Zalz Torus
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
Zalz Torus replied to Time Glitch's topic in DayZ Mod Suggestions
Great idea. I don't think the OP was trying to reduce PVP but reduce the benefit of shooting everyone on site, no matter if you're a bandit or peaceful survivor. Right now that is safer than workng together. If you swap that, teamwork becomes a priority, even for a few moments with a stranger. Lone wolfing should be really fucking hard to do. I would also suggest less ammo overall. If a bullet had any real value one would think twice about wasting them. Some people anyway. -
Hotfix Build 1.7.1.2 Rolling Update
Zalz Torus replied to rocket's topic in Mod Announcements & Info
Also getting 15 hatchet spawn bug, usually when picking up a gun, moving to inventory makes them disappear. also for whomever, zombies seem blind compared to 1.7.1.1 -
More Random Zombie Spawns, Moving Zombie Mobs
Zalz Torus replied to catgut's topic in DayZ Mod Suggestions
Beat me to it, this is almost exactly what I was thinking last night after getting gunned down by a bandit in a town. The choice is so clear when dealing with strangers; shoot them, they are full of goodies. I do not begrudge pvp or bandits, I am one at times too, but since zombies are so easily soloed, there's no point in getting help, hence casual killing. If shooting someone meant possibly alerting a hoard who could run inside or chase you for a long damn time (not forever) one would think twice about it. Also might lead to tense robberies/stand offs, that would get the heart pumping. Long story short, make zombies damn near suicidal to solo in towns or high loot areas. Lone wolves (myself) would have to live more like coyotes, scavanging around the edges or preying on lone surviors out in the wilds. -
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FYI: Ive noticed quite a few zombies spawning in dog houses, they are NOT stuck. Also, the old crouch walk saves you from nothing now, zombies seem to see you pretty well now! Running away works well, but they camp your last location.
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Ah there it went, I thought I was going crazy. I did search but this didnt come up, or I didnt see it. Problem solved I guess!
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Dammit, wish Id seen this thread before I made a new one. Ive had a similar idea, although I think I took it a bit further in that you can assign colors to a badge on each person. The idea being you can quickly "remeber" someones face in a game with no faces. Either way something like this needs to be implemented. Link to my thread is in my sig.
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One bump then Ill let this die if there is no interest. Also had further ideas which may or may not be too "gamey" -The ability to "share badges" with others which is basically just telling other people who you personally think is good or bad. -Add a second badge on the opposite side, allow users to put icons on there for clan use, etc. -Have the badge reset on death. I personally dont like this idea, but it would keep things very dynamic, better yet -Have ratings decay back to average over time. This obviously isnt perfect either since you may well hate someone forever. -Lastly if,IF! the devs want to keep and track humanity, have the badges be affected by that number. A player whom has 20,000 humanity defaults to say 7 or light green, to signify they are probably nice. Players can still choose their own number to assign people, overiding the default. This however still falls into all the trappings that the old bandit system did (of passing judgement) so I am not in love with this idea either.
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The game isn't about bandits vs survivors, its about us vs them. Pretty much all of human history is about us vs them. So who is "us"? Maybe its just you, a little tribe of one. Or maybe its you and your pals trying to make it cherno alive with only one can of beans between you. "Us" can even be a clan of 100 crack shot snipers guarding the airfields from anyone stupid enough to get close. "Us" then is who you work with, for a common goal, devoid of any moral judgement. "Them" is everyone else, "them" is the unknown or the enemy, damn near the same thing in DayZ. "Get to the point" you say, ok I did kinda wax poetic there. So, the problem then is I can't tell fuck all who is who, we all look the same. "Oh but skins will fix that, we can customize" you say. No, not even close. DayZ just passed 100k players, there is no way to make that many skins unique enough. No the real problem is we real humans all have unique faces that our society needs to function, but DayZ can't have faces. Instead we need something to replace them, a stand in for what in the real world we use most when dealing with other humans. Here is my suggestion in short: put badges or icon on the chest of all players When you get close to another player, 5,10,20?m, you hit a button and get a small range of numbers, 1-10 for example with 1=asshole/red color and 10=BFF/green color, mouse wheel over a number and click. That persons badge changes color/icon to match what you picked. Now anytime that person is facing you and within that certain range, you glance at their badge, as you would their face, and know how you feel about them. Pros: Fast and visual. This system needs to work quick to mimic facial recognition, especially during combat Client side. Ill admit I'm no coder but I would guess all of this info could be stored client side because its how you see others, so I see no reason the server would care. Immersive...sorta. It can't replace faces, but it isn't another UI element or floating name. You only see the badge when close, on the character and when facing them. All things you need to remember a face. Cons: Ugly. Ill be honest, my idea isn't elegant and folks may not want a big ol badge ruining their awesome new skin, plus it could possibly defeat camouflage . ???. Help me out here, suggestions?