jezex90
Members-
Content Count
81 -
Joined
-
Last visited
Everything posted by jezex90
-
I think what would be cool is if there were random caches around the world that you could add your own stuff to which won't disappear unless the server restarts.
-
Water may be refilled in wellsprings, ponds and any other body of water Flares MAY be picked up and thrown multiple times by using the dialog box using the middle mouse button
-
All this would be cool if it was balanced with an increase in zombies in the peripheral area of the camp (attracted by the fires, smokes and smells)
-
This needs to be implemented quite urgently and not just to climb ladders. If people were able to holster their guns when talking to people it would prevent SO MANY player on player incidences. Many people shoot back simply because there's a gun being directed directly at their face and many more have died because they were busy thinking "Has he stopped moving to talk on chat? Or has he stopped moving to aim at my head?" I would really love the ability to employ a 'passive' stance without putting my hands behind my head for 3 seconds at a time.
-
This topic was discussed here. Blood typing and blood donation would add an extra added cooperative element into the game. If specific blood typing complicates matters too much (8 blood groups in total, compatibility etc) , it was discussed that why don't all survivors simply share the same blood group e.g. O-, this both simplifies the concept but could also be incorporated into the lore (7% of the world's population are O-, would explain why survivors survived and don't turn after getting bitten by the 'infected')
-
Nay I say, Nayyyy Why punish someone for their choices by making town sweeps simply impossible. Blood and smell on the player model from killing another makes no sense to me, it's not like he wrung your neck or anything. And if so whats stopping a 'bandit' from taking a dip in the sea/ a pond? Almost everyone has a microphone, it's not too hard to speak on direct chat or whatever to work something out. In a post-apocalyptic setting, everyone is on edge, why trust some random stranger you've never seen before? In my opinion avoidance is key to survival, if neither person shoots after 10 seconds of contact just maintain eye contact and back off; if you both have microphones, perhaps maybe then you can think about cooperation (Now that you have his name). Never stop moving, it makes it look like you're about to type (= free shot)
-
I know this may sound cruel but when I find someone running towards me with a swarm of zombies on his tail that I know I couldn't take on, I just shoot him in the legs before he gets to me and carry on with my business. However I do agree that the Zeds, whilst not like your typical shambler should give up the chase at least after half a mile or so, or at the very least slow down to a considerable pace (from fatigue or whatnot) so as to allow the player a chance to lose them through a building complex. Line of sight would be a nice way of doing this however it has to be something more complex than falling onto prone which technically according to the HUD does just that. Would be nice if you were able to considerably outrun a horde after a couple minutes of running and go prone in a bush however they keep running in your general direction and actually run past you rather than 'resetting'.
-
Bandit/Survivor Morphing to be removed
jezex90 replied to rocket's topic in Mod Announcements & Info
-
This is why this suggestion would be so awesome if ever implemented into the game
-
Attempted video commentary how to not sneak around zombies :D
jezex90 replied to milancz's topic in New Player Discussion
Unfortunately there's a bug floating around with zombies when they enter buildings such as the one in the video and also churches in which the zombies simply become immortal. I hope it gets addressed soon, so bump. Also, why didn't you just run back up the hill to that massive warehouse where you started your video? It was right behind you all the time :D -
It's really nothing to whine about, you'll never die from it while offline and you can't really tell me you don't have 2 free slots in your satchel for your water bottle and a tin of beans now can you?
-
Make this a new zombie.. *snaps fingers*
-
I'm not a fan of the mechanical log as it completely drains all the fun out of the ideas posed in the last two pages. I think you're in the minority here for calling it an 'emo-diary'.
-
Then next time they log in they should pay more attention. At least you won't be able to hear that natter once global chatting gets removed.
-
There's currently only one fortress in the game.. But Devil's Castle is mine >8)
-
Cut from my older thread I think that in the very least, the side channel (and global channel) should be invisible up until perhaps if the player were to obtain an item such as a walkie talkie or proprietary military device that would allow for the ability for such communication. In the future, this could even set the basis of global tasks akin to those seen in the more traditional ARMA setting; e.g. Zombies have overrun the radio station that people are using to communicate with the side channel; a group of survivors who aren't too keen on giving up their luxury may need to go in and repair a broken cable that a rat has gnawed or something along those lines. ------------------------ Dialing into another player/team's frequency would be an awesome feature to have; you never really know just who you've called and whether or not he'll help you. How interesting it would be indeed to eavesdrop on a group of survivors when you find their frequency and manage to locate them... Enter the Stalker
-
I've stumbled onto many a body and tried to inspect it but as Zog said, the feature as it stands does not work. I would like to see the following change: From: Unknown was killed by Unkown To: The corpse of this survivor is still fresh, bullet holes mark his demise Variant: This corpse must have been here for a few hours, it's riddled with claw and bite marks The descriptive literature could be randomized so that inspecting a corpse is always a fresh experience. Other information could be added such as how many bullet holes, what kind of bullet, where on his body? (Headshot with a CZ 5 minutes ago? Time to GTFO!)
-
Trusting someone on the basis of "Friendly?" in side chat never works, ever. To test this statement, when someone asked the question on said channel i replied "No." within a minute there were 4 deaths. As it stands now, running in a large group (say 6) made of random people is just as dangerous, even if you know everyone's name at the start of your journey. Last night in a group such as this, an hour in from a group of 5 we were now 8, and as nobody used VOIP on direct (so you could hear the direction of sound and see players mouths moving) there was no way of discerning who was who, which ended up in a panicked culling of all my team (Before someone calls me out, I did not start, nor finish the fight, I simply ran to a bush, went prone and watched from afar as my 'team' and the horde they attracted duked it out before finally succumbing) I believe SOME system should exist in order to see the names of players, at least within the dynamics of a group (such as seen in conventional Multiplayer Games), however in the spirit of realism I hope it never actually gets implemented.. The current system adds to the nature of the game being played and encourages people to bring out their mics on direct chat and further immerse the player into the role of survivor.
-
This is a gem of an idea. The ability to document my experience in game would add an entire new layer of realism to the game. I'd document every kill, murder and village passed; as a survival bandit I'd write the name of anyone I killed, where I killed them, what they dropped, who I've grouped up with, where, did they betray me, did I abandon them? When I picture this in my head, entries are written and read similarly to books found in the Elder Scrolls games, with the ability to save a player's work and keep it in my rucksack, tent or... Or a bookshelf implemented into town halls in the game where people can deposit experiences for other people to read without first having to die.. I would be quite sad if no aspect of the OP's suggestion gets implemented to the game as it is a great one to have given its simplicity. My first entry: [Enjoy your beans, you monster]
-
Why would killing a human being have a direct affect on your mental health? Surely you must have been that way screwed up in the first place in order to perform such a deed. You don't immediately ferry troops back from tour to the nearest asylum, and survival is war against life itself. Having a sanity meter where after 8 kills your player laughs hysterically and defecates on himself is no more realistic than morphing into a bandit on your first kill. What exactly is the difference between a horde of zombies and a bandit? Surely such a system 'in the spirit of realism' would inflict an equal amount of mental damage killing the quick just as much as the dead? (As far as game mechanics go I am all for Cane's proposed 'Ranger' vigilante style class; It detracts from the realism of anyone could be anyone but would remedy the trust and pvp situation just as fast. In my opinion)
-
Fix Server Hopping/Quick Leaving (Borderline Cheating)
jezex90 replied to wattle's topic in DayZ Mod Suggestions
If a buddy system like the one you just implied ever got implemented JuniorD, then people in groups hopping servers would simple not use it. -
[Sugestion] new feature idea, regarding npc's. the walking living.
jezex90 replied to Gungy's topic in DayZ Mod Suggestions
Integrate a trade system a la dialogue box with other players. If this game were to take a storied approach then yes, there may well be camps of NPC survivors, however as it stands the game is a multiplayer survival experiment. Having emotionless NPC survivors with no true aspect of 'humanity' does not seem to factor into this equation. In my opinion. -
Miles away from any Electro and Cherno in the wilderness with your buddy, he's hurt bad after a run in gone nasty with some zeds. You manage to patch him up as best you can, but he isn't looking too good; he's feverish, shaking profusely, colour is fading from his world and you've had to expend your last blood bag not long before... But you've been fortunate, sustaining no more than a scratch in your trek from the coastal cities and are arguably in much better shape, you wouldn't mind loosing a pint or two... If only there was a way... In a game teetering tentatively on a delicate scale of camaraderie, teamwork, and glocking someone ghetto style in West-side Elektro, wouldn't it be an interesting mechanic to be able to donate some of your own life force (given the right equipment) to your friends or other survivors in an attempt to help him keep up with the pack? Whilst being as realistic as transfusing everyone and everyone you see with B+ve blood found on the rooftop of a hospital and hoping for the best, given the limitations of a video game the ability to donate your own blood to a fallen comrade may provide a beneficial addon, both for the increased survivability of groups and for the instilling of social values of codependence in a game where the whole world is out to get you; it could mean the difference between killing a random stranger or keeping him around for a while with the knowledge that he may be of use later on. To those who may have tagged onto my previous point of the 'realism' of in game blood transfusions, players could spawn with a random blood type, with corresponding blood bags randomly existing in the world also adding to the increased rarity of the item in the first place thus retaining some difficulty, however I admit that this is a slightly facetious measure to take in a video game. All criticism and discussion both positive and negative are encouraged (and anticipated :) )