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Everything posted by RoastLamb
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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.
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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
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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.
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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
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Why not allow all players to script/kill each other at will?
RoastLamb replied to Gooseguy312's topic in DayZ Mod Suggestions
Ahh, poor Bambi. Nevermind heres some icecream. -
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.
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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
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Players are food too. Mechanics and whatever - you lot can discuss.
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Just solved the PvP problem by inventing PeP "Player eat Player" ... the fun bit is keeping them alive.
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If there are to be skills in dayz Stats for skills should only be improved when practice in groups. i.e. 2 or more people need to be practicing these skills in the vicinity of each other for them to improve. Certain 'techs' or 'abilities/knowledge' can only be learnt from one player to another in a journeyman and apprentice relationship. This will lead to groups keeping their skill sets to themselves to maintain advantage etc. Players with gifts in certain disciplines will need to find others to help them develop those skills further (maybe its a speed thing, learning from someone else is x1000 faster than developing on yourself) High proficiency in certain skills and abilities, should be made to be very rare, the lose of that player should be costly not just to the clan/group but maybe even to a whole populations of players, think of say a surgeon who is able to perform life saving operations and able to train medics very efficiently, if he dies it will be a long time before the dayz community comes across another character like that. These skill advantages should be a strategic element to the game, do clans keep these players to themselves, do they seek to profit from it, etc. - Does a bandit (of course these guys need to be highly skilled in wilderness survival) clan really want to mess with the clan with the only surgeon... does the clan with the helicopter skills want to have a monopoly on ariel transport - think about that, how many survivors would be able to fly a helicopter? Engineers needed to fix machinery such as vehicles, electricians needed to maintain radios, bushman for forest skills, etc etc. The skill mechanics thats working in the background ought to be very indepth but very intuitive, seemingly simply to the player. ie to the player, he has some skills, he can improved them slowly (almost impossible to detect) on his own, but really he needs the right training from other skilled players. But becoming extremely highly skilled should be a mystery to the players (the algorithm not being obvious). Skills under no circumstances should be based on a basic repetition system as been seen before.
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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.
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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.
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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.
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Learning by doing - the alternative to classes & professions
RoastLamb replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
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 -
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
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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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The power should be down... But, players should be able to jerry rig their own systems, utilising and repairing found items. To power lighting in the bases that eventually will be put in game, and other electrical items, recharging batteries for torch lights and other power hungry items. Real life knowledge of electrical systems should be utilised. -- and related... water plumbing. Fresh water being made harder to come by.
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Zeds and items should never spawn or de-spawn within line-of-sight of any player.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
RoastLamb replied to ruarz's topic in DayZ Mod Suggestions
Spawns. zeds and items should never spawn or de-spawn within line of sight of any player -
Since this is sometime after some apocalyptic zombie event and we're living in the aftermath. All if not most windows in the houses/building would be smashed. Some people would of tried to survive by boarding up the windows. Players should be able to board up windows to keep zeds out. Wood boards, nails and hammer required zeds should try to get through windows - only if suspect there are survivors inside, their determination varying depending on just random wondering to they know youre there and are after eating your flesh. reason for boarding up windows is to hold up there for safety - based on others suggestions where the game is hell of lot more difficult, requiring warmth and maybe defendable positions. of course this issue of zombies walking through closed doors needs to be fixed
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Skill/Stat System, reduced and adapted to fit DayZ
RoastLamb replied to nihilisst's topic in DayZ Mod Suggestions
You need to avoid the temptation for skill spamming, or whatever its called, where people keep doing the same over and over just to raise their stats in a given skill. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
RoastLamb replied to Time Glitch's topic in DayZ Mod Suggestions
A death from pvp should result in a temporary ban from the server (by server i mean the whole dayz network, not just one server), say 15mins - 1 hour before respawn (reincarnation). Death means something! The thinking is, if a bandit wants to engage, he runs the risk of retaliation thus dying himself and a temporary ban. Death needs to be painful and costly for the player. So noncooperation is a gamble to wether it will pay off or not, and cooperation is rewarded by higher chance of survival as outlined by the op... There is still a reward for bandits who are highly skilled at what they do.