logan23
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Hi guys, With Rocket's mention of possible future underground living areas/ bunker/ etc. I wanted to start a discussion on how these could work and also what problems/ pitfalls the devs should watch out for (playes who try to camp locations). Some of this topic is mentioned in Rocket's interview with GamebreakerTV- http://www.gamebreak...hall-interview/ The goal is to look at possible issues- The benifits with this idea- How do you see it growing and what would be needed to build a dwelling like this......What tools are the players looking for to make these dwells their own and add functionality and build on the whole survival/ re build society topic Please keep everything civil, this thread is meant to help Rocket and team Thanks
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UnderGround Base or Living Area Disccusion
logan23 replied to logan23's topic in DayZ Mod General Discussion
Yes, I believe he said these dwellings would be stances so there would be no lag or clutter to the game world. I'm not sure but it might be something that is cross server since it's instanced? i could be wrong... I don't think they will allow it inside town due to the de spawning of the Infected. -
UnderGround Base or Living Area Disccusion
logan23 replied to logan23's topic in DayZ Mod General Discussion
I agree that the locations should not be 100 percent safe. I'm picturing the dwelling could be actually a small cave which players can then dig and enlarge it for future rooms. I can see that the dwelling would have a door which can be camoflouged if you have a items for it. Tools and items/gear could also be used to make locks to prevent other players from simply walking in but as Roket mentioned in the Interview that then other players can find ways to hack in and break what ever security the player setup. I'm also picturing that the location to build these will need certain soil. This will keep players from building one inside a town. Need Tools to start? -Shovel -Remove/ transport rock and dirt away? -Gas or electric powered tools to cut and trear through the dirt and ground -Drills Dwelling would need generator to have lights inside and Metal Scraps to help build walls and supports to build out more rooms. This would need to take time. I'm think these type of dwellings would be for groups while tents are for lone wolves? -
UnderGround Base or Living Area Disccusion
logan23 replied to logan23's topic in DayZ Mod General Discussion
If they have a jukebox then you would need to find a CDs/music. Each CD then can allow a player to place a music track into the jukebox....of course you need power =) -
Hi guys, With Rocket's mention of possible future underground living areas/ bunker/ etc. I wanted to start a discussion on how these could work and also what problems/ pitfalls the devs should watch out for (playes who try to camp locations). Some of this topic is mentioned in Rocket's interview with GamebreakerTV- http://www.gamebreak...hall-interview/ The goal is to look at possible issues- The benifits with this idea- How do you see it growing and what would be needed to build a dwelling like this......What tools are the players looking for to make these dwells their own and add functionality and build on the whole survival/ re build society topic Please keep everything civil, this thread is meant to help Rocket and team Thanks
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A possible solution against the jumpers and use alt+F4
logan23 replied to LarsZinger's topic in DayZ Mod Suggestions
Just disable ALT+F4...that just stops it there -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
logan23 replied to Time Glitch's topic in DayZ Mod Suggestions
AS for group play the question to answer is this..... How can we reward players who don't know each other to team up? How do we make it where there is an actual bonus to strangers meeting and working together? How are players worth more alive then the loot on their body/dead. But the answers need to not punish players who want to be lone wolf or be a so called Bandit. I believe DayZ will find their way to answer these questions but it might take some sime to build these mechanics to allow this. -
Can we see a Full Character wipes to start fresh?
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Authentic, I will say maybe in real life you seen like anyone else but the way you tricked and toyed before killing that other player was sadistic. The way you are acting in the game is the way you wish to behave in real life. You deep down enjoy seeing others in pain, wither this is due to anger on what others did to you or your a person who enjoys kicking puppies. I would never want to know you in real life. You prob need to look into this sadistic behavior. I sense no remorse and you feed on others pain. Oh and if I see your name on a server I'm on I will alert everyone about you and to kill you on site.
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I know DayZ does and will always have PvP option but it's not the DayZ game's fault for all the PvPing.... It's the player's fault for deciding to make the game into a overly heavy PvP game. Players could easily get past the PvPers and still push for a game of team work. But the Players are the one's with the power. Those who say I must shoot first before they shoot me is the player entering their Frame/view of the game. If players decided to not accept this and still look to team up. We would see more of this and also a growing trend of players who will find out who these players who simply kill for fun and they will be hunted down by bands of team based teams. The outcome of the so called Deathmatches happening in Dayz is not the Game's fault but the Players. We can be like lemmings or say fine,..kill me but I will always try to team up and show that this game can be more enjoyable with sharing exciting moments with others. I have never killed a player. I always try to team up. I have given blood transfusions with a player before. I have been killed by other players. Other players can kill me all they want but i will not change my play style. I will take that bullet and respawn and get back up and help other players. I will defend other players from hostile ones. I will not let this shoot first mentality to corrupt me. I will always be Friendly even if it get me killed. This is who i am...
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I know DayZ does and will always have PvP option but it's not the DayZ game's fault for all the PvPing.... It's the player's fault for deciding to make the game into a overly heavy PvP game. Players could easily get past the PvPers and still push for a game of team work. But the Players are the one's with the power. Those who say I must shoot first before they shoot me is the player entering their Frame/view of the game. If players decided to not accept this and still look to team up. We would see more of this and also a growing trend of players who will find out who these players who simply kill for fun and they will be hunted down by bands of team based teams. The outcome of the so called Deathmatches happening in Dayz is not the Game's fault but the Players. We can be like lemmings or say fine,..kill me but I will always try to team up and show that this game can be more enjoyable with sharing exciting moments with others. I have never killed a player. I always try to team up. I have given blood transfusions with a player before. I have been killed by other players. Other players can kill me all they want but i will not change my play style. I will take that bullet and respawn and get back up and help other players. I will defend other players from hostile ones. I will not let this shoot first mentality to corrupt me. I will always be Friendly even if it get me killed. This is who i am...
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No, all players should start at equal footing. No weapon.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
logan23 replied to Time Glitch's topic in DayZ Mod Suggestions
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The problem with leveling is that it will create more frustration when a player dies. Sandbox games are very open ended plus add the Perma-death- Perma-Death means that the design of the game needs to be very flexible in a way a player can progress without placing a structure leveling system. Players need to be able to die and jump back in the game and still be able to progress in a few hours so the lost is not so great where they want to not play. THis happens if you place a structure Leveling system since no matter how the player plays they know they must have XYZ experience to = Level ( Blank). You can create levels in the area of skill progression that helps to make you more valuable in a team. I'm not talking about skills that lead to combat since those should never be added because if you did you would one make the main key focus of the game is to kill players and second all players need to be on as close to an even playing field from start to finish. The game should be around skill and survival not you Level. I hope this clears up some of the confusion on the topic.
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I would love to see a list of players who do the backstabing to players. The main problem is one- I belive players can change their names 2- people can just post fake or made up names or placeup player names who are not fit to be targeted. It's sad that players can't bump into each other and work together, Most players try to stay away from each other due to lack of trust. And then we have the players who just shoot other players as if it's a sport. I know you are free to play the game as you can within the rules of the game world but I can't help to think what does this say about us a people? I know players will say -oh but it's a game! I say no- it's an experiment. And we are the lab rats. Are you gaming the game or is the game experimenting on you, human nature. Food for thought
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When will we start seeing character Wipes? To allow proper testing of the game's loot spawns and player interactions? Just saying since there are some players that have enough ammo where if you removed all ammo spawns--- they still could shoot Zeds or players with no worry of running out of ammo. Just wondering...
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
logan23 replied to Time Glitch's topic in DayZ Mod Suggestions
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Shooting everything you see isn't realistic...
logan23 replied to MperorM's topic in DayZ Mod General Discussion
Just put a system like this in- This will be building on the Humanity System which is in the game now. I believe that DayZ should be very brutal game to all game styles. From "Psychology of killing" (Reference for system) http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." I designed the system to be like the Temp system…where you first lose/ decline in humanity which leads to the in system Heartbeat but if it drops to 0 (very low) and it’s been an amount of time in this state then you would get effects just like in the Temp system you get a cough/sick-lose blood. Humanity needs to return to original starting level after each death. This will help balance variables and also not force players to play a certain style when they wish to change from a more protective shoot on site survivor to a wants to help out other survivors. Let’s say for making numbers simple, we will use a 0-10 humanity number scale. 10= Start/full humanity 0= No Humanity When a player kills another player- Player is injured and returns fire and kills other player = -1 to Humanity scale Player shoot other player and is not injured/hit during conflict = -2 to Humanity scale Player shots player from great distance (snipers) and kills player = -3 to Humanity scale (The reason for snipering players gives a net larger lost in humanity is because they have the largest choice to not shoot and let a player go since they have the least amount of risk to them.) As the player lowers their humanity, they start to hear the heart beat as it is in game now. But when your humanity =0 and it stays at 0 for let’s say 1 to 2 hours (these are place holder numbers) then like in the Temp system where you get a cold or shakes, while The Humanity system moves to a second level as well. From my Reference material- This second level of low humanity that is Humanity =0 for 1-2 hours would be: The player would then hear gun shots, Zombie/infected voices, a gun reloading, sounds that would make a player un able to tell if it’s real or not without looking around. This would happen every so often. Script could do a get sound effect XYZ and play then do a random number = seconds/mins before another set of sounds are played again. The idea is to have it random and happen after a certain amount of time so the player will not be able to know this is from the low humanity. If the player’s water/food levels are low then this also could trigger a more constant cycle of sounds in a shorter cycle of time. This would continue until you up your Humanity to 1. (I’m right now against adding tremors or tics to this system since it more heavily puts a burden on the player, rather it be subtle like the temp system.) Now with this system you need a way to bring back humanity in a way that can’t be exploited but team of players. To gain back humanity just like in the Temp System, we could make a new item that would be the antibiotics for Low Humanity. This item could be some pills or a shot of something. (It should not be the in game pain killers because you will have players with low humanity hunting newly spawn players since they have no gun and pain killers) This should be a new item. This item/pills/drug would only bump you from 0 humanity to 1. This means the condition could return if you kill again. To solve this from being always on the edge there needs to be a way to raise Humanity in general. If you can script for giving blood transfusions or bandages to increase humanity but do a check so that it only raises it if it’s a different player you bandaging or to only allow players to raise from bandage ever so many minutes. And even then it should be adding only 1 to the humanity scale. I can see humanity being raised with mechanics built around building a society and settlements. This system I’m laying out might be something that can be placed in when those side missions and building a settlement/society is ready to be implemented into DayZ. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
logan23 replied to Time Glitch's topic in DayZ Mod Suggestions
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
logan23 replied to Time Glitch's topic in DayZ Mod Suggestions
Here is something that will bring the effects of killing based on real world- This will be building on the Humanity System which is in the game now. I believe that DayZ should be very brutal game to all game styles. From "Psychology of killing" (Reference for system) http://www.military-sf.com/Killing.htm "Obsessional and Complusive States are like Conversion Hysteria except the soldier is more aware of what is going on. The soldier understands that fear is causing everything but he cannot do anything about it. This can be manifested by uncontrollable tremors, palpitations, stammers, tics and so on. After a while the trooper may find some kind of hysteria that allows him to escape psychic responsibility for the physical symptoms." "Character Disorders are when a soldier becomes fixated on certain actions or things. Paranoia may include irascibility, depression and anxiety about his personal safety. Schizoids become hypersensitive and prefer to be alone. Epileptoid's become more prone to violent and sometimes unpredictable rages. Some become obsessed with religion and some become psychotic. In essence a person's very character has changed." I designed the system to be like the Temp system…where you first lose/ decline in humanity which leads to the in system Heartbeat but if it drops to 0 (very low) and it’s been an amount of time in this state then you would get effects just like in the Temp system you get a cough/sick-lose blood. Humanity needs to return to original starting level after each death. This will help balance variables and also not force players to play a certain style when they wish to change from a more protective shoot on site survivor to a wants to help out other survivors. Let’s say for making numbers simple, we will use a 0-10 humanity number scale. 10= Start/full humanity 0= No Humanity When a player kills another player- Player is injured and returns fire and kills other player = -1 to Humanity scale Player shoot other player and is not injured/hit during conflict = -2 to Humanity scale Player shots player from great distance (snipers) and kills player = -3 to Humanity scale (The reason for snipering players gives a net larger lost in humanity is because they have the largest choice to not shoot and let a player go since they have the least amount of risk to them.) As the player lowers their humanity, they start to hear the heart beat as it is in game now. But when your humanity =0 and it stays at 0 for let’s say 1 to 2 hours (these are place holder numbers) then like in the Temp system where you get a cold or shakes, while The Humanity system moves to a second level as well. From my Reference material- This second level of low humanity that is Humanity =0 for 1-2 hours would be: The player would then hear gun shots, Zombie/infected voices, a gun reloading, sounds that would make a player un able to tell if it’s real or not without looking around. This would happen every so often. Script could do a get sound effect XYZ and play then do a random number = seconds/mins before another set of sounds are played again. The idea is to have it random and happen after a certain amount of time so the player will not be able to know this is from the low humanity. If the player’s water/food levels are low then this also could trigger a more constant cycle of sounds in a shorter cycle of time. This would continue until you up your Humanity to 1. (I’m right now against adding tremors or tics to this system since it more heavily puts a burden on the player, rather it be subtle like the temp system.) Now with this system you need a way to bring back humanity in a way that can’t be exploited but team of players. To gain back humanity just like in the Temp System, we could make a new item that would be the antibiotics for Low Humanity. This item could be some pills or a shot of something. (It should not be the in game pain killers because you will have players with low humanity hunting newly spawn players since they have no gun and pain killers) This should be a new item. This item/pills/drug would only bump you from 0 humanity to 1. This means the condition could return if you kill again. To solve this from being always on the edge there needs to be a way to raise Humanity in general. If you can script for giving blood transfusions or bandages to increase humanity but do a check so that it only raises it if it’s a different player you bandaging or to only allow players to raise from bandage ever so many minutes. And even then it should be adding only 1 to the humanity scale. I can see humanity being raised with mechanics built around building a society and settlements. This system I’m laying out might be something that can be placed in when those side missions and building a settlement/society is ready to be implemented into DayZ. -
I was watching some youtube videos on DayZ and notice when you die it seems silent. I would suggest that players when being attacked by Zeds and are at 1,000-1,500 or lower- you will hear the player scream in pain, as if pleading for help. If the player is shot and under 1,000 blood they will also give off a cry of some type. This cry/scream of pain will be geared toward and at the player who shot them. The purpose of this feature is to cause a reaction from players who are being killed by Zed/Player and also to cause an emotion in the player who kills. You might even have situations where a player is being killed by Zeds and you might be inclined to shoot them from a distance to put them out of their misery. Of course once their blood is (0) then there are no screams or sounds. What do you think?
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Plan and simple if there is a server with a good deal of constant DCers--- activate fraps before there is a gun fight so you can document the DC. I'm assuming we will see xyz disconnect in the chat location. This comment is a general one toward any mass DCing or ghosting.
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I say make military weapons' ammo very rare.
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Bumping it. What to get more feedback on this idea.
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I understand why it would be goo to remove and why it would be bad too. Solution could be-- when you spawn in, you can't Hit Respawn till 5-10 mins later. Again, I agree with the person who posted this would be something looked at later down the road. And if you are thinking oh but it takes time to get to my friends..... Wait till DayZ uses makes much larger then this.