sgtsnug
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Everything posted by sgtsnug
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Shitty thread, shitty user. The great tale of TheLoneSurvivor.
sgtsnug replied to TheLoneSurvivor (DayZ)'s topic in DayZ Mod Suggestions
...NOT a suggestion....if anything that shit should get you banned, or at least given a damn stern warning and backhanded smack up the head. -
Please read rocket, food and water
sgtsnug replied to bas_tera@hotmail.com's topic in DayZ Mod Suggestions
I forward you to this post which makes hunger and thirst have more meaning and makes the player need to eat and drink more often as a result there for needing to consume these vast supplies. http://dayzmod.com/forum/showthread.php?tid=9402&pid=144544#pid144544 -
I agree there needs to be an address to the re-spawn spammers, it's a cheap cheat to get to the preferred location and also can cause a bit of lag much like those people who spam connect till a slot opens up on a full server. You should be able to re-spawn surely cause you may get stuck somewhere or just be in such a poor situation like broken legged and low blood passing out every second you need to, but I'd limit it to once per hour if that is even possible.
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Over suggested and something that cannot be fixed without heavy programming to the core of ARMA 2's engine script. Wait for ARMA 3 or if they make it into it's own game, until then there are just issues with the AI path finding that can't be fixed.
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dayZ - When you die you become a zombie?
sgtsnug replied to TheSunnyCar's topic in DayZ Mod Suggestions
It's been suggested before and as I recall didn't go well, it's a nightmare amount of work for the mod team for a cheap trolling gimmick. I mean think about it, this apocalypse is an infection...so your not coming back to life. And the only time you'd want to be a zombie is if a player killed you....and that means a bullet killed you, so you weren't infected by any bites or anything so you wouldn't become a zombie would you? And if your eaten by a horde of zombies...as I said infection so you'd be nothing more then a dead half eaten body incapable of functioning. -
I'm afraid I'm not on board with this suggestion, I understand it's points but in the end this IS a game, a brutal one but a game non the less. If your in a group and get all your gear rescued and picked up on the shore well that's due to teamwork and planning, the benefit to playing cooperatively, and does distract the whole group for up to an hour or longer before you can get back to what you were doing depending on group size and vehicles at disposal. If your alone, you aren't so lucky, you have to run back to your corpse which can take hours if your without map and don't know exactly where you died, and chances are your corpse will have de-spawned, been looted already only if your very lucky will it still be there but you'll have lost a fair chunk of time and faced all kinds of danger on your way getting back. I agree it is nice to get a feel that your a new character and begin a new story, but if your in it to play with friends then your going to play with those friends, the option exists for you to change server or group up with someone else but it shouldn't be mandatory.
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I haven't yet tested this mechanic as I'm naturally a good guy and rarely endanger myself in bandit territories. But from the sounds of it...yea this isn't a fair mechanic, it's like having a 'Dick' sensor, if someone is hidden from sight you shouldn't even know they are there.
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As it is we have a helicopter wreck per server with RARE exclusive weapons on them from British forces. Having para dropped supplies is a good idea but I'd wait until beta or at least till rocket and co introduce us to a government faction or some kind of NPC group, they have stated their interest in putting in NPC missions and so I imagine this kind of thing would be introduced at that stage in development as a mission.
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I'm all on board for a system that supports overtime blood regeneration over instant replenishment based off how recently the player has both eaten and drank, but in addition when you are regenerating health your hunger and thirst should drop faster meaning you need more food and water when injured then you do when your healthy. This means when your hurt you don't just instantly fix yourself up but have a period where you still need to put up with your symptoms and survive until your body has restored to a safe level of health, it also gives more meaning to the hunger and thirst mechanics which at the moment are more inconveniences then something you worry about or maintain. Myself I only eat or drink when the icon flashes red cause there's no punishment for waiting that long and no benefit to keeping my player fed and hydrated at full.
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Idea #1 I suppose so this does make sense, but overall you are still 'carrying' it's weight around so thinking of your inventory as a measure of how much weight you can carry not space in a volume sense the current system is also still valid. Idea #2 The wandering horde is a popular concept that has been requested in various forms, just a large group that wanders across the map both through cities and into wilderness. Problem is it'd cause a fair degree of lag having that many active zombies in a small area I believe and makes the idea more beta then alpha suggestion. Idea #3 If you'd read the recent posts there is actually a thread about adding boxes in-game, I even suggested making them larger, rarer, camo netted and lockable. Idea #4 I do agree bikes need slowing down, always have, they can compete with ATV's in speed and are a bit twitchy to handle the speed leading to many accidental collisions. They should be a bit more common with more spawns I agree so that if you look hard enough you'll find one eventually. All thou in time one group will likely steal and horde them all, so in the end new players won't likely find any. The only way to prevent this maybe is giving each player 1 bike each they can access at a relevant spawn point scattered around the map. But this would have to be evaluated against the potential lag it may cause, and bikes would need to be nerfed down from their current usefulness to a slow but faster then running form of transportation that ONLY works on roads.
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"With modern shooting techniques, there is very little value to shooting with a weapon in each hand. Using modern full capacity firearms, a shooter can fire more shots with greater accuracy using a single gun in a two-handed grip than two guns with one-handed grips. Also, modern semi-automatic pistols take only a few seconds to reload. At best, the technique is only effective at extremely close ranges of five to ten feet, since the recoil would make it hard to keep both weapons straight, and using the sights on the guns is next to impossible. Among the majority of professional firearms instructors,this practice is dismissed as extremely ineffective.This has also been tested and proven by the MythBusters." Quote Wikipedia.
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RAPE - adding an other psychological element
sgtsnug replied to nudelwalker's topic in DayZ Mod Suggestions
I think you need to sit in the corner and think about what you've done for a moment. It's about as bad as my one time joke about various re-spawn methods and saying knocking up a girl should make them your next active spawn point. x3 but god I was only joking. -
I don't really see many reasons to have boxes included in the game, honestly the tents serve their purpose fine, sure they aren't invisible but then again that's the point, if you want to store items then you have to risk someone else taking your stuff. If there was any reason it could be an upgrade to the current tents, boxes with a greater storage capacity that are rarer to find and take up a large chunk of inventory to carry. I know this would be useful given our group fills tents up rapidly with ammo, food, drink, and meds so fast we end up with a massive un-organised camp site every time. Maybe boxes could be lockable so it gives players reason to find them over just setting up multiple tents aswell. But if boxes became the norm for storage what would be the use of tents? I've mentioned like many others it'd be great if they served a purpose of a 1 time re-spawn point, so that if you die you re-spawn at your tent and destroy it but rocket seems very much against the idea despite it's popularity and I respect that, he has a vision in mind and I'm curious to see how it pulls off. So what alternatives are there? tents could... re-gen health if you rest next to them? Keep you warm if your near them? really there isn't much else they could do. So having tents be the common storage whilst boxes are rarer larger lockable ones seems the only feasible reason and method of introducing them into play. The whole burying equipment idea makes no sense, I mean you could just drop your gear next to a bush and go into town I mean the gear stays there for a long time you know. Having it invisible and needing to dig around for it is just a hassle for both the mod team and players.
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I've made a much similar suggestion to this in several threads myself in the past. Zombies should at a distance to gunshots and footsteps only walk toward the source of the sound much like they do with cans and bottles currently until the sound reaches a certain volume level or they get line of sight. This would make a lot of weapons available much more useful such as the lee Enfield or any sniper rifle so that you can take a shot or two and move before the roaming horde wanders too close. It would stop situations like being in a church and firing one shot resulting in every zombie in city stampeding in and nearly being endless in their hoarding, instead they would surround the church and wander in and if your stupid enough to hang around or can't find a hiding spot they will get you.
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THe only way retail DayZ would be good...
sgtsnug replied to wasrad's topic in DayZ Mod General Discussion
Well given that Bohemia are releasing ARMA 3 soon and from what I hear a lot of the work that's gone into DayZ can be carried over into that, I imagine the new engine improvements would be able to rectify most the issues caused by the current one, zombie path finding for example or recognising doors or even walls as obstacles. So really it's only a matter of patience. On another Note, the game going to retail? I dunno if they will take it beyond a mod, but if they did produce it as more an 'DLC expansion' and dedicate a lot more into it I amongst many would likely buy it, on ARMA 3's engine of course. -
A thread that has been reborn a few times over, it has my full support to implement a mechanic that makes magazines rare but ammo types more common, so if you find a good gun you don't have it's usefulness run out after 1 zombie horde cause you have no more bullets in your clip and know finding a new clip is just as hard as finding the same gun again. It would benefit additionally if you could remove bullets from a clip, so if you find one you don't need but it uses the same ammo type as your clip you could just switch them over.
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Food, water, cola/pepsi. More relism please.
sgtsnug replied to Coach (DayZ)'s topic in DayZ Mod Suggestions
I'm In agreement that food and drink are a little too easy to come by, were rarely forced to hunt or refill at water sources. The only time I was ever close to starvation or dehydration was when I'd been offline for a couple of weeks, logged in and for some reason was off the side of the map, had to run for at-least half n hour of hunger and thirst from full health till I with ease picked up all I needed from first bunch of houses I came by. Nothing over the top just maybe reduce spawn chances for these types a little more. -
Technically a class system already exists, your class depends on what gear you select to equip, if your in a group you can assign roles to one another and priority over loot types so one person may focus on medical supplies. In regards to a 'loud-out' selection for what kind of gear you spawn with...don't we already start with a everything we need? Food, water, gun, medical supplies, flares. You get all you need, what role you become is your choice. The ONLY kind of 'class' like mechanic this game could use is more emphasis on backpack types, for example if you have a medic backpack you'll heal people and yourself faster and maybe have a chance to not consume the item you need to use. What would be the trade off? less inventory space, and your skin should change to reflect the bag type your carrying so you'd have a medic arm band or symbol on the backpack. Another example would be the smallest backpack of them all, you've all seen it the czech pouch thing, it's less then your basic backpack in space so useless right? What if you made that backpack provide the player with a ghillie suit? it's light, carries next to nothing but gives you an edge in hiding, maybe even reduce zombie visual range on you. The potential list goes on, the biggest bag makes you a looter...payoff is big inventory nothing more, an assault pack could provide extra protection vs bleed/knockout/broken bone chances and make you appear in soldier uniform helmet, boots, and vest included. These are not game breaking suggestions, just a method of further tailoring roles in groups or even solo, so not everyone just grabs the big bag and stuff it full hogging everything they can. And even if say a bandit takes a ghillie suit it won't help him much looting other players if he can't carrying much more then his gun, ammo a lil food n drink, he won't have the inventory space to go looting so it's more useful for in groups for scout/sniper roles.
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Epinephrin only revives an unconcious player, not a recently killed one. I've previously started a post regarding the revival mechanic idea and stated a defib is a good way around it, the defib can be balanced in many various methods as you've all discussed such as battery or solar power recharge. it shouldn't take up inventory space we have enough to carry as it is, instead perhaps add different requirements, my own theory was put it with the other accessories such as watch, compass, map etc, but make the act of revival via defib consume a blood bag, why? cause players die by blood loss so you need to put blood into em and get that heart thumping. Other mechanics if any more restriction feel necessaries could be like the entrenchment tool I believe you need an engineers backpack? then why not pair it to a medic backpack? then teams of survivors will generally protect their medic closely and offer a more defined sense of roles in a group. The act of reviving a player should only be available say post 5 minutes of death, where a player has the choice to wait for help or die and re-spawn. While a player is being revived like when applying a bandage the process should occupy the medic for about 10-15 seconds of animation to complete, so you need to ensure your safe before starting. (if any info in my post is incorrect I've been gone a month, so unintentional)
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This reminds me of when I was roaming through an Orchard and thought....why can't I eat all these thousands of apples, why do you mock me tree denying me your fruits as I pine for my next can of beans. So if any mechanic were implemented for scattered natural food sources....yea...applies near apple trees makes sense don't it?
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This has been discussed from the dawning days of DayZ, The zombie behaviour does indeed need tweaking althou we must remember, it's an alpha. I suggest a similar mechanic employed by ACE, give players AND zombies stamina, if you keep running you will tire out, your screen will blur, gun will shake, your character will pant heavily, and soon enough if you push it too hard you'll outright pass out. Give zombies a shorter stamina then players so they can get away, al thou if they are packing the heaviest backpack with a full capacity, that player may end up tiring out first. It gives new players a decent chance of getting away if they avoid meeting new zombies on the way, and also adds the idea that not everyone will want to carry the big heavy bags and stay light and mobile. Also zombies should only pursue players on sight, and wander toward their direction by sound (like they do with bottles and stuff) so if a gunshot goes off in town it will attract all the zombies but only at a walking pace until your seen. Of course unless you shoot the gun off right next to them maxing the sound bar out, chasing you then is fine, as to avoid a crawl of invisibility.
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I have to disagree with this, it's very easy to make a slip up that can lose you near half your blood in a few seconds, and as it is finding an animal, having a knife, a box of matches, and eating like 8 meat is enough punishment, and eating cans to recover blood is laughable you'd need like 50 of them. It's fine as it is.
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Second-tier Metagame aka Special Challenges
sgtsnug replied to Pale_Rider's topic in DayZ Mod Suggestions
As is most villages work like that, if you choose to stand your ground and kill a few zombies in a church for example with anything louder then a pistol you get an endless horde of zombies just funnelling into the doorway cause they keep re-spawning. right now zombies need a lower spawn rate, and I don't see any reason you'd need a tank or a mortar or even a plane considering it can only land in an airport anyway. right now finding, fixing and escaping with a car is hard enough and a helicopter well I have yet to see it done. The reason most are going for vehicles when in groups is so they can pick up recently killed players quicker or get to a loot-able area faster if it's a bit far. I admit you need something to do near the end game so there does need to be a few more 'military areas' with high tier loot and more zombies, but not endless zombies. -
This has been suggested a good few times now, it's a good idea and has the majority of player support, thou revealing who they were killed by is a no go, letting you know if it was a bullet or zombie that killed him is enough.
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3 bolts per stack is a small, decent number that doesn't make it too easy to use and also makes it better then useless.