wonderflex
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Gear Levels/Rarity, Scarcity, Item Management, Children and More
wonderflex replied to wonderflex's topic in Suggestions
PSL is Romanian -
Gear Levels/Rarity, Scarcity, Item Management, Children and More
wonderflex replied to wonderflex's topic in Suggestions
I agree on the weapons, I was just trying to show some form of high and low. The selection of weapons can be post unto its self, but I would love to see a full array of Russian design based weapons - SVD/PSL, PKP, AKM, AK7M, AS VAl, Saiga 12, etc. -
Gear Levels/Rarity, Scarcity, Item Management, Children and More
wonderflex replied to wonderflex's topic in Suggestions
On the "pipe wrench, knife, axe," part - that actually is the type of tiering I was talking about, and is a decent example of how it is good now. I say just space out the rarity, so you might see somebody who has played a while and is still stuck at "baseball bat" level, because it's hard to find axes. The addition that would be nice is to have have tiers on other items as well, that don't have to be magical, or unrealistic. Make there be low caliber weapons, which can kill just fine, but take more hits, don't shoot as far accurately, and then ramp it up from there. Let's make the Remmington 700 be the firemen's axe of long-range rifles, and have five tiers of weapons in-between. -
Gear Levels/Rarity, Scarcity, Item Management, Children and More
wonderflex replied to wonderflex's topic in Suggestions
I guess I should note that I understand the game already uses a % based spawn system, but am offering a different way of going about it that I think would make server hoping not worth it at all at some point, because to be honest 260s is not even close to long enough if the person wants a certain item. This system would instead make it not worth your time, because a certain times even a server hopping all day long (with your 260s breaks in between) wouldn't be of use. Instead you play the game, and as you live your life you will go back to a location on another day to see if your items are around. If an item has a 1% chance of spawning, even with the server hopping time out you will find the item you seek in seven and quarter hours of play. That is quite a bit of time, but may be worth it some people. -
Gear Levels/Rarity, Scarcity, Item Management, Children and More
wonderflex posted a topic in Suggestions
My play group has been together from the mod and up through about 85 hours of standalone. Through our playsessions quite a few ideas have come and gone, but through all of it these seem to be the things that stick the most: Gear Levels/Rarity While playing standalone I find that death is only an inconvenience for short matter of time. Die, respawn and then run as fast as you can to the factory, then Berezino and then the airfield. Complete this fists up run and you are most likely to have a nice backpack, four slot pants and shirt, a pistol, an M4 or Mosin, three mags, water source, food, basic medical supplies and a few attachments - all in about an hour and a half. This means I can go from nothing to equipped enough that I need to invent my own endgame in a relatively short period of time. To alleviate this issue one of our group suggested having increased tiers of quality and rarity à la the Elder Scrolls series. As an example, in the Oblivion there are 11 tiers of daggers, each with progressive damage, durability and rarity. Why not apply the same mechanic to the most beneficial of gear in Day Z? Wash up on a beach, run into a house, and all over of the place you will find 6 slot children's school backpacks or women's large purses. Search a little longer and you will find an adults 10 slot hike pack. Continue this gradient rarity scale all the way up until you find your 85 liter expedition pack with 30 slots. Same idea, wash up on a beach, run into a house and find a semi-auto .22LR and work your way up to an M4A1/AK12. Find a Mossburg over-under and work your way up to a Saiga 12. Find a Mosin and work your way up to an M107 .50 cal, with ultra-rare ammunition. We would like to see the top tier weapons be incredibly rare, causing you pause for thought each time you enter an engagement because the thought of death is actually fearful when stack up the hours used to obtain your gear. As much as I love this idea I do still see server hopping as a gaping flaw in this system. Figure out where the .50 cal rifle spawns, flip through server after server - even with a time penalty - and you eventually undue the entire system. To prevent this from happening I bring us to the next topic: Scarcity If an item only spawns on the roof of the air traffic control tower, and only has a 5% chance of spawning, then the easy solution for some is to server-hop 20 times, and as statistics say there should eventually be the item you are seeking. This means for minimal work, even if a time penalty for hopping is introduced, you can find a rare item with minimal time or risk. To combat this I suggested that the game introduce a scarcity system, that is to say, there should be times when no matter how hard you search you will never find the item, leaving the only means of collection to bartering or harvesting off the corpses of others. Here is an example of how the system would work: You currently have a 20 slot backpack, but have really been fancying one with 30 slots, so you set out looking for one, but you never seem to be able to. This is because the central-hive would be set to not allow certain items to spawn for a set duration of time. Today there aren't any 30 slot backpacks and there won't be for the next seven. You don't know this though because the scarcity index isn't published, and the frequency isn't set in stone, such as 12 gauge slugs always spawning on Thursday through Saturday. This will discourage you from server hopping much if the item doesn't appear, and may just drive up your player interaction. The other advantage to this system is the preplanning requirement it will place on the average user. "Today I found a box magazine for an PKP, but I don't own a PKP, don't have any 7.62x54r ammunition, but I sure do want that gun." Now you need to decide if you want to keep this four slot box without ammo or a weapon to use it with because you never know if when you will find the weapon - it could be today, it could be tomorrow. You decide to skip on the box magazine because you would need to toss some items. Two days later you find your PKP, but alas, you no longer have the box magazine and the hive isn't sending any out for three more days. This scenario will now require you to either trade for the magazine, or kill to get one. Additionally, you may be willing to hold onto items you don't need just because you know how valuable they will be in a trading scenario, helping to better establish a post-apocalyptic monetary system. "How many .308 bullets will you take for that backpack?" Speaking of backpacks... Item Management In real life I own several different backpacks, with my favorite being an REI Flash 65. On my flash I have a large main compartment and five extra compartments, but no matter how you stack it, I can't fit a sleeping bag in my water bottle compartment, and I wouldn't put bear spray at the bottom of my bag. When you pick up a backpack in the game it shouldn't be adding all of the slots together to make one total number. Instead a 28 slot backpack should have a solid grid of 20, three double slots and two single slots. Find a yellow protector case? You won't be sticking it in your water bottle holder today. This idea can carry over to all gear. Six slot pants? How about two double slots and two single slots. Four slot rain jacket? Four single slots. Using this system will then allow for additional diversity and force you to choose one type of clothing over another. For example, let's say you find a hiking jacket with six slots, but it has six single slots. Next you run across a hoodie with only four slots, but it is one big four slot pouch in the front. You now are faced with an inventory management question - "Six slots holds more single items, but four slots holds a pistol." This is a no-brainer for most people - just take the six slots, move your canned food into the pockets and put the pistol in the backpack. In order to force the choice I also recommend the second prong of my item storage scheme, which forces to types of storage - quick access and standard access. Storage slots on an item would be either standard or quick with a dark colored line around those that were standard. On a hoodie the front pouch is quick access, but the main backpack storage compartment is not. If you put your pistol into the backpack you will be required to kneel down, open the pack and pull out the pistol. If you take the four slot hoodie and put the pistol in the front it can be pulled out with the normal animation. This can drive even further item diversity, with a 20 slot tactical backpack having more front-facing small quick access slots, where a 20 slot expedition backpack may have only one large 20 slot standard access area. Combining all three suggestions would stretch out the endgame (ie: I have the gear I need, thus I have nothing to search out) by quite a bit, as will upcoming updates with cars, repairs, base building, On top of these three major ones, here are a few other random suggestions that have not been fully vetted and are just food for thought: Missions: have missions posted on a bulletin board, such as deliver this package from cherno to kranostav via dubrovka in X amount of time and receive a reward. The reward would usually be an item that is currently in scarcity and with the difficulty determining how valuable the item is. You can't leave the server, and the more people on the server when you start the mission the higher the reward. If the server goes down I don't know what would happen.Children: My wife thought this up (figures?). Male and female characters can have a kids. Pair up, do the deed, and five days later two kids are born. You both get one. The child must be carried in arm or on a baby backpack. After three days of feeding you get a ten year old kid who can carry a backpack and be interacted with as storage. The child will follow you as close or as far as you set it.Pack Animals: Similar to the child idea, but you get an animal to ride or to carry items. This way you don't have to worry about child violence in a game.Those Tiger-Trap Stick Hole Things: Use your shovel to dig a whole. Put spikes at the bottom. Cover whole with leaves. Wait.Elder Scrollsesque Darkness: People gama-trick all the time. Why not just make it a tad easier to see at night, a little worse than elder-scrolls and then reduce the ability to trick out gama and brightness.Blowgun/Craftable Weapons: Axe+Bamboo = Blowgun. Axe+Porcupine = Blowdart. Blowdart+Antifreeze= Poison Blowdart. Axe+Branch+String=Bow. Axe+Branch+Feather=Arrow Hammer+Rock=Arrow Head.Vehicle Maintenance: Cars require oil and antifreeze. You can salvage parts off other cars. Don't maintain your car's fluids and it breaks down. This would force somebody in a group to be the mechanic and carry around maintenance gear.Advanced Medical: Bandages stop you from bleeding at the moment - eventually you need stitches or a surgery. Major medical supplies for surgery come in a 6 slot kit. This would force somebody in a group to be a medic and carry around medic gear.Server-Hopping: This has been talked about to death, so I will put it at the end. My suggestion is getting rid of the idea of a server connection cool-down timer. Instead make it so items won't spawn into view for a set amount of time. Sever hopped four times? Next log-in to a server makes it so you can't see any gear, even from other players, for 10 minutes of in-game time. Second time you log-in to it is cut down to a 5 minute penalty. Third time you are penalty free. Get caught server hopping again, the penalty starts at 20 minutes, then 10, then free. Keep on upping that server hopping penalty to a maximum of 30 minutes, 15, free. -
Is it possible to load rounds in a Mosin not empty?
wonderflex replied to Noisex's topic in New Player Discussion
This is very annoying, but my guess is the Mosin in game is built as if it has a permanently attached magazine (which it does), but the game is treating it like an M4 or pistol mag, which requires removal to reload. Once they have this fixed it would be nice to see stripper clips added for the Mosin. -
I am having this same issue. A friend and I were killed in the woods out of nowhere, instantly - seemed like a hack - and now we can't join any servers without getting a "script restriction #98"
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I was on server US101 when my friend and I were walking through the NW of the map. Then while we were walking through the woods we both died. He died instantly, and then I had my legs broken and bled out in a second or two. Now whenever I try to log into a server I get kicked for "script restriction #98." Anybody know how to fix this so we can play again? Also, any possible way to get our gear back?
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Today (8/12/2012) around 2100 PST. I was on US101 with my friend near the NW corner of the map when we heard a car for less than a seconds. A few minutes later when we were both in the middle of the forest we instantly died. My legs broke and I had shock, and then within less than 5 seconds I bled out to -18 health. Now I am unable to join any severs, including US101. It says, "kicked for battleye script restriction #98). We aren't using a script of any sort, nor are we hacking. I lost a lot of rare gear and I don't know how to get it back. Does anybody know how I can get to the point where I can join servers again?