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RoastLamb

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About RoastLamb

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    Scavenger
  1. RoastLamb

    Force "killed by" messages

    Game logs that admin have access to is another matter. Thats just common sense. But in game, No, it goes against the premise of the game. In fact i think they should do away with the 'john smith' was killed pop up as well. When someone dies, everyone on the planet dosent get telepathic message informing them of the death do they. If you want to know that you killed your target, you should go and check for the body, and run the risk of being caught out.
  2. RoastLamb

    Force "killed by" messages

    This is an issue about hacking, not about the game itself. To be authentic, if you was killed by a bandit, you wouldnt know who it was in order to take revenge when you reincarnate. So I say NO
  3. Ahh, poor Bambi. Nevermind heres some icecream.
  4. RoastLamb

    Uniform tokens for group reciprocity

    Just make these 'tokens' be insignia patches that can be designed with simple geometric shapes (a simple ingame editor) maybe allow simple text as well, the idea being they are cobbled together by bits of old cloth, rags etc, but not as detailed as embroidery would be (lets face it, in a zombie apocalypse we wouldnt be sat around with sewing machines... or would we? lol). To make them, you need cloth, material etc (could spawn in clothing stores), and a sewing kit from the department store. The Player setting up a group, designs the patch and gives the design to group members, who will have to either make them themselves, or be given one by other members who have made them. Patches are actual items that can be given and taken between players and of course worn. Patches can be abused if falling into the wrong hands. So its a good idea for members of a group to recover patches off their dead comrades. Unless the group wants to redesign their insignia. Of course a group could design multiple patches deliberately to come up with some sort of ranking system, like military ranks... or whatever. As a meta gaming feature.
  5. RoastLamb

    Product placement

    Get sponsorship from big corporations to have their products feature in the game. Coca Cola, Nike, Heinz, Mc Donald's, etc etc Obviously that last one will have lots of overweight zeds hanging about.
  6. Id like Ghillie suits to be better, maybe even allow some sort of customisation, that depending on your skill in arranging plant matter upon yourself, actually effects how effective the suit is at hiding you. I dont mean some sort rgp skill tree. I mean it literally is better because of the interaction of the graphics—How well the player shows up against the environment visually, graphically. Real life snipers need to pick foliage in the location they are hiding, make that a feature, and a feature that has a real effect. Build on this. Add camo paint as well, that the player actually draws on his toon. Those with a real talent for it, should be almost undetectable
  7. RoastLamb

    The Road

    Just solved the PvP problem by inventing PeP "Player eat Player" ... the fun bit is keeping them alive.
  8. RoastLamb

    The Road

    Players are food too. Mechanics and whatever - you lot can discuss.
  9. RoastLamb

    An Argument for Money

    1. Money can be anything, it is any thing that is used as a means of exchange, there in lies its value. 2. "Money" is there to solve the coincidence of wants problem, and will naturally arise within any system of barter within the game because of the that problem. 3. Whatever shape the money comes in it will have to be scarce, but not impossible to obtain, just a bit of effort. It will need to be highly portable and not degrade over time. The real reason metals were originally used as money.
  10. RoastLamb

    The DayZ Infection Cure

    What makes me laugh is the amount of people who think DayZ is a FPS, when its whole modus operandi is that of a horror survival simulator. Players are meant to be able to have the freedom to do whatever they want - if you dont want to solve the disease and you want pew pew, then you are free to do so... the game is a survival sandbox... not COD.
  11. RoastLamb

    The DayZ Infection Cure

    I can picture it now. Some clan camp deep in the woods, a make shift lab for extracting the molecules required, examining the latest strain after taking blood samples, and then finding the cure, synthesising serums to give out to your clan mates, or to trade to other survivors, all of which requires gathering the resources to do so. All the while there are infected and bandits trying to get in, so the lab is heavily guarded 24/7. or maybe you're just a small group so you hurriedly try to come up with a cure using the gear in the old hospital, with the limited resources you and your small team could scrounge. your mates are holding off the hordes and there are bandits waiting outside - but do they leave you alone once they know they could get a cure from you. They kill your whole team for it, only to find out the latest cure is too complicated for them to replicate themselves or that its not for the strain they are all about to die from. anyway whatever... lots of ideas could stem from it.
  12. RoastLamb

    The DayZ Infection Cure

    I'm not a real life doctor so some of my terminology may be way wrong. Anyway... There is a real life project called fold it http://fold.it/portal/ "solve puzzles for science". Which essentially allows the public to put together different building blocks of er stuff; 'proteins' 'molucules' or whatever (like i said im not a doctor), to help find cures for diseases. My idea is to have a simplified and obviously fantasy version of this idea in game. * There is an infection that players can get in game, it is the precursor to full on zombiefecation. * This early stage can be cured (of course its easy to catch again - lots of people are suggesting methods for the mechanics of how that side of it works) * The cure is created by solving a puzzle that produces a serum/medicine players can take. * The puzzle is made up of 3D blocks/shapes that need to be put together in a certain way to block the disease. * There are a finite collection of shapes to utilise to use for solving the puzzle. * The shapes (building blocks of the cure) need to be gathered from the environment - extracted from various plants, chemicals found in hospitals, etc - the right tools will be needed. * Once a cure is discovered it can be shared to other players, of course it takes real life skill to put the blocks together in the right order... or you can obtain vials of serum from people who have already made some, and examine the serum under a microscope to see how its done. * The kicker is - the disease adapts and changes. So new cures will need to be discovered. (maybe it even gets more and more complicated, so harder to solve) * Different strains of the disease could end up spreading if the mechanics of how the disease adapts is made quite clever, using its exposure to players using a cure as a trigger for its change. ** These strains will have to be named by the first player who observes it - the cure for that strain will have to be given a name by the first player to discover it. This falls in line with how rocket wants real life skills to transfer into the game. If youre good at solving these kinds of puzzles, then you are naturally on the team trying to save humanity. - if you so choose. --- My original thoughts on this was basing the cure on a pattern that one had to try to recreate using various building blocks. Its a bit hard to explain, but look at an application called pure data http://puredata.info/ - basically you have a set of modules that you link together to produce a data stream, usually sound, but it could be anything. Anyway. the disease is some random pattern that you had to try and replicate with the modules in a very simplified version of the pure data, max/msp paradigm. I dont know if anyone of you have seen Countdown in the UK, but there is maths game they play where the contestant has to calculate a number using a specific selection of digits, theyre only allowed to use those digits and any maths methods, - + x / etc, its essentially an abstracted version of that. But then I remembered Foldit which I think is a better idea... food for thought - discussion
  13. I think the important thing is to avoid grinding at all cost. But I do get your lonewolf argument, but is it authentic (as Rock like to say)? Even a skilled real life sniper, who operates on his own, had to learn all his survival skills and shooting skills from a mentor. cont... ----- maybe a system where a player can get to a certain proficiency in any discipline but to get highly skilled requires cooperative learning and mentoring
  14. RoastLamb

    Revised rpg skill system

    I think the important thing is to avoid grinding at all cost. But I do get your lonewolf argument, but is it authentic (as Rock like to say)? Even a skilled real life sniper, who operates on his own, had to learn all his survival skills and shooting skills from a mentor. i'll go read your original post and continue convo there... cheers
  15. RoastLamb

    Revised rpg skill system

    ha all you mouthy fools Rocket himself just voiced the same ideas in this interview - he has at least given thought to these matters i now have a lot of trust in Rocket and that he'll do justice to the game
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