TeaLeaf
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Everything posted by TeaLeaf
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I like this idea. As long as: A) The growth of the animals and crops isn't ridiculous. B) Zombies regularly attack the town. Also how do you determine if a town is "occupied" or not?
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Where the hell would you get the coal from?
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Long Term Survival & 6 Rules To Keep You Alive!
TeaLeaf replied to LtKillerSAS's topic in DayZ Mod General Discussion
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Advice without cheating: 1) Stick to main roads. The white stripe in the middle is probably the last thing to disappear at night, you can also navigate by the distinctive foot step sound tarmac makes when things get really dark. 2) Move slowly. It's really easy to run into zombies in the dark. Crouch run at the fastest, if you can hear zombies somewhere in the general area move to a slow crouch walk, if they are very close go to prone and use sound to navigate around them. 3) If you are detected, may as well throw a flare. Good luck fighting invisible zombies otherwise.
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Respawn with zombie agro - stop server jumping to survive
TeaLeaf replied to Sykik's topic in DayZ Mod Suggestions
We should just have to wait 30 seconds before we can log out safely. -
Yes, that's true. Hmmm. But is that such a bad thing though? It takes a long time to get, and a long time to lose. A player has the same nametag several lives and deaths after all. Could be pretty hard to wash away a reputation as a murderer? It'd a pretty unreliable system, you can't possibly remember random usernames that long and when you do meet such a person if there reputation is accurate you are probably already dead.
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ZOMBIE AI - The Definitive Suggestion
TeaLeaf replied to The Killing Joke's topic in DayZ Mod Suggestions
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Good idea.
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I hate to be the guy that just screams "ALPHA!" but... ALPHA! The server issues are probably going to be resolved eventually.
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I think the renaming system would work well, it wouldn't cause too much UI clutter either if you did it right. Just have one hotkey for renaming people, or make it a scroll wheel option when within whatever distance and looking at them. Then this opens a text box, you type the name real quick and hit enter to rename them. It'd take less than 3 seconds. If you haven't renamed someone yet they should be known as "Unkown AZ012" or any 5 random characters, if they are wearing a mask they should always be "Unkown" and you shouldn't be able to rename them.
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I'd really like a system a bit like this, but I think it would actually end up having to be a UI element anyway. The whole badge thing would probably be even more immersion breaking than just a popup when you get close with their name in green/red.
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This has been happening to me too. Died by fall damage and legitimately died, respawned and later got shot in the face by some jerk (note: did not get game over screen, the game just looked at my body). Logged out and back in to respawn but it just put me back where I was, heavily wounded but still alive. Then I got killed by a different bandit, this time I got the game over screen. Logged out and tried to respawn, got the 3 minute penalty for some reason then the game over screen straight away. THEN I finally died for real.
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You there. With that unfair advantage. You are CHEATING!
TeaLeaf replied to The Killing Joke's topic in DayZ Mod Suggestions
Yeah. If people can just look at the map online then we might as well level the playing field and give it to everyone. -
Would be pretty cool, though grenades take like 6 seconds to go off so they'd have plenty of time to leg it.
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ZOMBIE AI - The Definitive Suggestion
TeaLeaf replied to The Killing Joke's topic in DayZ Mod Suggestions
I think the hoppers should move like apes rather than hopping like some of... who the fuck knows. They should not be fast enough to catch you in the open, but give them the ability to leap short distances and possibly knock you over briefly. I'd honestly like to see all zombies have a certain chance of getting you in a death grip that you can't get out of without a second player to kill the zombie, the chance would increase the less blood you have. -
Implement a currency item such as gold coins.
TeaLeaf replied to Horr1d's topic in DayZ Mod Suggestions
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I wish they went away over time.
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All this is highly subjective and you should all feel bad for getting worked up over it.
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I look at it from a different perspective which is detrimental to gameplay. Shorter and thinner models' date=' smaller hit boxes, harder to be seen etc. Basically everyone would play as females for these reason alone and if it was enforced that not everyone could be a female people would get pissed and leave the game from the disadvantage of being the male in game.Politically correct? Sure. Good for balanced shooting games? Absolutely not. [/quote'] They can be exactly the same height, so that's not an issue. As for slimmer: Women have boobs and wider hips, which roughly balance out against men's wider shoulders and thicker waist. Anyway, it's ArmA, it's not like you can be accurate enough for the couple of centimetres to make a difference.
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Yeah. I think it'd be cool if we could break a magazine down into bullets + empty clip too then put the bullets wherever.
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Okay I've refined my previous idea a bit more, I'd still like the more "hardship breeds cooperation" style ideas to be implemented as well. But this is just an extra really. The Basics Essentially put humanity back in and give different effects for low or high humanity that benefit "destructive" and "cooperative" play styles respectively. So characters with high humanity will have a hard time killing others, while characters with low humanity will have a hard time working with them. You also have a new invisible psychological meter that doesn't really effect gameplay, just changes the tone of the game, called Guilt. I'll explain this a bit later. Let's say humanity goes from 0 to 2000 with 1000 being the neutral mark. This isn't really a morality meter, it simply measures how well you get on with other humans. I'd like to suggest that humanity is raised by being in close proximity to other survivors, assisting them with first aid and that sort of thing but is lowered by injuring or killing them. You lose more humanity for killing a human you have previously gained humanity from, so if you play with a guy for hours then put a bullet in the back of his head you will lose more humanity than if you had just shot him on sight. Assume that a murder is about 100 humanity lost, while healing someone is about 40 humanity gained. When humanity is close to 1000, let's say 700 - 1300, this is the game's "getting to know you" period where it has no real effect. If humanity drops below 700 the game starts to consider you anti-social, continued humanity loss will not really effect your character's ability to perform inhumane acts however they will start to find it difficult to be around others. If humanity moves above 1300 the game starts to consider you social and you won't notice any effects unless you suddenly perform an inhumane act. Low Humanity The lower your humanity, the harder the game tries to make it to tolerate others. It doesn't impose any "physical" restrictions on you, you can still work with others, but the game will try to make you get less satisfaction out of it than a high humanity player would. The game would do this by applying certain artificial effects that become more potent as your humanity lowers. It's hard to think of effects the game could put in place for this so please suggest some more, here's what I have so far: The breathing sounds of other players get louder and get distorted slightly to become sharper in tone. This is a percentage increase in volume rather than a linear boost, so the effect will only be noticeable if you would usually hear them anyway (can't be used to sound whore). When players are injured, their pain sounds play more frequently for you and are slightly distorted to be more irritating. All incoming direct chat messages are delayed slightly. The game slightly biases the client side orientation of other player's models so it looks like they are aiming closer to you than they actually are. High Humanity The higher your humanity, the more oppressive the game's atmosphere becomes when you perform inhumane acts. This is done by raising the value of Guilt, which slowly falls over time. Inhumane characters are not affected by Guilt. Guilt is boosted whenever humanity is lowered for a character above 1300 humanity. The exact values aren't important but the idea is that the more humane you are, the more you are affected by Guilt. Guilt causes effects similar to the things I mentioned in my previous post, their potency and frequency are directly proportional to Guilt:
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Okay I've refined my previous idea a bit more, I'd still like the more "hardship breeds cooperation" style ideas to be implemented as well. But this is just an extra really. The Basics Essentially put humanity back in and give different effects for low or high humanity that benefit "destructive" and "cooperative" play styles respectively. So characters with high humanity will have a hard time killing others, while characters with low humanity will have a hard time working with them. You also have a new invisible psychological meter that doesn't really effect gameplay, just changes the tone of the game, called Guilt. I'll explain this a bit later. Let's say humanity goes from 0 to 2000 with 1000 being the neutral mark. This isn't really a morality meter, it simply measures how well you get on with other humans. I'd like to suggest that humanity is raised by being in close proximity to other survivors, assisting them with first aid and that sort of thing but is lowered by injuring or killing them. You lose more humanity for killing a human you have previously gained humanity from, so if you play with a guy for hours then put a bullet in the back of his head you will lose more humanity than if you had just shot him on sight. Assume that a murder is about 100 humanity lost, while healing someone is about 40 humanity gained. When humanity is close to 1000, let's say 700 - 1300, this is the game's "getting to know you" period where it has no real effect. If humanity drops below 700 the game starts to consider you anti-social, continued humanity loss will not really effect your character's ability to perform inhumane acts however they will start to find it difficult to be around others. If humanity moves above 1300 the game starts to consider you social and you won't notice any effects unless you suddenly perform an inhumane act. Low Humanity The lower your humanity, the harder the game tries to make it to tolerate others. It doesn't impose any "physical" restrictions on you, you can still work with others, but the game will try to make you get less satisfaction out of it than a high humanity player would. The game would do this by applying certain artificial effects that become more potent as your humanity lowers. It's hard to think of effects the game could put in place for this so please suggest some more, here's what I have so far: The breathing sounds of other players get louder and get distorted slightly to become sharper in tone. This is a percentage increase in volume rather than a linear boost, so the effect will only be noticeable if you would usually hear them anyway (can't be used to sound whore). When players are injured, their pain sounds play more frequently for you and are slightly distorted to be more irritating. All incoming direct chat messages are delayed slightly. The game slightly biases the client side orientation of other player's models so it looks like they are aiming closer to you than they actually are. High Humanity The higher your humanity, the more oppressive the game's atmosphere becomes when you perform inhumane acts. This is done by raising the value of Guilt, which slowly falls over time. Inhumane characters are not affected by Guilt. Guilt is boosted whenever humanity is lowered for a character above 1300 humanity with a formula that looks something like: Guilt Increase = Humanity Decrease + (some constant * Old Humanity) The exact values aren't important but the idea is that the more humane you are, the more you are affected by actually being inhumane. Guilt causes effects similar to the things I mentioned in my previous post, their potency and frequency are directly proportional to Guilt: