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pogoman979
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Everything posted by pogoman979
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agree with everything
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Dear Rocket. We crave direction!
pogoman979 replied to The Killing Joke's topic in DayZ Mod Suggestions
I think moderators should be more liberal with closing threads. Like if they see a thread with an idea that has been suggested before, link to the old thread and then close. It prevents people posting in the repeat suggestion thread over and over flaming and trolling the OP and means the thread isn't bumped to the top continuously, pushing down other good threads. Plus people will start thinking/searching before they make a thread if they write an essay about an idea that has already been suggested, only to have their thread immediately closed without getting any closure on their ideas. -
Psychological Stress, Drugs, Alcohol and Addiction
pogoman979 posted a topic in DayZ Mod Suggestions
Ok so i was replying to this thread: http://dayzmod.com/forum/showthread.php?tid=9727 but came up with so many ideas i decided to make a new thread, as the OP of that thread was the most bizarrely writen wall of text i've ever seen and thus i feared it would be ignored. Also please do not reply to this thread unless you read everything, i know what these forums are like and i know people have already formed their opinions upon reading the thread title. Ok so, the problem with coding in psychological states and meters is that in reality, some people would be able to handle the events of DayZ better than others; based on their life experiences/mentality/genetics/how they were raised etc. So i have seen this idea shot down in the past, but if you think about it in reality our characters ingame all look the same and get hungry/thirsty at the same rate etc, i.e. this is a game, not everything can be as varied as real life. WHAT I AM SUGGESTING: What i think would be a good idea is to have a psychological stress meter, but the more horrific acts the player sees/does the less they are affected by them, so you can end up having some really bad ass characters, and some really pussy ones :D. HOW IT WOULD WORK: The meter would be represented by a brain on the GUI. Now the more psychologically stressed the player gets, the less accurate the other ingame meters should be. I,e the more deranged someone becomes the less they pay attention to/are aware of their bodily functions and needs. So this means your hunger meter might stay green even when you are starving, as your mind is so messed up it's not interpreting your bodies signals correctly (the extent of this obviously varies on your psychological stress). Now while your hunger may be green for ages, it will only go red when it becomes critical, in which case you better eat something fast. However i am also suggesting a new feature which means you can't eat anything when you think you are full (as your character doesn't feel hungry), which also prevents the scenario where someone can devour an entire cow, and means players can't just eat when they are psy stressed and know they are really starving even if their meter says they aren't. How hungry you can get before your body registers it would be based on the psy meter, and at 100% psy stress and over your body would never register the hunger, meaning you could just die from hunger. This would mean the player would have a much harder time surviving, however as long as the player is surviving their psychological meter is slowly decreasing, so you can get through it and become a tough cunt. Obviously there could be alternative/other effects, this is just an idea. ON TO DRUGS AND ALCOHOL: Now whilst the psy metere is decreasing slowly, it should be slow enough to be quite a pain, which is where drugs and alcohol come in. Drugs and alcohol should immediately reduce psy stress substantially by providing an escape, i.e. a coping mechanism for the brain, however they also obviously come with their own set of problems. Aside from the immediate effects which would be hilarious and fun to implement, every time you use a substance there is a chance of addiction kicking in, and the more you use it the higher this chance gets. Once you are addicted you will have to keep taking that substance to avoid withdrawal symptoms, which could include things like the shakes and also an abnormal succeptibility to horrific situations, as the mind believes it can't cope without its drug. So basically if you have withdrawal the best thing to do would be to wait it out, and make sure you don't do anything terrifying until the addiction wears off, but this means you wont be able to venture near zombies, and so near loot, so you better have some supplies! So given these mechanics doing drugs or whatever are a viable solution to immediately reducing psy stress, but if you dont handle them correctly you can end up even more messed up. Drugs and alco also give players who want to get psy tough fast a route, as you can do heaps of murder and then just take drugs to get over it, however if a player gets addicted and then can't find any more of that substance, their withdrawal means they are extremely succeptable to psy stress again while they get over the drug. One further note, psy stress would be able to be increased over 100%, so someone who is truly fucked up won't be able to decrease it below 100% to register that they are hungry as the psy stress wont decrease fast enough, unless they find more drugs and alco, which leads to addiction again, etc Now for the people who say some folks may be able to just kill and see zombies eating things without effects anyway, the point of this system is if you play your character right he will eventually not give a shit about those things, but for fun and gameplay/character development purposes when everyone spawns they should be pussies ^_^ -
you should probably play the game before suggesting things then :P. The servers can barely run with 50-60 players, so suggesting one server with 1000 is rather amusing
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Psychological Stress, Drugs, Alcohol and Addiction
pogoman979 replied to pogoman979's topic in DayZ Mod Suggestions
haha cheers bro. Also being a stoner doesn't make you a loser! I'm in my fourth year of software engineering and i light up as much as my workload permits, fucking love it XD -
Well, this is much better than your other idea XD
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Oh my gosh of course! Why didn't anyone think of it before??!!! Why have we been limiting ourselves to only 50 players this whole time??? I can't even think of a reason!!!
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i likeeee
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Psychological Stress, Drugs, Alcohol and Addiction
pogoman979 replied to pogoman979's topic in DayZ Mod Suggestions
haha well your post is at least more readable than that other one now. i have a habit of overthinking ideas and writing essays about them, so thank you for taking to the time to read it, didn't think anyone would XD. i agree with pretty much the entirety of your reply. The only point i'd like to make is the reason i brought addiction into it is because while substances such as alcohol aren't necessarily that addictive, they can be when used as a coping mechanism, which is what i am proposing. i.e. if you only feel good when you a drunk cause it distracts from the horrors that you have seen, then yes alcohol would become extremely addictive. -
ok so i'm pretty sure this has been suggested before, but the thread(s) is probably dead and buried now anyway so. Basically, as it was in the life mods, there are some preset phrases (which the player can modify) that can be printed out on all nearby players screen's at the single press of a button, in emergencies for when talking over the mic isn't feasible/working and your direct chat messages aren't being noticed, or if you just need to get the message across quickly without having to type it out. An example using cutText: [attachment=697]
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Melee can be implemented. It's a simple case of playing an animation and timing the phsyical connection between the weapon and the target with the setdamage command, and doing a check at the time of connection to see whether they are still in range. I coded it in for the life mods so that you could stun other players by pistol whipping them XD
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bahahahaha this forum is ridiculous
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I want a unicorn
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Alternate Food & Drink sources (that are already in the ArmA)
pogoman979 replied to dut's topic in DayZ Mod Suggestions
unfortunately i don't think those items can be deleted upon consumation, and it would be annoying to try and eat a pumpkin only to have the game say that this pumpkin has already been eaten. Additionally since the locations of these food sources dont change players would never need to look for food, as they'd already know where to find some. -
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Reduce amount of weapons, encourage teamplay
pogoman979 replied to Kogru's topic in DayZ Mod Suggestions
agree with everything. This and fixed zed AI would actually make the game a challenge -
yeah that heavy mist would be cool to have ingame. A2s particle effects can really improve the atmosphere. I used dust effects in a few missions which were really nice.
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yeah but the reason the game is so peaceful is because surviving is so easy. If surviving was actually difficult and zombies were actually dangerous etc then the game would a lot less peaceful and a lot more desperate. I think random events as you describe will be good for gameplay later on, I just think right now there are other more glaring issues that need to be fixed. Having said that there's nothing wrong with discussing ideas, especially ones that would be easy to implement. Just a lot of cinematic events are time consuming to code, especially ones involving AI.
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Ok i'm not sure why players would leave loot and a map to it for other players to find, other than to just set up an ambush, but the idea is still viable if implemented correctly. Say whenever you find a map, it can have markers on it (generated by the mission not other players), indicating the location of some loot, similar to getting stash markers in stalker. This would be extremely simple to implement, and is along the lines of what you are suggesting.
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what i mean by broken AI is your ability to walk into a building and have all the zeds chasing you suddenly slow to a walk, making them easy to pick off. And when you have zombies chasing you outside you can backpedal and they will never catch you even though you are moving at half their speed, because as soon as they reach you they stop to attack, miss, and then have to catch up to you again. These two strategies render zombies completely harmless except to those that dont know them.
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while random events would spice up the gameplay momentarily, the game is seriously flawed due to it's lack of objectives and low difficulty. Superficial improvements can come when the game has it's mechanics worked out and is already good, i.e. they would just be the icing on the cake. Main areas of focus atm imo should be implementing stability and gameplay mechanics. What i mean is a jet flying overhead is nice, but has no actual effect on gameplay. Wandering hordes however are a good idea in terms of random events.
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so basically whenever i agro zombies i can just run away until they give up and then come back? And your solution to zombies with broken AI is to add more of them and make them harder to kill? I'd rather see a fix for their AI which makes even one single zombie dangerous and doesn't destroy the server's load capacity.