ShaDDer
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ShaDDer replied to ruarz's topic in DayZ Mod Suggestions
Personally I would like to se dislocated joints as a potential problem after falling or crashing a vehicle at high speed. I guess the shoulders are the most common joint to be dislocated and even if that type of medical problem is not very common it definately requires a helping hand to be fixed. I haven't recieved any comments on my post about drugs a few post above. Is it a lousy idea or may it have some value in DayZ? -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ShaDDer replied to ruarz's topic in DayZ Mod Suggestions
I disagree. There should be some incentive to cooperation with others. The reason you don't trust people is because there is not enough of this incentive! Besides, you can already eat food to get blood back without help from others. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ShaDDer replied to ruarz's topic in DayZ Mod Suggestions
Double-post, sorry -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
ShaDDer replied to ruarz's topic in DayZ Mod Suggestions
Sorry in advance if this has already been mentioned. However I think my ideas are pretty original even if similair ideas have been mentioned. Drugs Morphine is already a part of DayZ, and I was sitting here trying to study for an exam when I realized that I was using drugs to improve my performance. Why not implement this in my favourite survival game? When I say drugs I mean the everyday drugs we use today, like caffeine, nicotine and alcohol. Let's just focus on these three to begin with, even though hospitals in the game very well could spawn stronger drugs like amphetamines and stuff. Drugs should have a practical use in the DayZ world, just as we use them today. In DayZ we have to eat, maybe we need sleep aswell in the standalone, and there is cold weather and pain and lots of things to make life hard for the survivor. Depending on the features presented by the standalone these drugs could have different effects. If sleep is indeed implemented in some way, caffeine would temporarily keep you awake and alert even if sleep is really needed. Tobacco (nicotine) could temporarily lower the level of hunger to avoid starvation, and alcohol could be used to stay warm for brief periods, and/or lower pain level. Cold, pain and other factors should affect stability aiming, metabolism, speed in manouvering, reloading and so on. These household drugs could then be used by the player to dampen or highten some of these factors. To give a practical example: Let's say you are the overwatch in your group, designated to lie on the cold ground for a long period of time while your group is looting a small town. You could then use some liqour or beer to keep warm during that time, if you don't have really good clothing fit for the job. You would become slower, and less accurate while aiming, but since your job is just to watch over your teammates and warn them if someone approaches, that is a small loss and using alcohol might be a good thing in that situation. If you are going on a long expedition, and need lots of food with you but have too small a backpack for the task, you could use tobacco to lower your need for food until you come back, since it takes up a smaller inventory space than several cans of beans. These are just (poor) examples of how these drugs could be used. I just feel that drugs could give a little more depth to the survival part of the game, giving the player more options on how to deal with situations. Rocket recently talked about finding clothing and household weapons in buildings. Perhaps beer, moonshine, coffee and tobacco would be found in residential buildings and farms, while medicinal alcohol could be found in hospitals. Alcohol (moonshine and other strong spirits like whiskey) could perhaps be used to sterilize wounds and dampen pain before fixing a dislocated shoulder or something like that. If not tranquilized the survivor could lose HP (blood) as a tradeoff. Perhaps you could even poison food items with drugs, thus incapacitating others for you to rob in their drunkeness. :rolleyes: What do you guys think? Is there perhaps something about this drug-theme that actually could be fun/useful in the game or is it all a bad idea? -
Caught another player disconnecting when I ran into him. Time 13:13. Didn't catch the name but it said "XXX is losing connection" for like 0.2 seconds. EDIT: Got the coordinates too if it may help, PM me if that's the case.
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I actually saw you kick him in the game. I though it seemed like an odd event and that it had to be a hacker. Good work Karg, youv'e obviously done your part so let's hope he gets a global ban.
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I can only agree that 1.7.2.5 was a fail from a hotfix perspective. Iv'e got the impression that Rocket tries to add new features and make hidden changes in order to develop the game and wait for feedback as these changes are identified by the players. Personally I think it may sometimes be a good idea to implement hidden changes (zombie behavior for example) but when it screws up tents and my character switches skins for no apparent reason we as players want to know what is going on. In the very least I would like some feedback when we complain and as far as I know there has been no word at all from Rocket on these issues. What was even the big problem with 1.7.2.4 that made 1.7.2.5 necessary from the beginning? I guess the tents are bugged from the devs trying to hinder item duping, but as we all know that went a bit too far since items can't even be saved at the moment. If you add everything together; Hackers, bugs that kill you from nowhere, items that can't be stored - what's left when it comes to enjoying the game? You are supposed to survive on Chernarus and all these things are very contraproductive to that goal. I think Rocket should make a public comment about what is being done to adress these issues and release a new hotfix ASAP, otherwise players will deflect from the alpha and wait for the full version, which in turn will decrease the amount of feedback on game changes which may end in a less enjoyable final version.
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Well I'm no bandit for sure, no murders at all when this happened. On the other hand I was getting graphic/debug bugs when going 1.7.2.5, giving me the bandit scarf on and off after spawning in, also giving me a humanity level of zero for no reason. Perhaps this bug got even worse when I had the ghillie on and the bandit skin couldn't apply properly. I will check my humanity level tomorrow, it may or may not be a clue. Thank you for your support Karg, I appreciate it.
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I logged in more than an hour after the restart, I was not rushing it.
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OK, now I am really dissapointed. I had just got the engine parts that I needed, as well as the above mentioned gear when I logged out waiting for the server to restart. I logged back in now and I got the "Wait X seconds to respawn"- screen with the server message that I just died. I then spawned at "wilderness" with no gear, looked like I was off the map (just plains as far as I could see). Logged out and back in, spawned at Kamenka, still no gear but somehow still in my ghillie suit. This really pisses me off since I have been hunting engine parts for several days and I lost NVG:s, Range Finder and GPS, stuff I never found before today. Is there any chance this can be rolled back or fixed somehow? I logged out 4 minutes before the server restarted and I had picked up the engine parts minutes before that. Is this a known issue? What triggers it? Is it just a random bug at server restarts or did I do something wrong? If this keeps up along with the tents and vehicles not saving my gear I will soon lose my patience and pick up BF3 again or something. :(
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Someone disconnected from the server as I tried interacting with him. Time around 19:14 if Karg would like to look in to it. Some idiot crashed a heli in the forest nearby minutes later also, around Dolina. The heli was flopping around in the air like a leaf falling from a tree. I thank you for the NVG:s, GPS and Range Finder, never had any of those before. :)
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In this thread I mentioned the use of single rounds in lack of magazines, and I wish it be implemented but with the Arma 2 engine it may be difficult I am afraid (no expert but by just looking at the game...). However I think this is the way to go about guns and ammo in DayZ. You are not supposed to find an AKM with three magazines the first thing you do in a post apocalyptic world. You might find an AK in some time, but then you need ammo and until then you are supposed to survive with whatever the wasteland gives you. May it be a hand-made shotgun, made from a pipe and a nail. May it be a 9mm pistol that someone left in his house. Anyway I think guns and ammo should be more diverse in types and also less common. Having a group of four people should mean you have to split up weapons and ammo between you. As it is now you just pick your friends up and if they are under equipped you just make a run for military gear and everyone is Rambo in ten minutes. I want more "YES!" feeling when I find guns and ammo, not just "Oh, just another glock mag, nah I'll leave it".
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Thanks for the info ZlobaRUS54. My vehicle was reset once again this morning so I guess I won't use it for storage until word gets out that this issue is fixed. I guess I will make due with the gear I got and try finding something else to do in the meantime besides storing gear.
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The more different weapons and calibers availible the better in my opinion. The trick should be to find ammo that fits with your weapon, or find a weapon for all that ammo you already found. I definately think that ammo should be hard to come by and firing a weapon should mean a risk, both running out of ammo and zombies locating you. Imagine you got a .22 caliber rifle and lots of ammo. You then find a hunting rifle or similair - your .22 peashooter is inferior. If you should happen to find a .22 pistol on the other hand, you now have a secondary weapon with lots of ammo. I would like to see some crafting implemented as well. Imagine making a .22 suppressor from a plastic bottle and some tape for example. Should lower the sound a bit (shorten the sound radius) but not be silent. Also other suppressed weapons should obviously not be completely silent if theyr'e not suppressed with a high-grade suppressor combined with sub-sonic rounds. Also the unsuppressed weapons should have a (much) louder report. I recently shot a zombie with the revolver with another zombie just a few yards away and he didn't hear the shot. Firing a weapon seems to aggro only the closest zombies, except for the Enfield. I think you should feel hindered by the risk that zombies might spot you. You should have to wheigh the pros and cons before opening fire.
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Yep I saved it. I never got any sign of overloading either but that shouldn't matter? My Tractor had tons of stuff but reverted to the default: One can of food, one binoculars and one empty whiskey bottle. I am pretty far from any of my tents but some of them where fine yesterday atleast. Will the content dissapear only if the tent is saved? So I can keep "old" gear in the tents as long as I don't save the tents? Can overloading cause tents/vehicles to not save the content? I thought the only risk of overloading was losing the actual item you are trying to put in the tent/vehicle.