prometheus111
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Everything posted by prometheus111
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Lol... cleats vs dress shoes? Yeah... Turin... think before you post. I'd like to see various items that are separate and can be combined in different ways. Ideally these would be visible on the character, but if it's just the functionality I'd be happy. A raincoat would be cool...but difficult to model onto the character given raincoat physics. But like I said...even if it was just the effect of a raincoat, I'd be happy.
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I like it... might be pretty difficult to implement though...
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Direct Chat not working in some servers
prometheus111 replied to Skaterkidd92's topic in DayZ Mod Troubleshooting
It's likely you were in a server that hosted the beta but did not require it. Thus they could have been running without the beta and thus direct chat did not function for them. -
Date/Time: 6/20/2012 1 AM CT What happened: Zombie attacks not activating bleeding. Damage is dealt but continual bleeding did not occur in about a 30 min to an hour playtime with many zombies hitting me. Where you were: Mostly in buildings but even outside the bleeding was not activating. What you were doing: Fighting zombies with a hatchet and later an M1911. *Current installed version: 1.7.1.4
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Real name forums/servers, fixed name accounts at least?
prometheus111 replied to raptorak's topic in DayZ Mod Suggestions
Hmm... so you're saying you want people to have to have a persistent name through the forum and through each character they'll ever play? Why? First of all...all actions in game are in game and thus part of the experience...they could be roleplaying for all you know. Second of all the forum is separate from the game and thus the identities should be kept separate unless the player wishes to reveal themselves. What would the purpose be? Reduce trolling? That sounds like a forum issue that should be addressed by the forum moderators and has nothing to do with the game. -
If you've turned the music volume all the way down...the next time you start Arma2 you won't hear any sound. If that's your problem. Just turn the music up and then back down again and you should be able to hear (subtract the music assuming that's what you want).
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As a new player... please tell me where to find a gun
prometheus111 replied to wussupwussup's topic in New Player Discussion
You've got nothing to lose because you don't bother being stealthy...which gets you no gear... which means you just repeat your "i've got nothing to lose" running...which continues to make you have no gear. -
Check out my idea for eliminating quick respawns: http://dayzmod.com/forum/showthread.php?tid=15948
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"Lifespan doesn't account for characters that survive less than 3 or 5 minutes, I think. " Well that still messes with the statistic because then what about the players that *actually* die within 3-5 minutes? "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." Being stuck to me is the only reason to have a magic respawn... but not for being in a bad situation...you should have to die your slow death in the same way you can't do *anything* when unconscious not even access ESC menu. Also...technically if someone gets stuck they'll eventually die from starvation and dehydration. =P Though that'd take a really long time. I've never seen anyone report being stuck though. And I've never personally gotten stuck anywhere.
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Required Kill Messages on Every Server
prometheus111 replied to aesaunic's topic in DayZ Mod Suggestions
Solution...remove murders and bandit kills from the debug screen...oh wait... it's a debug screen. ;) I'd like to see it mandatory that servers *don't* have kill messages. It really messes with immersion for me. -
I think it's a good idea... I hope Rocket implements something like this while somehow making it balanced...
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I'm going to throw out something crazy, give me feedback
prometheus111 replied to Techercizer's topic in DayZ Mod Suggestions
Ehhh... I like the infection idea...not so much the slow zombies... This seems like it would just turn into "run to each lootable building as fast as possible and then outrun the slow zombies to the next city" rinse and repeat. Right now it actually matters if zombies aggro because it forces you to run or shoot and further expose yourself to other zombies...thus eventually having a whole horde of racing zombies on you if you don't dispose of them properly. Making zombies slow would remove (at least in my opinion) the terror that DayZ zombies have about them. I like the idea of infection, but please...antibiotics have got to be less rare. lol -
New items, New actions, alternate uses for items, & Lots more.
prometheus111 replied to Badnik's topic in DayZ Mod Suggestions
Great post...lots of great ideas...some that seem kinda silly and unnecessary... but overall great stuff. I'd like to add to your list to suggest having a new item. A wooden plank. This could be found from wood pallets found near buildings or you could create one somehow. Whatever the case...you could use the wooden plank to keep a door from opening. We need more ways to create safe locations that cannot be easily penetrated. -
Maximum number of tents in 'X' radius
prometheus111 replied to jdz (DayZ)'s topic in DayZ Mod Suggestions
Limiting the number of tents in an area is not the solution...it will only numb the issue that you're pointing out. And I don't think anyone would agree that despawning the tents when the owner dies is a good option either... Don't mean to poke holes in your idea... I don't think there's a good solution at this time. -
Hmm...how about...no hatchet...no fruit picker... haven't you ever picked an apple with your freaking hand? lol seriously....
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Agreed...but likely this would be hell to implement given the Arma2 engine...annnnnd to the thread title...that's totally what she said.
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From a programming standpoint... I think this would be possible. I think it would be best to make it be a main inventory item allowing for multiple silenced weapons. Thus when your weapon is not silenced...say M9. You would have an M9 and silencer in your inventory. You could say right click on the M9 and select an option to use the silencer (only if you have a silencer in your inventory). It would despawn the M9 and silencer and respawn a silenced M9 in your inventory. Then you could right click the silenced M9 and remove the silencer. Thus despawning the silenced M9 and respawning the M9 and silencer separate in your inventory. The same could be done with optics, though it could get a little tricky when it came to the combination of optics and silencer.
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Zombies are zero threat now
prometheus111 replied to dds__@hotmail.com's topic in DayZ Mod General Discussion
Didn't Rocket say something about the raytracing having issues inside buildings? Wasn't that about the zombie AI? I think he intends to make them still look for you inside buildings but right now it's not working properly so rather than hold off the update until he got those working he went ahead and released it without it. Patience and enjoy the new update. =) I've already grouped up with 5 separate people some had guns some didn't...sometimes I had a gun sometimes I didn't. So far I think it's really helped the KoS to first of all make zombies have better eyes and to make surviving a lot more difficult. -
From what I can tell... all zombie kills with bolts are one shot kill no matter where you hit them. Bolts are fairly easy to retrieve now too. It's a viable weapon to use...especially with the new patch having no mak with 8 mags to fall back on.
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PROTIP: Having a hatchet is going to be very useful.
prometheus111 replied to ssg (DayZ)'s topic in DayZ Mod General Discussion
Way to alienate any female player base... I hope there will be some sort of melee added... having a hatchet and hunting knife and not be able to use either to defend myself is a bit ridiculous. -
Rocket I love you: Going out of bounds - exploit or acceptable?
prometheus111 replied to Publik's topic in DayZ Mod General Discussion
First of all... to address the "out of bounds" argument. Gamers have been programmed to think that if a provided in game map does not display a location outside of the map that makes that location "out of bounds." But "out of bounds" is only a game term to provide a certain bounds of play. But given that this is a survival game based on realism. There is no out of bounds. I think ideally Rocket would create a legit island that still has a large wilderness off the map but not one that is so effectively infinite. There are only two issues I see. One is the duping. This really needs to be fixed and I hope tents are at the top of Rocket's list. Once that is fixed it will likely fix the gameplay as teams will be forced to return to map area for food and water and supplies. Second is vehicles. I see no fix for the fact that vehicles can be hoarded. The question is...do they need a fix once the duping is fixed? If the duping is fixed and people are forced to return to map area, they likely will use vehicles to accomplish this...thus forcing the vehicles to return to the map area and allowing other players easier access to stealing the vehicles. Having an invisible wall is absurd and one that I don't see Rocket implementing... firstly because it goes against everything he believes in as far as game design and because he hasn't implemented it yet. Being a hobby programmer I know how easy it is to create coordinate boundaries with flat line boundaries. Easy as this piece of code in the main loop: if (x < 0){x = 0;} if (y < 0){y = 0;} That's all it takes. If Rocket were planning on using this as a fix, he would've done it by now. As far as the zombie suggestion or the blood loss suggestion goes... the blood loss suggestion is absurd and is a magic penalty. The realistic penalty is if you travel without enough food. What needs to be fixed is the fact that in most cases you can log off and log into a different server to regain your food and drink status to full. This will force players to have food and drink to sustain themselves in the wilderness. Zombie horde pre-aggro spawning is too far fetched but and idea would be to spawn zombies where a dead, player body has disappeared. Or rather... create a spawn point for zombies to spawn. It wouldn't actually spawn zombies until someone comes to that spawn point. That spawn point would contain a counter with the number of zombies it contains. As a player shoots the zombies at that spawn point the counter goes down and if the player leaves...the spawn point despawns the zombies while retaining the counter to keep track of how many zombies are left at that spawn point for later respawning. When the counter reaches 0, spawn point is removed. Thus if clans group in the wilderness and battle it out this will create large groups of zombies that will be in the wilderness. Another idea would have the spawn point slowly move around the wilderness and have a randomizer to have the spawn point move towards the map area thus creating semi random hordes people desire. EDIT: To above poster... it only "hurts the game" because you refuse to adapt. The whole point of this game is that it contains infinite possibilities for emergent gameplay, it is the ultimate game genre. The whole point is adaptation. If something works and helps people survive and prosper, then other players must adapt to counteract the new tactic. -
I get bored by all these "reality checks"
prometheus111 replied to The Toolman (DayZ)'s topic in DayZ Mod General Discussion
Hmm... a reality check about a reality check... I sense an Inception agent. -
If You Could Add 1 Weapon to DayZ...
prometheus111 replied to zak757's topic in DayZ Mod General Discussion
P90 and P90 silenced...of course with holo or red dot sights. I like the idea of RPK. Having a compound bow isn't a great idea I don't think... I'd want to use it for long range arrow arcing, but idk if the bullet drop physics would be able to simulate an arrow arc very well. Stick with fixing the crossbow, in my opinion. Also more support weaponry... flash bang, etc. Right now I've only really found smoke grenades...dunno if there's anything else besides the raaaare satchel charges. -
Not sure if this is a good location to post this. I was playing today and ran across someone named Koga. I didn't know I was not able to communicate using any of the chat channels. I only had Group, Vehicle, and Direct and none of them worked...not even voice Direct. Yet... we did the dance and managed to band up together safely. Traveled with him a while still unable to speak. Somehow managed to give him some ammo. Anyways... I was hoping to somehow contact him. Don't know if he'll see this.
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DayZ: an exercise in gaming nature (warning, wall of text incoming)
prometheus111 replied to Cach's topic in DayZ Mod General Discussion
What the devs need to implement is a stress flow system. Flow in games usually has to do with narrative, puzzle, mini enemies, bosses (in order of stress level). Designers then ensure that the levels provide a compelling variety and change to the flow by adding puzzles after firefights and narratives and then more fighting and bosses...etc. A flow system in regard to DayZ zombies would possibly look something like this: Zombies can be from 0 to 30 around a single player. Thus some players would have 5 some 0 some 14 some 30 or more. Players on the low side of the flow would give up their unused zombies to the players in the high stress side of the flow. Thus effectively rotating zombies to make the most out of less. Example: Player 1 is in medium stress flow and the system is spawning a few zombies near them as they travel. They dispatch them easily enough and the system decides to take their stress level to low, thus spawning no zombies for a little. Player 2 is in low stress for a while with no zombies spawning near them. The system decides that they've been in low stress flow for a while and need some zombie companions. So it sends them into high stress flow and spawns many zombies (borrowing from player 1 since player 1 is in low stress and requires no zombies near them). Player 2 could then effectively run into a horde of 30 or so zombies in the woods or on a random field or in a city. Say then you had two players near each other...they could both be in medium stress and have 15 zombies each (equaling 30 and thus combined they are technically in high stress)... Or they could both be in high stress and thus have 60 zombies in their area at once. The flow system would be required to always use a total of 500 zombies or whatever. Thus playing in low populated servers would increase the zombie count of each individual player (thus making it difficult to loot on low pop servers). The system would ensure that the player would not go hours without encountering a zombie nor would go hours without having a breather.