logan23
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Everything posted by logan23
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Rocket I love you: Going out of bounds - exploit or acceptable?
logan23 replied to Publik's topic in DayZ Mod General Discussion
Hmmm. I think that maybe there should be something added to those edges of the map to limit players from going way off what we know as the DayZ map. I have no problem with players making small settlements in the more barren places that are on the upper North and Western edges of the map but setting up something 30 minutes off what is the official Arma2 map needs to resolved. These issues are best resolve with in game moments , not an invisible wall. Ideas: High level of Zombies on the edges Debris that block it off. Armed NPC NATO/Miltary guards will travel in vehicles and spawn if you go out to far in a way like a cowboy directs a herd. (Would need to heavy armor transport so players can't destroy them. I do like someone mentioned the hearing of Zombie breathing as you hear or get message to turn back,..if not then you will Aggro Zombies out of no where. If there is a limit on how far you can go off the map then there needs a way for the player to warned since there is chance they might be wondering in the dark with no map. -
20 words or less: Super-Low Humanity Detection
logan23 replied to rocket's topic in DayZ Mod General Discussion
The problem with the Crows idea is that won't it give away the player's location by simply looking for Crows in the air? I believe the Heart beat is the first step and I expect it will be tweaked as testing continues. YES to Heartbeat -
What Zombie Apocalypse? I just thought everyone was doing a Thiller Dance Flash Mob? =)
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CareBear and Bandit sit down and enjoy all those tears- Carebear says " Mmm There Tears taste so good" Bandit says "Yes, they sure do" Global Ban Brings CareBears and Bandits together =)
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"Hiding" dynamics in the upcoming patch
logan23 replied to esaciar's topic in DayZ Mod General Discussion
Will the Dock bug be resolved? -
20 words or less: Spawning without a weapon
logan23 replied to rocket's topic in DayZ Mod General Discussion
YES, I tried this earlier today (only had 1 bean ,canteen and 1 bandage) and it was amazing. I even dropped my backpack. Will play like this for now on. -
Dynamic Events, Play Dead, Radio, Reworked Gear and lots of other..
logan23 replied to Delta-Dude's topic in DayZ Mod Suggestions
With Military NPCs should only be in Trigger Dynamic events that happen ever so often and very powerful/dangerous. They should not be floating around. -
The game is brutal. Plan and simple and that's why its so great! On the plus side you can always respawn and spend a few hours and get most of the same gear you lost back. DayZ is an experience where the Journey is the reward.
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Give us bandit camo please (as another lootable item)
logan23 replied to Yarr (DayZ)'s topic in DayZ Mod Suggestions
I say yes to finding a Bandit Camo but... No to looting skins since players will simply kill each other for the cool skin. -
Extension to one of Rocket's idea: Gear damage by gunfire
logan23 replied to psycho84's topic in DayZ Mod Suggestions
Love the idea of shooting a player could lead to damaging their weapon or gear. This means you need to get close to shoot the player in a way that will give you the lowest chance of damaging their gear/ your future loot. (Unless your a sniper) Most gun fights are erratic and there will be in most cases something getting damaged or destroyed in the dead player's gear. Will this also carry onto if say a gun fight happens but the players both break off and escape each other but now due to the gun fight they have a damage gear/ items? or only active after a player is killed? -
20 words or less: Super-Low Humanity Detection
logan23 replied to rocket's topic in DayZ Mod General Discussion
YES Question- this gets rest once the character dies? This will come down to how close you need to be = how useful. Great idea! -
20 words or less: Spawning without a weapon
logan23 replied to rocket's topic in DayZ Mod General Discussion
YES Add Fog at shore to help give spawned players cover from farmers Start with: 1-Bandage 1-Canten Watch Flares Less items= less farming on New Players -
You have to remember this is Alpha and it's better to see what are the issues so the Dev team can them find ways to counter then verse having them happen further down the Dev cycle. Plus the DayZ we see today will be different then the DayZ we see in a final product or even in a Beta State. The Game is Evolving and it's amazing to see the process =) Keep up the great work, Rocket!!
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Like the idea of Forts. For protection there is always the future update of traps. Based on what I have been hearing in the Forum. But there is no way to make it fortified so players won't loot or steal Helo. Tents can be looted while your away so there is no way to protect from this except building a large pool/ community since there is a higher chance that someone will be on the server who would protect the area. You would have to build a community.
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I can see it but I believe is should be tied to triggers. Ex. You find a down Helo. You go in and take loot from Helo or investigate. If you are in # of meters to Helo -there is a % chance if you will trigger this NATO clean up or could be something like in 38 Days Later (branch of military on their own) and this group would come in and check on the Helo since it was there's and looking for supplies. Player can escape out of there or decide to take on a more heavily armored force. (Talking about guys with bullet proof vest and heavy weapons. If you decide to take on this force you will then also trigger a % chance of Zombies being attracted to the gun fire. The game would spawn a select number of Zombies based on an equation and these Zombies would move toward the location of the Helo and gun fight. The NATO clean up group will leave after a few moments after the Zombies get in a certain distance from the Helo/NATO group. Players will need to get what ever gear they can get before they Aggro any Zombies wondering into the area. As a note ay night time these NATO forces would have night vision goggles. (flares are useful then) These event would not always trigger but knowing it could will create great moments of tension and fear. Plus imagine if your a player in a distance traveling through a forest and hear gun fire in the distance and look over a hill and see this event play out- day or night. To keep from people farming weapons from these NATO cleaners, they would have bullet proof vests which make them harder to kill. If players start over whelming the NATO force they will leave. Players can pickup some of the weapons they would be using but limit to one clip per weapon found. The Vehicles would be damaged if you are able to get one but if there is an Armored one like in the image above then you could not capture that since its armored and players don't have the tools to take it. Zombies would stay in area eating off the dead. High risk and high reward event. I believe in the idea like in life- (So you want the freedom of driving and having your own car, great. But now you need to work to pay the insurance and car payments.) All new opportunities give players more ability and options but also comes with it's own new set of issues and complications. Let me what you think, Also with the possibility of shooting characters and damaging their gear/weapons would fit great in this Event to limit farming.
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Zombie Virus Mechanic- The mechanic is around the idea where Zombie attack/bite gives the player the Virus but it will only make you a carrier. The idea behind this can be rooted that not everyone who is infected will come down with the Zombie virus but there is always a chance plus hint to the possibility how the Virus could travel- grounding it. Within the DayZ mod the Zombie attack/bite will give you the Virus- making you a carrier. The players who can keep from being attacked/ touched by a Zombie will be Virus free. The Virus would be shown by an Icon like the Blood and Temp Icons, plus there will be a number counter. Let’s say it’s 0-100 for sake of using a number and show how this could work. 0-100 would represent the number of Zombie Virus cells – once the number hits 100 then you change/die. There would be triggers that will activate the counter- and when it hits 100 then you become a Zombie and die. (Ideally you would have a zombie NPC of your old character at the location you changed/ unsure if your zombie self would have any of your old gear-depends on coding) How to get Zombie Virus- (only makes you a carrier) -Zombie attack player (a percentage chance) -Wild life/ eating meat (percentage chance) (If you add in Bears and Wolves then you could have a higher chance rate in these over Cows and Sheep since Bears/Wolves could have eaten human remains) -Having a Cold (Temp) and being near a person with the Virus active. -Blood Transfusions from a player with the Virus (Sooner or later you will get the Virus…just as sooner or later you will die in DayZ...by a bullet, bleeding out, Zombie, ..Etc) Triggers that activate the Virus- With a real Virus, your immune system and stress levels can help or hurt in how your body tries to battle a Virus/sickness. The idea is the more stress or erratic type of behavior would lead to Triggering the Virus counter. (The Virus like the Temp system and other are brutal and making you Feel Fear as well as cause drill in the level that this is a Zombie Apocalypse…..Death is always around the Corner) -Killing Players (large numbers) would lower your humanity and in doing so- your low humanity would Trigger the Virus in the body (if you’re a carrier). (This will help curb excessive PKing for fun/ body counter while a player who kills for lack of trust/loot/defense will not worry since the number is aimed at Mass PKing players…IE DeathMatching.) -Player being Sick from weather/Temp (The weaken immune system from this would cause stress on the body and activate the Virus counter) (Now Players will worry about getting sick and getting the Virus activated- adds to the feeling that there is a Virus that does spread, hitting home how all this you see in the landscape could have happen- before your arrival in game) -A low Blood Level will weaken immune system and activate the Virus counter (The actual Blood Number to activate would be determined by testing out mechanic) (You stop your bleeding but you have now just activated the Virus….leading the player to now look for a way to place it in Stasis. ) Ways to stop the Virus Counter- place in pause (You can never reverse the Virus count, only pause it) -Blood Transfusion from a Non Infected Player (meaning a player who is not a carrier) (Makes noobs actually valuable and those who are able to keep from getting infected have value. Grouping with a player who is Virus free/not carrier will be great to keep around in case your Virus counter activates- blood transfusion.) -Blood packets for Virus defense/ Anti-Viral Shot (meant to boost Immune and hold off Virus-pause Virus counter) (These will be helpful and also take room in you pack leading to more hard choices on what to carry. This also allows players to stop the counter without depending on another player. -Returning you Blood counter to a certain level which help boost your immune system and pause the Virus counter. You must also need a normal temperature but can still have a Cold (The level needed will be depending on testing) This system is Brutal but brings in the Fear of the Zombie Virus which would be present in a Zombie Virus Apocalypse. It would be interesting to see how players would interact if this system or some form of this was placed in DayZ. This is no more brutal then Perma Death, Temp, Bleeding out or Starving to Death…..It would just be another Layer of Fear and Uncertainty…. What do you think?? Dislike? Like? What works- What doesn't work? Food For Thought-
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The only objective is Survival....... DayZ is about experiences you have....the times you pulled off the impossible...the moments where you made friends....and faced off with hostile players in a city....finding water..food....planning out your next adventure with friends or other newly found survivors.....The moments were you see friends fall to gun fire or zombies as you face the the fact that you are not getting out of this alive...as zombies climb up after you as you hear the sound of the gun being empty.... ....This is why you play DayZ.... Just like in real life it's not what we decide to pick as a job or if we make that million dollars... its the moments small and big that happen during our life that makes it worth it..the experience..good and bad....and they shape us in who we are ..in the End it's our life moments that can never be taken away and ....with DayZ..players feel these moments with each time they play..each life in the game is a small story..some are long and some are cut short...but each capture that feeling of adventure...excitement as well as uncertainty.... (I hope i didn't ramble too much....got a head cold)
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I say we should keep it as Celsius,...We Americans could learn about the Celsius system and kill zombies at the same time. Education meet survival =-D
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This is a cool idea but there is the problem with loot spawn and Zombie spawn. You could in theory have it where if you do take over a town by returning certain facilities back on- and keep them maintained since all of them should have a timer where you will then need to go fix/ or keep power running. In this case the Zombies would spawn in large numbers around/ circling the town. This will make it hard those who wish to get in or out of the town without aggro a zombie. This will make players wish to make sure there are barbwire to help in protection. If a town is settled or matches the value of settled then the loot should be less. By having the loot now giving you less items that can be shared means you still have to go out and hunt or look for items to continue the survival of you and others. This could also lead to who should get the spawned Beans if only one spawns and there are 4 of you- plus spawn times would be longer. This could lead to players killing each other for Beans or finding ways to be civil and give it to the person who needs it or has rights to it. The other major factor is...What is the DayZ Zombie Virus? How does affect the world outside of Zombies? But this is a great topic and i would not be surprised there will be some future system that touches or plays with this idea.
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Ideas -Survivor defense -possible Humanity tie to Zombie Virus- Bandits Feel Fear
logan23 posted a topic in DayZ Mod Suggestions
Here are some ideas to toss around concerning people who PKing solo or in PKing Teams...as well as a use for Humanity...But all done in a way to keep the Player's Fear active and giving no one any advantage over another- plus bring the theme back to Survival and away from the possible Deathmatch (or frustrate these Deathmatch players) The Survivor as well as the Bandit should both have a level of Fear for taking the path they decide to take. Let me know what you think... The first is people kill each other for their loot- better guns/backpack/ supplies- Solution: (lets add some fear to the people who do this..) Allow Players to booby trap their backpack so if someone loots their dead body they will set off a ammo/flare trap that makes noise and injures the looter (none of these are kill traps). This will alert zombies in the area and the looter has to waste some bandage/morphine/painkillers for these items. Also some of the dead player's gear is destroyed/or only items in bag are destroyed due to the trap. The player who places one of these booby traps in their backpack will need items to build this trap plus it takes a bit of room in the back pack. This captures the same fear you find when you meet another survivor.....are they friendly?...but now the person who right off plans to kill you is wondering...does he have a trap in his bag that could waste my last bandage/painkillers just for some gun or ammo? This keeps the Fear state in the players mind. Solution: Allow players to hide gear/supplies like a squirrel hides acorns, allow there to be hidden at certain points on the map by using a tool/ under a stone. (Now when player kills you they might not get all your goodies and you can go back with the respawn. The other issue is a player just killing the players for fun- with no real goal but to ruin another player's fun and increase a body count. Solution: This could be tied to Humanity and possibly turning to a zombie. Since we know that the Zombies in DayZ are based on a virus then we could use the idea of the bite transferring the Virus but the Virus will only make you a carrier since it need key triggers to activate and speed it up as well as to slow it down- or you will die and become a Zombie. Connecting Humanity or the lack of it could be a trigger to activate the Virus in the body due to the chemicals released from killing other people which is a more mentally heavy state then killing a zombie- meaning it's harder for a person to mentally rationalize killing another living person then a zombie/monster. With a low Humanity- due to killing humans- will cause a counter where you can end up turning to a zombie, and the more you kill humans and lower this humanity- speeds up this process. There will be ways to slow it down and even hold it in stasis- Like with losing Blood where bandage will stop you from bleeding. These two ideas could help in keeping players from doing PKing for fun verse Pking because of defense or simply lack of trust in the other player. Team focus goals would also stop some of these but these two i mention above will slow playerkiller teams from hunting others. This is food for thought. -
Ideas -Survivor defense -possible Humanity tie to Zombie Virus- Bandits Feel Fear
logan23 replied to logan23's topic in DayZ Mod Suggestions
eAt LeAd250, I agree... That's why I see it as 3 categories : Survivor Bandit Player Killers ( or as you called socio-paths) As for the fear of this affecting Bandits, you would need a good kill count to activate this. Bandits are about getting loot and making sure they themselves survive so Bandits pick and choose their targets based on Loot and Threat.....but by them going to the corpse to loot they open themselves for others to kill them. To me Bandits and Survivors are basically the same but one might behave more in one direction then the other based on the situation. This falls into the Wild West Shoot outs in the Cities. A player who would normally be more bandit like but when another player saves them they will see a reason or a humanity to work with them or allow each to go their own way. Survivor and Bandit both have Fear in their actions...but a Player Killerscalls/socio-paths are all about not living the experience of the game but to jump in and simply see how many kills they can get for their character. So Let's give them something to Fear now,..just as us Survivors/Bandits have as we play. -
DayZ has become Deathmatch / Team Deathmatch
logan23 replied to underpaidorphan's topic in DayZ Mod General Discussion
Placing a 24 hr re spawn lock would kill the game/mod. You just need find away to make their behavior dangerous for them....Like this- The Zombie Virus -connected to Humanity is Brutal but no more then other features in this game/mod- it's goal is to keep players from building 30 human kills. Let me just be clear that you would need to be attacked by a zombie to become a carrier of the Virus. This would be shown by an Icon like we see for Blood or Temp. If a player wants to kill players for fun they will lose Humanity and the Virus will become active. This would be like the Temperature number where it will start to go up or down towards the number value that would kill you/ turn you into a zombie. Ideally it would keep a spawn Zombie of you in the game. (There would be ways to stop the Virus and put it in Stasis) By making it dangerous for them to collect scalps just as it's dangerous to Trust another Player- you maintain the Core of DayZ which is Fear of Lost. Now a player who kills noobs for the fun of it has to worry about the virus killing them (if they were bitten-and if you went into a city and got hit by a zombie, you would become a carrier of the Virus but only low Humanity would trigger it/ but there would be other ways to trigger it but for this post I'm just talking about this). Now these for fun player killers will have to either find away to put it back in Stasis......this will lead to the player either getting frustrated ,since they can't kill player like in COD/death match games, and quit playing or change their behavior to a more Survival view. Just as a Survivor who would normally be friendly and group might end up shooting another player if they feel like the other person is about to back stab them,etc. There is nothing wrong with PvP but when you have someone simply killing for body count and not even for gear or have player killing hunting partys that is where this type of player needs to feel the Fear the same way as the Survivor does or even the Bandit who kills based on events or due to survival. Share in the Fear. -
Military Bases are going to be dangerous places, that's how it would be in real life. If you want the gear in these locations you have to take the risk or simply don't go there. High Value military weapons should not be randomly spawned in the forest (not counting Deer stands- they are fine) since it would make no sense. If there was a torched/damaged Humvee with soldier dead- then there can be some good gear but still the best stuff would be locked up at the Military Base/Hanger.
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Can they simply make it so if the Player has Aggro on a Zombie then the player can not abort? Could this be placed on the Player Character's behavior code or heartbeat script?
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Ideas -Survivor defense -possible Humanity tie to Zombie Virus- Bandits Feel Fear
logan23 replied to logan23's topic in DayZ Mod Suggestions
A Shovel could be a tool for placing the hidden stash - but also you could only do one Stash Location and it will be smaller than a tent. The idea is that the Hidden Spot is for the item which you need the most/ or has the most value- wither its Beans or a Gun The Zombie Virus -connected to Humanity is Brutal but no more then other features in this game/mod- it's goal is to keep players from building 30 human kills. Let me just be clear that you would need to be attacked by a zombie to become a carrier of the Virus. This would be shown by an Icon like we see for Blood or Temp. If a player wants to kill players for fun they will lose Humanity and the Virus will become active. This would be like the Temperature number where it will start to go up or down towards the number value that would kill you/ turn you into a zombie. Ideally it would keep a spawn Zombie of you in the game with some gear from you but not all (depends on the game and coding). The player can find ways of getting Humanity back but I'm unsure how this would be done since I have no idea what Rocket has in mind for Humanity and other features/mechanics. But the main theme would be there would be triggers that activate the Virus (not just the killing of people) and triggers that would stop it/ place it in Stasis. You can never be cured. eAt LeAd250, I know you mention that you felt it was Punishing to the player but DayZ is brutal and already does this for being a Survivor who will trust someone. The Survivor Feels Fear and so should the Bandits/ Bandit behavior. The Booby trap backpacks will keep Bandits Fearful just as Trusting /working with another player creates Fear for a survivor. The Humanity-Zombie Virus activator (if already a carrier) would keep players from killing 30 noobs for fun or have teams of Deathmatch teams going out and killing random players for fun without a for of Fear that they just might set off their Virus Timer and get closer to being a Zombie/dead. (Again how the timer speed and how further deaths would speed or jump the number closer to the value of changing would all need to be tested and balanced just as the Temp is being done now/ and could see further tweaks.) Every action in DayZ can help you but in the same way also leave you open to being killed. (got to town get beans or you will starve- possible be killed by Zombie or Player) (You run out in the rain or go swimming at night you will lose Temp and could develop a cold and the shakes)