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Vorg

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About Vorg

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    On the Coast
  1. You can shoulder main weapon to use secondary and holster secondary to use main. Should be able to shoulder/holster both at the same time to get to the flashlight or axe or even use the knife as a weapon in a pinch. Be able to shoulder and holster 2 of each. allows for a crossbow or sniper riffle and a regular rifle/shotgun. I know underground stuff is planed on a big scale. But on a small scale, once you get an entrenching tool be able to dig hidden a bunker. Dig at trees/bushes or at a rock which set the entrance type. Only the person who dug it and any granted access would see it as an entrance. Only vehicle if any that could be taken into the bunker would be bikes. First room would be the main staging area with some storage/equipment on ether side. Back with be starting a narrow hall with each person granted access being a to add 1 room. Every 2 rooms would extend the hall. These rooms would be smaller and have limited storage for that person to store stuff. If they are kicked from the bunker, the room and contents would go into limbo until that person joined another and added a room or started his own. And the bunker/room should be tied to the player account, not the char. The main reason to store stuff is to regear if killed. If you loose access to the room/bunker from death, it would defeat 90% of it's usefulness.
  2. So much babbling and moaning and people scared it's to prevent them from running around mindlessly killing. It's NOT. This would have little to no effect on anyone who sets pvp. It only provides a way for someone to provide some proof when they say friendly and give them a chance to talk before shooting. And it only works between players who BOTH have non-pvp set. Call it talk first vs shoot first.
  3. Since there is no way to know if someone is friendly or not and some many only want to just kill, even those who wouldn't mind grouping have to follow a shoot first policy. The humanity rating does little to nothing to help because anyone can put on a ghillie suit and hide the bandit skin. A modified PVP flag. Most games that have optinal PVP use a flag the player sets to mark if they want pvp or not, but that also makes it all or nothing. Instead, if a player with non-pvp set encounters a player with it set, the flag has no effect, but if a player set for PVE tries to fire at another player with PVE set, the action is blocked and the player/s get a message to "hold fire". They then know the other is friendly. The PVP flag can not be set while within 100-200m of another player who is not set to prevent abuse by changing it and then attacking. Might also add a timmer like must be 5 minutes after they have moved away from each other. Bandit killing should only cost 25% of the humanity points lost when killing a non-bandit to allow for self defence. To help with bandits hiding the fact in ghillie suits, do something like give them a black arm band or head band.
  4. Vorg

    How to use your flashlight?

    Don't you still have to clear those weapon slots to use the flashlight or axe moving the weapons to bp or droping them first?
  5. Vorg

    What is Humanity?

    I made a post about this bandit skin when I saw it was back in, but it sounds like what I was saying is kind of beeing tried with this humanity number. Something that stays with you through death, goes down when you pk and up when you don't. I think the thought about only being allowed the bandit skin is a good idea. Whats the point in id'ing them with a bandit skin if they can simply change to something else? Makes the whole system pointless and useless. http://dayzmod.com/forum/index.php?/topic/3141-banditsurvivor-morphing-to-be-removed/page__st__1200#entry688272
  6. Right now it is too easy to get the tag and too easy to remove it. just stash your stuff, get killed, recover your stuff. Here is a thought on how to make the bandit tag usefull. Of corse, the pk'ers won't like this because they only want things that give them an advantage. Require a count of something like 10 to become a full bandit. Maybe latter add something that is a step that way at 5. And don't count bandit kills if you are not a bandit. Also, if they shot you first within the last ~minute, it doesn't count against you but if you die, it does count against them. Maybe add a timer between kills. If you play hours every night and only kill 1 player a week at most, are you really a bandit/pk'er? Maybe require somethnig like 10hours of game time between kills to have it not count. Some way to reduce how much it counts against you the longer you can go without a non-bandit kill. Don't wipe the pk count on death, only remove 1 from the count on death. Also could a a time factor to remove counts just as a time factor would prevent counts. going 15 hours of game time without a pk reduces your count by 1. Getting the count below 10 would not remove bandit status. You woud need to get below ~5 for it to clear at least if not all the way to 0.
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