'requires no skill or knowledge-argument doesn't really stand. All of the tooltips in the player inventory giving information on the weapon/item being observed are probably going to be removed in the standalone, so it's not like you can cheat by looking up info in a game menu. Again, like previous posters have stated, the whole point of this game seems to be to teach people about survival, just like Arma 2 was used in some militaries as a teaching tool to teach tactics and military theory. It's a player centric game, not a player avatar centric game.