Jump to content

prometheus111

Members
  • Content Count

    62
  • Joined

  • Last visited

Everything posted by prometheus111

  1. prometheus111

    Armed Zombies...(??)

    Shooting randomly without aiming would be a lot of coding? lol...that'd be the least coding... having to rework their AI to actually aim at players would be a lot of coding since aren't they basically using animal AI?
  2. prometheus111

    Replace wood with lighter fluid

    Yeah...lighter fluid will burn for a while won't it. Let's replace all wood with lighter fluid just to make the spawn points make more sense. Ignoring the fact that lighter fluid is for lighting fires not maintaining fires.
  3. prometheus111

    Radio's

    While we're jumping to more and more complex ideas... Make two different types of radios. One that works more like a cellphone except with channels. This one would work using radio towers to transfer the audio data from one radio to another. Thus no tower, no comm. Or if you're out of range of a tower, you can't pick up any signals. And you can only pick up signals within range of the tower. Thus say the range of a tower is 5 km radius. Any two radios within that radius on the same channel would send and receive audio data to and from each other and any other radios in that range on that channel. Also if a tower is in range of another tower, the distance is increased to include the second tower's area of coverage. These towers would have ladders that would allow a player to hack the tower to disable it (someone else could come back and fix it). Disabling a tower would obviously remove radio comm link. Complexity aside...the type of radio that would be easiest to implement would be this: A radio that when set on a channel can send and receive audio data within a certain radius of itself with any other radio set on the same channel. Once this radio type is implemented I think it'd be best to remove everything but Direct chat/voice.
  4. prometheus111

    A buddy system:spawning with your friends.

    Um...so...basically you want a mechanic that magically spawns you next to your friends rather than getting good at actually playing the game so you can meet up to begin with?
  5. prometheus111

    persistent ingame footlockers = more variety for bandits

    I haven't tried it but is it possible to fill a backpack and then drop the backpack? Maybe instead of making an entirely new object to deal with, just make backpacks persistent to the server you dropped them in. There you go...hidden stash.
  6. prometheus111

    Completely invisible

    Wow... manually doing all those profiles... you amaze me, Rocket.
  7. prometheus111

    Humanity specific gesture.

    Ehh... this is a good idea but not for DayZ. Brilliant mechanic for doing what you want it to do. But you're coming at it the wrong way. There needs to be a better *incentive* not to kill someone on sight. Something that will help you survive by working with other people. This idea is too forced. Maybe it'd be a good thing to have temporarily? But it may be too much work to bother with just for a temporary solution.
  8. prometheus111

    Multiple Characters

    "I play with 2 other guys and we'v gone 4 nights together and its been fun always playing it careful." We don't want to hear about your sex life... ;) But for real... when you play alone just plan your playtime to where you will end up back where your teammates were. That way when you all log back in you won't have to spend time getting back together. I actually think that'd be more fun. Having to plan how much time I'd play and then make sure to turn back after half that time has gone that way I can get back to the RV location. The only thing I think for me would be nice to be able to have multiple characters is so that a friend can play on my computer. Especially if/when I get really good gear... I wouldn't want them casually trying out the game and getting me killed.
  9. prometheus111

    What happens when you die ingame?

    I think the biggest issue Justin... is that you think this game is an RPG. It's...not really an RPG. It has very few RPG elements. Now... it is a role playing game but not in the way most people think of it. There are no stats. There is no leveling up. There's no character development decisions that must be made (on a stat system). There is character development but it's mostly all in your head. You decide how you want to play rather than what stats you upgrade. It's very different from an RPG and as such I don't think it can really be called an RPG. Also something to point out... I'd say the best part of the game is not *having* all the best loot but *looting* the best items. It's not being the top but getting to the top and all the process and gameplay on the way there.
  10. prometheus111

    The "I know that guy" visual system

    Great idea... but it should wear off after a while. You shouldn't be able to remember someone after a long time. And if that person changes their skin, they should be removed from all of those lists. Thus skins become a gameplay element for disguise.
  11. prometheus111

    Minutes for murders! Solving the "shoot on site".

    +1 to above poster. The game is meant to allow all styles of play. If you can't survive...play different to survive. That's how it works. Don't try to get it changed so you have a gimmick to let you survive just because you don't play smart.
  12. prometheus111

    Non-lootable intel

    So... since people have been suggesting ways to get players to cooperate. Here's an idea. Large stashes of loot should be hidden somewhere on the island. Intel pieces would be something like map fragments or some other clue as to the location of the stashes that when all collected would lead to the location of the hidden loot. The hidden loot would have to be reaaally hidden so it wouldn't really be possible to accidentally find it. I know this might be too difficult to do but it's a thought: maybe add shovels to the game and have it be a dig site that the players have to dig up loot. But since there wouldn't be any physical appearance on the ground to indicate there was loot there, you couldn't just randomly dig somewhere. You'd have to collect the map pieces (or whatever intel it was) to find the location. The intel pieces could lead to a large loot stash like I mentioned. Or maybe to a helicopter crash-site? These intel pieces could be carried in a slot, but it is not possible to loot from the player's dead body. The intel can be transferred by the player's choice but not stolen. The reason for this is to give people a reason to keep someone alive at least temporarily. The idea is to create a simple mechanic that will make people not necessarily kill people who have this intel. This would not force cooperation for sake of actually surviving like other suggestions that have been made. I don't think it's good to force cooperation. But providing a simple incentive to cooperate will allow the people the choice. This could lead to hostage situations which would give the captured player time to escape death. Or other people to free the hostage. Etc. But it would all be dynamic. Not forced. I'm not presenting this as a completed idea. Please post constructive comments of how you think this could be made better. Point out flaws, but be constructive and attempt to formulate this idea further. ~Prometheus
×