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Magnum1978

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About Magnum1978

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  1. I agree with a lot that you say but smacking down his 'hallucinations' idea because it lack realism is also somewhat silly. This is a game to be played and to have fun with, freedom but there still needs to be mechanics to the game. If we wanted ultra realism, we'd go and do our tax returns for kicks. Fact is, because we respawn after death, its not realistic, because we are primarily anonymous, its not realistic. And these two things are the main reason griefing campers exist. Yes, they would probably exist in real life in an apocalypse scenario, but not nearly to the extent we see in DayZ and there would be big repercussions for people who kill people. People in real life would rarely if ever simply kill somebody and not bother to loot their body, and if they did, they would be borderline insane, hence hallucinations mechanic. Personally rather than hallucinations I advocated that a person with very low humanity 'goes mad' and instead starts seeing random zombies as players and conversely players as zombies, to greater and greater degree...or players where there are not players, etc.... it still allows players who want to lone wolf to do their thing and shoot everything that moves if they choose, but there is a realistic counter to this behavior. And yes there needs to be more of a mechanic to 'team up with strangers' - this might mean more dangerous zombies (and more zombies) and also zombies that can randomly be walking through bush areas to keep players on notice. I also think the following game changes need to be made: 1 - High quality weapons in general (especially sniper rifles) are far rarer if not available at all and do less damage generally. Most 'teir 1' weapons should not be in the game. Most players should be fighting with each other using farm rifles, shotguns, pistols, etc. Military grade hardware should be limited to weak silenced weapons, and miltary bases etc, could instead be contain more explosives . Explosives should be used more often in the game, setting up ingenious traps or other things to lure and smash zombies (given some type of luring item for zombies, maybe a 'blood' item), or players (tents, etc) if used right. I think they would be fun, but are hardly used at the moment. 2 - If you friend people (perhaps by hanging around together for a set length of time), you get the ability of being able to spawn near them next time you die (once until re-friend), or set up a camp that you can choose to spawn at. Or also other benefits might include continuing increased humanity, quicker more effective applying of bandages and other 'necessity' tasks, etc. Basically there needs to be more inherent 'reward' if you choose to co-operate. Not necessarily a punishment for not co-operating (that would remain the same). 3 - A 'revenge' mechanic is put into the game. Murdered players get to know who murdered them (regardless of changing username) hence removing the "anonymity factor" of the game, and an general indicator for players to see who other players are within 50m (or if using binoculars if the 'view' is 50m distance when zoomed). Humanity for revenge kills is not affected, and the 'revenge' is completed when the murderer is killed (i.e. the original murderer doesn't then get revenge in a cycle). 4 - An "end game" that requires co-operation to complete over a large time frame (say a month before server reset) (many have been discussed, cure, overrunning by zombies, killing of all the zombies, rebuilding of the map, etc etc) I could go on, but that will do.
  2. Magnum1978

    Game Mechanic: Add Player to Group

    Yes I suggested a similar thing. I think within 20meters some kind of indication of the player's name, etc should be visible. Certainly if somebody has killed you, it would be good to know who they are, and then being able to identify them later on. Griefers camp and kill for kicks because of the anonymity they currently possess... perhaps knowing they can be identified would cut this down. I also think a 'friend' mechanic is a good idea. Even with the system noting if two players are traveling with each other for a set length of time, they are 'friended' to each other. Friends should have benefits such as having the option of spawning near the region of existing friends (only once, or until they re-friend).
  3. Magnum1978

    Things that should reduce banditing

    No banditing is part of the game BUT they need to better incentivize the act of co-operation. So IMO this should include stuff like: having an evolving ‘end game’ (say a server event that occurs every 2 weeks on average) that will affect all players on a server is one way to meld humans vs zombies. i.e. being completely overrun vs finding a cure or carving out/cleansing enough group territory that is held by the players on the server to claim group victory. The concept of 'friending' and the reward for creating/keeping/helping ‘friends’ – i.e. this might mean much greater chance of spawning in or close to territory held by your group, especially so if killed by other players so you can exact revenge. This doesn't mean there can't be bandit vs bandit, clan vs clan or cartel vs cartel action on servers. strictly camping bandits have subtle triggers to give away their positions after some time in the same vicinity, I heard a good one like circling vultures thinking they are dead, etc.. The names of a player who kills another player is made known to the person killed. Players could post a bounty for the capture/killing of said bandit, with reward paid. Posters could be put on building walls, and deals struck (possible over radio or something if not face to face) etc. Killing other players (or especially ‘friends’) reduces humanity significantly. Low humanity has counter effects. I.e. “going mad” Examples I’ve heard are - seeing fake other players, seeing players as zombies, seeing zombies as players, decreased accuracy, permanent shaking, etc Sniper weapon ammo drops are made rarer.
  4. Magnum1978

    Introduce slumber...and many other ideas

    Like the concept of sleeping. I think it should be forced to be done. I think there should be a option whenever you logged, you can choose to 'sleep' for the next X amount of minutes from that point (30, 60?) -unless you log back in. In that time, you should be able to be killed or your stuff taken. It would certainly make finding a safe secluded spot a priority. And yes going without sleep for too long you should see fake zombies, and not aim properly, up until the point where you shake, and then pass out due to exhaustion (like an extended hourglass). Also sleeping for a certain time could potentially recover some blood, as an example, perhaps 100 blood per minute, so a 60 minute sleep in game recovers 6000 blood. Depends on how long you want to risk sleeping for whilst logged off. Or there could be items to assist in better sleep which recovers more blood, or makes the sleeper harder to spot, etc. Sleeping bag, bivvy bag, camouflage, thermals, proximity/trip wire alarm that auto wakes a person up, effectively making them disappear from the server so they can't be mugged or killed (unless at a distance). I like the concept.
  5. Magnum1978

    New toolbelt item: Duct Tape

    Yeah, duct tape would be good, in combination with a satchel charge, you should be able to tape a satchel charge to another player.... i.e. force them to go in and get your blood bags due to threat of explosive death! Only another player can remove it
  6. Fair point. I think the way I looked at 'territory', it was a mechanism which also encouraged growing your friends, thus increasing your territory and the potential of spawning nearer to friends. I think though, the group territory would be 'fixed' in as much as each group of friends would be entitled to one 'camp' (i.e. a tent/tents) which is a fixed location (unless taken/overun by others, then it disappears). Where you'd have a choice to re-spawn and re-arm at. However I would argue that you should only be able to respawn there once before requiring to 'refriend' with your buddies before gaining access to the greater group's territory again. the other choice would be spawning randomly within 500m of your friends who are on the server, as each player would have their own 'local territory'. This mechanic would be in place of where a group of you are travelling together but one is killed by a bandit/camper/troll. This would enable the player killed to get back to that location quickly and perhaps exact revenge on the killer (the killed player would also learn the name of who killed them). The killer would know this is a potential outcome of killing others indiscriminately (as well impacting their humanity level, see the other mechanic), and therefore *perhaps* they would be less encouraged to troll. This is the theory anyway. Thanks for the reply
  7. I like the concept, definitely. A long term 'end game' is needed. But I'm not sure servers will be capable of generating so many zombies to show areas 'overrun' if you come near. It would also look silly if you fly in by chopper only to see hundreds of zombies suddenly start spawning And the difficulty is you that you still get griefers who simply troll noobs and don’t actually bother ‘playing’ the game. They don’t shoot zombies, they don’t loot bodies, they are there to greif. And people who say ‘it will sort itself out’ well that isn’t really the answer, its kinda like burying their head in the sand - or maybe they are griefers themselves and like it like this. Early on there was an element of trust and co-operation, after everyone has started to get burnt, and over time getting burnt over and over, people are far more likely now to shoot first and ask questions later. If I wanted a death match game, I’d get back into playing Quakeworld. You don’t need to punish the greifers for what they are doing necessarily you reward co-operation more. At this point there is no there incentive to be cooperative, and whilst the game shouldn't FORCE you to be cooperative, it should balance out the incentive of being a cunt and long term benefit. As I said in a different thread, I think bandit/trolls can be countered by lowering their humanity to a level where they go ‘mad’ and are unable to tell the difference between zombie and other player – i.e. the skins are randomly replaced to have zombie look like human or human look like zombie. I also think that groups of friends should have ‘territory’ play a part in the game, and if a player is killed by another player, they are allowed to spawn with other friends inside their territory. This wouldn’t railroad players into a certain style, but long run coupled with your end game idea, unless more people than not start co-operating they will be overrun in the long term. I like this idea, and I think with some other balancing to the game it could work quite well.
  8. Magnum1978

    Some ideas i have for reducing Camping bandits

    like those ideas, I also had a couple of ideas that I posted yesterday (http://dayzmod.com/forum/index.php?/topic/71619-ideas-and-suggestion-to-improvebalance-noob-killings-territory-and-other-game-mechanics-semi-long-read/) that had players with low or no humanity that they can't tell the difference between a zombie and a human, where random zombie's start looking like players and players start looking like zombies. Basically they go 'mad' until they do something to improve their humanity, which means making friends, or killing zombies with friends, etc I also put forward the idea of being killed by a fellow player (and only a player, not a zombie), if you have friends, you are allowed to spawn within 500 metres of them to exact revenge (as often you are killed with friends with one surviving).
  9. Magnum1978

    Suggestion: Friends Group

    I suggested this yesterday in my suggestion thread (http://dayzmod.com/forum/index.php?/topic/71619-ideas-and-suggestion-to-improvebalance-noob-killings-territory-and-other-game-mechanics-semi-long-read/) in terms of being able to spawn in friended territory. I think however this should be limited to only times where you are killed by other players and only once until you 're-friend' with them. If you are downed by zombies, you start again as per.
  10. Hi guys, First post here, loving the game, the concept and the potential this mod has going forward. As a long time gamer (25+ years) I thought I’d put to use some of my years of playing games and understanding of game mechanics to put forward some ideas out there for consideration by the DayZ community. You never know, some of these may even be considered by the game developers… Note some of these wishes may not be capable/feasible using the current game engine, I’m not sure. Currently as good as the game experience is, there is a key issue that many are experiencing, with griefers or trolls simply killing other players indiscriminately. Not to loot, not because they are a threat, but just to kill. And yeah I’m sure almost all of us, at least once, have killed another player where we didn’t truly ‘need’ to, for whatever reason, however as time has gone on, it’s more epidemic, and there is less and less a focus on co-operation, and due to this sense of mistrust/being burned, the game is becoming more about killing first, asking questions later, or worse, players simply focusing on killing other players and not doing much else. Players are killed without repercussion, making it a troll’s paradise. It becomes less about a zombie apocalypse survival game, and more a deathmatch game with zombies. At this point, the reward for co-operation is minimal, and the punishment for non-co-operation equally minimal. And whilst I don’t think the game should necessarily encourage a certain ‘type’ of play, I think a few tweaks to the mechanics can minimise the ‘rage’ players experience from being a noob with nothing being indiscriminately killed, whereas teaming up with randoms is more appealing and possible more getting back to the essence of what the game (I think) should be about. These tweaks would also not really impact the style of play for players, lone wolfs could still go by themselves and if so troll kill other players if they choose to. As we’ve seen in the 1.7.2.5 patch, there is now a ‘humanity’ count in the debug menu. This is a key concept in some of my ideas, Anyway here are my thoughts: 1. The debug menu would show nothing but “time survived” and ‘humanity’. Fewer ‘scores’ such as number of X killed for players to focus on. The score is surviving and this should be the objective. 2. The humanity count goes up and down depending on interaction with other players. Say it starts at a certain level, your humanity goes up and down by co-operating with or conversely killing other players. An increase in your humanity can happen by creating a ‘friend’ with another player via an in game request. Conversely killing another player loses humanity, worse still, killing a ‘friend’ loses even more humanity (i.e. double crossing them). A player with too little humanity has some counter effects, which would be akin to what might happen in real life - 'going mad' so to speak. My idea would be that a player with little humanity would start to not be able to tell the difference between other players and zombies, although movement patterns might look different, to a player with no humanity, a crawling, walking or running human would look just like a zombie doing the same. This might mean the trollish noob killer after a while just sees everything that moved as a zombie, making it more difficult to notice potential targets, which in the end might cost them. Potentially at the lowest humanity levels, the player might also see Zombies as other players? Or this effect could randomly fluctuate. Not sure, but you get the idea. I also would not have different skins for bandits/noob killers. Each person should be approached given the benefit of the doubt IMO. This should be a game as much about trust as it is survival. There would be no drop in humanity for killing people who attacked/shot at you first, or for ‘revenge’ attacks, see later. 3. Part of the creating ‘friends’ also extends to a new concept of ‘territory’ I’d introduce where having friends directly impacts your ‘territory’ in the game, and whereby clans or groups can carve out a ‘territory’ in-game. As players move, so does their territory. This is persistent and whilst not shown on maps, directly impacts gameplay. Territory would be the total area you and your friends encompass and would allow one ‘camp’ which would be part of your territory and persist until it was taken or moved. Territory could also be taken from other players or lost when you or your friends die. Part of the concept of territory is the allowing of re-spawning within your current territory locations, but only once. This would only be the case IF you were killed by other players, not zombies. Players killed by other players would be able to spawn within 500m of their existing territory however would need to re-friend with their players before gaining this luxury again. The concept of this would be to minimize the rage of losing your friends and the need to traipse 10+ kilometres back to your friends after you die, but also allow easier ‘revenge’ if you die via a noob killer, as often you are with your friends, you can get back and hunt them. 4. When you get killed by a fellow player, you get to find out their name. When you get within 10 metres of another player, you also get to see their name above or on their character. This is a revenge mechanic, plain and simple. These are my bigger ‘gameplay’ oriented suggestions, other ideas are niceties: More items to find, trade, loot, many more ‘classes’ of each type of item. An example would be, poor binoculars, good binoculars, excellent binoculars, then range finder, etc. This for most classes of weapon, as appropriate You should also be able to find many more ‘everyday’ useful items, and things you can use to defend yourself with, starting with a lump of wood, pipe, not just the limited set we have now, cooler to store food, or even bigger things to bit by bit setup large and functional camps, storage containers, with the ability to ‘build’ things using standard ‘commodity’ items that can be found or harvested (brick/wire/metal/wood/etc), such as (for example) a chicken pen for finding and collecting chickens which would supply food with daily eggs, etc. There could also be ‘instructions’ for building lots of different things. Health of player is visible and indicated by their skin (blood stains, damage to player, face busted up, etc) By all means critique or comment on my ideas! Cheers, -Mag
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