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logan23

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Everything posted by logan23

  1. I would bet money on that the DayZ SA will not have the ability to remove friendly fire. This goes to the core of the game design. I understand if a private server for the DayZ Mod want to someway enforce this,..but this shouldn't be in the SA. Remember the DayZ SA is a game and not a mod so it must a have a soul/ core of what the game is. If players want to make a no killing or get some way to stop friendly fire, then go to the mod's private server to get your fix.
  2. logan23

    Remove Death Messages

    I agree it needs to be removed. You shouldn't just magically know you killed someone.
  3. logan23

    delayed Zombie spawn

    The problem you will get with your idea is that, your character will be walking around the town and a Zed will spawn 5 feet in front of you = What The?!
  4. logan23

    Weapon Misfire and/or Jam

    Does this include not cleaning and putting it in bad environments over long periods of time like years or months?
  5. lol so true. I love the Avatar! I feel like your the Santa of DayZ where you fly over the land of Cheranus and give players Beans or Tin Cans......depending on if they are naughty or nice
  6. What we see with Private hives in the Mod will most likely not transfer to the SA- because this is a game , not a mod. And second Rocket and team need to balance and test features. You can't get proper data for a final game if you have 20 private hives running all kinds of different settings. I predict that Private have will get to tweak a few setting but nothing like what loot is allowed and not,..more with server player cap, 1st person only , etc. nothing that will take away from testing. We all have to remember that this is a Game not a mod in the SA. Different rules apply.
  7. logan23

    DayZ Single-Player

    If DayZ ever made a single player mode it would not be the DayZ SA open world version. DayZ single player would be something like this- You play as a survivor or military character who plays out events/ missions that show the chaos of the actual outbreak becoming un contained. You would have missions like in Arma2 single player where you have objectives. At the end of the X number of missions on Cheranus or another map, you escape and watch as the final assaults are being done to get the survivors out. This would allow NPCs to be present. This type of mission could also be co op if they wish. But this wouldn't happen till after the actual release if they did do it. The trick is to show enough about the outbreak but not show everything.
  8. I think the end goal is to have as close as they can get to like EVE Online- of one persistent world where everyone one is on. The reason this is right not not possible is due to map sizes,..in the future and DayZ has large maps and many maps that connect like how MMOs do zones or planets, then it's possible. But even then due to say server setups per difficulties in DayZ,..we would see a few persistent worlds. 3 years from now- I can see where there are 5 -10 servers per location of the world as it is broken up (Europe, North America, Pacific) These 5- 10 servers would have several maps and large ones that would allow a thousand or more players on the net whole of all the maps together. EX. if we take the DayZ mod maps and had them all connected by a boat or chopper--Chernaus = 150 players, Lingor = 60-70, Panthera = 100, Namalsk = 80, Fallujah = 80- 100 This means the Server would have around 500 players, give or take what they want to buffer. Players would be able to choose when a new live, to start on any of the maps. This is what I think we will see. I'm not sure how Private Hives work and would this be something they an hold? or would they be setup where they only have a map or two connected ,..which wouldn't matter since they would not have characters who could go to the Public Servers.
  9. logan23

    Adding RPG Elements

    I think the OP- is getting at ways to do things subtly and not where it give you a major edge. The OP- is touching on the topic of Player Progression. Player Progression is important, players want to know they are progressing in some manner. Many would point to gear, or finding your own nitch to call home, or get that car/or chopper running,...But what happens after that? This is where the poster was touching on,...small bonuses for players who do acts or have survived for a long time. This means if you found your chopper or got all your gear you wanted,..by doing medical for others you will see that maybe the length of time to bandage another player takes a only 3/4 of the time it did when you were a fresh spawn. Doing small things like this will keep players feel that they are evolving with the world and building their toughness as they do certain actions. Again these should be tied in part to how long you have survived in game. Your looking at these in connection with doing the action and the days the player is alive/ active game play. So it could be first at 1 month, then 3 months....but then there will have to be a peak where you can't gain any more of that certain skill since you are not an expert survivor/bandit. This peak won't matter to much since most players won't live for 3 months. (this X value will be created based on days alive and number of hours active in the game)
  10. logan23

    The Moral Compass

    Interesting concept and very thought out, but there are some issues.... If this was not DayZ and more of a "The Sims" game then this would work. Where the biggest issues is that you take control out of the player and dictate what the player should feel. Now in DayZ we have broken bones and feeling shock or cold which you could point to but in your system it trains the player to have to look at their meter and say I must do X not because I want to but because if i don't then I'm on the verge of the Extreme Loneliness and I will start screaming if chased by an Infected(pack). Your trying to simulate human psychological reactions by telling players- you feel guilty, you feel happy, etc These emotions can be felt by the player in real life and don't need to be dictated by the game mechanics. You have it titles as Moral Compass but it doesn't function as one but more of a system of control psychological behavior and telling players how they must feel if their meter = X. I can see your system working more in the area of altering the player's face's expression. You could have different facial expressions that will be able to give a player an idea that this player is a loner, or etc. By making it cosmetic and just hints at the player's play-style/or most recent play-style; and this won't place any restrictions on the player or force them to do things they don't want to just to get their modifier for X up so their meter is at a better level. I know you might not think players will do this type of micromanagement to get their bar to X, but they will. We have seen this in MMOs where players min -max their stats so they give out the best healing or best DPS. You would see players saying hey can i group so I can get this modifier up. This would make DayZ from a game where you decide how you want to play to a tactical game of numbers for this bars. We already see some of this with gear. Again, the system is very detailed and well structured but it will not work as you have it in DayZ due to what i listed above.
  11. L4D Zombies move fast and are dangerous but DayZ can't use the same AI design since the L4D Zombies are meant to linger to make a player to feel a false security that they have the advantage and then there are the swarms. The Swarms are designed for a fast twitch game like L4D where you can be hit and survive. The mechanics are designed for a different form of game play then DayZ is but I understand the point your getting at. The DayZ Infected need to give players a false security that makes them think they can sneak into a town with Infected walking/moving around but once alerted, the Infected swarm or move toward the player or sound. Dayz must make the Infected a threat. In L4D, Zombies were a threat since they move in swarms when the player is in a bad spot as per design of the game. They used over whelming numbers to bring that terror and confusion to the player. DayZ has to take in consideration of using your tactics and brains and free mobility into consideration which L4D did't give player much room in order to choose mobility in a swarm attack.
  12. logan23

    Not starting with backpacks

    In order to keep the horror and tension feel, DayZ must make it for every step forward in gear and supplies progression,...there is a new wall or issue. Ex. if you get power up at a power-station,..turns out that the humm from the power plant can bring Infected as they attack it...(idea is like- dogs can hear things we can't) Players start gaining advantage and Infected seem less a threat, which usually leads to more players being shot,...more dead players = more food for the Infected off map to smell and roam into the map and up the population of Infected which in turn get in the way of the player on player combat since not Infected are a threat again... Just as there is no safe zone where you cannot be killed,..so is there is no level of supply/weapon/base progression that doesn't lead to more issues and conflicts so you get geared up and got your base, cool,..but you now will deal with issues based on being geared up. Cause and effect. When we wanted to be able to drive a car it was a goal and when we got a car and licence,..guess what now we deal with car accidents, traffic, speeding tickets, insurance,.car breaking down. there should always be something to make it so you never reach the top of the mountain and can rest
  13. logan23

    Adding RPG Elements

    What we could do is have the progression of the bonus which is not major to be tied to 2 things 1- How long the player is alive 2- How often they perform the skill to be better in it. By suing the 2 factors this will mean doing a fix over and over like grinding will not get you that bonus. How it would work: Player and friends find a car and fix it but believe they can damage and fix it over and over and get the bonus but they might reach the threshold for the bonus but then the code looks at how long a player is alive. EX. Lets say you need to be alive for 2 weeks or 4 weeks (this would all be worked out by testing). This keeps players from what they would say POWER LEVELING through grinding in DayZ since they take in the consideration of how long your alive. The length of time alive say 1 month = less stamina used up per action or can live longer without water and food since the body has adapted. I don't know to much on the feeling of starving but I was in Hurricane Sandy where I lost power (it was a cold week) and was running out of food. All stores and dinners were closed due to lack of power and power lines made it dangerous to move around. During those 5 days,..by the 3rd day..my body changed in the amount of food and water i used,...it was weird. So adding in where a player living 1 month and then say 3 month marker get more efficient in the need for water and food. But the game must take consideration of actual game play time verse I played 4 days then took 3 weeks off and came back...there needs to be away so players can't get the bonus by simply being absent. What do you think...
  14. logan23

    Not starting with backpacks

    I hope we don't start with a backpack. Back when Rocket was thinking about removing guns from the starting gear, I did an experiment where i spawned a new character and drop my gun, ammo, back pack and everything else except a bandage. It was so much more tense and when I found a backpack, it felt like a progression, and I actually appreciated the backpack a lot more.
  15. 1- I want it where shooting a gun anywhere on the map has a risk of aggro Zeds because Zeds are in forest as well as cities/towns 2- When finding a gun- they are in so so condition or bad condition - this means they need cleaning from a Gun Cleaning kit- if not cleaned they are known to Jam (but they are usable) (Guns must be upkeep with cleaning kits) 3- I want it where Infected will change movement animations when attacking or running/searching (this means you see a crawler or hopper on the ground and you think your safe but then they suddenly get up and run for a period of time and go back to original animations- The idea that you can't predict the Infected's behavior--And more and more Infected =)
  16. logan23

    DayZ PC vs Console

    If DayZ ends up on Console- The console players will not be playing with the PC (possible MAC) players because I have a feeling that there will be scarifies done to the console version do to limitations. We have to remember the Dayz SA is designed and fitted for the PC's abilities which the console might not have the same flexibility. Proof of this- Minecraft on PC vs Console.
  17. logan23

    Standalone Poll: First Person Only?

    Hey, if your in FP,...and lets say there are no Icons,.....How will you know your bleeding? They are going to have both views. People can argue that they want only first person but there will be servers with one and servers with the other.....I just don't see where this thread is going?
  18. logan23

    Makeshift silencers.

    I personally believe that silencers should be rare and something for players to strive for. By making home made silencers very easy to make which have a negative affect on the game. Plus I don't think pillows will make the cut in the final game,.....awww =(
  19. logan23

    Hollywood Style Suggestions

    If you get these items, the Evil Genius of Green mountain will send hold Cheranus for ransom.....1 Billion dollars....(evil laugh)
  20. logan23

    Add Martial Arts fighting to the DayZ SA?

    Both using a melee or hands to push should use up the same amount of Stamina, but the melee weapon push has a better chance of pushing away the Infected vs the hands can but more likely if you succeed- you still will get hurt in some fashion.
  21. logan23

    Add Martial Arts fighting to the DayZ SA?

    Actually you could have the system tied to the Stamina Bar. This means the player will have to decide to use the Stamina for running or to use the last of it to push off Infected. This would take the place of a cooldown mechanic, plus players will not over use the pushing of unlimited times since one your Stamina is gone,...you can't push since your tired/exhausted. Pushing using a melee weapon give a better chance then say with your bare hands.?
  22. logan23

    Add Martial Arts fighting to the DayZ SA?

    This is an interesting topic/idea.... From what i know, Arma2 doesn't have these type of animations and if placed it then you would have to test for many possible collision player to player to environment. Don't want to being doing choke hold but now your character is clipping the wall. Players are not going to be trained in high end martial arts combat since the Player character is a " Could be anybody/ average person" I do believe we will some form of fist to fist combat but it will be basic, no kung fu movie style. As for the Idea of using a choke hold on an Infected.....good luck with that. You will be killed. the Infected are humans on steroids since they feel no pain and run on a rabid like behavior, choking them is just giving the Infected a chance to bite into your arm. The Infected would be fine with getting its neck broken or disc misplaced in order to get to the player who is chocking them. the best you can do with fist to an Infected is stepping on the head of a crawler with a industrial boot or pushing them away. You can't punch your way against the Infected.
  23. logan23

    Hollywood Style Suggestions

    You could have Americans talk like Bill and Ted from - Bill and Ted Excellent adventures.. Dude,..you just shot that zombie in such a wicked way. I know,..totally.... Ted shoot that zombie before it gets us! I'm trying, there is something wrong with the gun?! Rufus comes in and kills Zombie. Rufus takes Ted's gun and tells him,..the safety is still on. Oh my bad Rufus. Rufus: Now Ted and Bill,..you have to finish your report on the Zombie Apocalypse by 3pm tomorrow. Set your watches to.. Ted: Rufus! WE don't have watches,...this server doesn't spawn us with them... Rufus: Don't worry my Excellent Survivors, here is a Phone booth,.. You can dial in the Server you want to Server Hop to and get the most excellent Loot. Thanks Rufus! As Ted and Bill enter in to the booth, a Bandit is sneaking up to kill and steal their both. Just as the Bandit is about to use his Hatchet, the both starts to be active and goes into the ground and the Bandit with Hatchet into the Booth and taken with them to X Server...
  24. logan23

    Makeshift silencers.

    The only thing that worries me is if can silencers are to easy to have where all players now have silent weapons. Like the idea of having another way but I just don't see it working since how would you place one on a gun. I have heard of them using in close quarters like the idea of a pillow over target and the gun fires through pillow.
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