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logan23

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Everything posted by logan23

  1. So if players die = moves clock to extinction? Be careful with situations like this... Group of players who say hey lets keeping killing each other over and over and see how fast we can move the clock to extinction. This will happen. Solution: Diminishing returns on player's death if under 1 hour. This should remove this threat. What you are doing with a Doomsday Clock is take DayZ and making a Mode. We saw this with the Hunger Dayz games. Your Doomsday Clock would be an Event that happens on say a weekend on a few Servers- who want to have this mode. The reason why i call it a Mode and should be something on a weekend since it should be something with a time limit which is your doomsday clock set for say 72 hours. Players will wonder can they beat the clock and do what is the main goal to win. (Escape the land by military? IE. build a base/location and get radio signal out to alert the military for rescue) If the Doomsday clock hits, then have a constant growing mass of Infected appearing more and then lock in that no new players can be built and then play till either escape of death of all. Reasons for it not to be placed as an option in DayZ servers in general is- if you don't make it into an event/mode then this clock get pushed into the back and forgotten since there is no constant reminder /tension to push the player. I think DayZ has great potential for these type of Events like the DayZ hunger games and your Extinction:Doomsday clock mode to allow players to make a character outside of the ones they use in their DayZ vanilla and play these Game Modes for fun. DayZ hunger games and your Extinction:Doomsday clock mode could allow Servers to give different starting equipment since its a side game and will not affect DayZ or it's Hives. What do you think?
  2. Server communities will create their own trade or currency but this will only happen if Server Hopping can be contained since this will hurt any Server World Economy
  3. logan23

    Dynamic water level

    That would be cool if a certain rain storm happens , then certain sections of the map is known to have flash floods. The flooded areas would stay flooded for X number of hours then reseed. With the Cave idea, A Cave would be a great way to test the Instancing for future Base Building. If Rocket is able to get a cave and test for bugs with the new attached instance, it would give him real in game data from the numbers of players who would be constantly wanting to use it and explore. Plus, if they add in where the players must find away to remove rocks that block the way into the cave, this could be used also to test off the ideas of blocking off sections by events like the Water level or Rock slide. Again these could be controlled by the weather system for Water Level and the Cave could have an exit that send you into a river so if it ever was collapsed/entrance (by nature or by player) there is a way for a player to escape the cave if they spawn into the game from inside.
  4. Oh Reaper 3, lol Most players will have a player diary -writing down ways to get well and make meds,....while you...Will be writing ways of getting sick and checking if you get all the symptoms so you check off the disease as having it. I can only imagine the reaction to the player who finds your body and see this note and think,...I think i might have just got every disease by looting this body,..doh!?
  5. I can just imagine there will be that one player who will try to get every disease in DayZ, just to see if they can.
  6. logan23

    Lock-On Rocket Launchers

    Rockets in DayZ? Um no, this would lead to players firing on anything they can make go boom and collapse. Rockets in DayZ = After 3 weeks = No Towns left since everything has been hit by a rocket,....how would a looting table work for collapsed building due to rockets. This idea is something that the OP would like and think is cool but from a game design and logic angle,...it doesn't work and would break the game and derail it's focus. Now if you want to have rockets which you can cut open and remove the explosive material for crafted makeshift mines or booby traps then I can see that but no Rockets that fire.
  7. logan23

    Cries and shouts from injury/death

    I love this idea! I can see the only way to keep from any chance of a cry is a clear head shot.
  8. Cannibalism is something usually done out of desperation but we know players will simply use it as another reason to kill a player or get a few extra points to their blood. Cannibalism needs to have a heavy penalty like getting a disease Example: "Kuru is an incurable degenerative neurological disorder (brain disease) that was probably transmitted among members of the Fore tribe of Papua New Guinea via cannibalism. Kuru is a Fore word that means 'to shake' People with Kuru tremble and shake" http://en.wikipedia....iki/Cannibalism "Kuru is an incurable degenerative neurological disorder that is a type of transmissible spongiform encephalopathy, caused by a prion found in humans.[1] The term "kuru" derives from the Fore word "kuria/guria" ("to shake"),[2] a reference to the body tremors that are a classic symptom of the disease; it is also known among the Fore as the laughing sickness due to the pathologic bursts of laughter people would display when afflicted with the disease. It is now widely accepted that Kuru was transmitted among members of the Fore tribe of Papua New Guinea via cannibalism.[3]" So if DayZ had Cannibalism there could a virus meter/number count of pathogen. When this numbers get to a certain count you start to get Kuru, which you can't cure. the shakes would be every so many minutes but heating human flesh to many times = constant tremors. This means players would only do this- only when they are actually starving.
  9. This is not an entirely new idea, but this post is more about how it could be implicated into the DayZ standalone. Discovering the past through journals, notes, and other written material or signs- These notes (just call them this for short) would give us a snap shot into the world before the virus hit, during the outbreak and the aftermath. These notes are not focused on telling the narrative of the game’s story but only to give glimpses of events through these unknown people’s eyes and how it impacted them. Examples: Player would search houses or locations and discover a note. When reading the note you will be looking at a one-page dairy of a little girl who talks about how she can’t wait for her field trip on XX date. Another note might talk about how their military vehicles are being seen coming into the area. He writes how his parents tell him; there is nothing to worry about. A note might talk about how there is a thick smell in the air from the burning of the individuals who came down with the virus. When the wind blows in their town's direction it can be almost unbarring. There have been many who have thrown up because of the smell. A mother’s note telling how there is talk about some virus, making people violent. The soldiers tell me to continue my day’s work but at night, I hear these screams, in the distance, and gun fire. She mentions how she wants to leave with her husband and child, but the soldiers won’t allow us. Some notes can be the helpful, one note might have written down a location where someone hides some can goods to make sure the loots can’t take their last of their food. There would be locations and given steps or meters from a certain barn equals the location of the small stock pile. The player can then use the note and find the stock pile with a shovel if it’s buried under the ground or rock. How this would work in game mechanics: Just as the player comes in and there is spawned items/loot, there is a chance that a note will be present, but you must look for it. Notes should be not out in the open, ideally if looting a place involves searching actual desks, beds, and closets. (Basically mouse over and click to search, and it will be a success or fail to find anything in desk) As for burred items, these should only spawn if the player has the note as the trigger. The amount of items in this little buried container should be random so sometimes you find little and others you find an extra can or two of food. A lot of this feature and the glimpses it would show the player would be determined by the narrative of the virus and how Rocket and team see how the outbreak happens. The notes should be from non important people not the key general on the base. Goal of this feature is to create an emotional grounding of the world you are in. Players will stop and read about a family who might have survived or might have been killed or became infected. A reminder to the player who people once lived here and had hopes and dreams, which are now gone. Their world is destroyed, and you will read in the notes how they struggled and lived before and during the outbreak. These notes are the focus to reflect the struggles that the player is also facing. Do I kill the looter or use warning shots to scare them away? A man telling how he shot his friend over a fight for some food and now how he fears that others might kill him. These notes could really show how bad things got and how the stress of the outbreak and chaos might have led to bad or justified decisions. Others might express how they won’t give into the chaos; they must be strong and stable for their family. The possible little antidotes are endless. What do you think?
  10. With your private Hive/Server, Is there a stronger community on there with players who play on your server as a main, talking about not just those who you know as friends but also players who are just regulars on your server which you or your friends have grown to get to know during playing and being on the same server? I like the 10 minute or longer wait as you have. I personally would want to stay on a main server as a home server for my character.
  11. sounds like they might have 2-3 formats for the Servers to choose to be as their rules. This most likely be things like the time of the day setup or maybe making the day cycle 24hrs, 12hrs and something else. You won't be able to use a character on one format and have it jump to another format. Maybe they will decide to cluster servers. Ex. you have a cluster of 5 servers which a character can only hop to one of the 5 in it's cluster (hopefully with a time cooldown to limit server hoping for gear). You can play in another cluster of servers but with a new character since they can't cross from cluster to cluster. But yeah, to get gear balance and create a community, they need to limit or stop server hoping.
  12. logan23

    What will happen to Dayz Mod?

    The mod will be an outlet for players who want to jump onto different maps but the Standalone will be the stable version and it will have the new features so...DayZ mod will be for a break from standalone,..thinking we will see the mod as more in private hives.
  13. That Update just made my day! Thanks Rocket :beans:
  14. The biggest hurdle with balancing the loot/gear for players and the DayZ world is -Server Hopping Server Hopping makes it almost impossible to balance the loot in the game. Solutions would need to be either to not allow players to server hop (this means you can be playing on 3 servers with friends but each of those servers will have a different player character that is locked to that server) Another solution is to have it where you must wait X minutes (15-60) with that character to hop to another server. You would still be able to create multiple characters on different servers but that one that was playing can just hop server to server searching for gear. Once this issue is resolved or managed then you can find it more easily to study data from the servers on their own loot spawns and player gearing up and see what can be tweaked as well as see where there are more clans or lone wolfs- how players seem to be geared up to what level---This will allow the developers to decide what can be done to help keep the players in a constant striggle to survive and not become over geared and just go all Rambo on other players. Good thread-OP
  15. From what i know is that they are making it so you follow a trail of a few key individuals through their experience in the outbreak. I'm suggesting to have no multi-notes from one person but to have many random notes which each would be written from a different person. The notes would not tell wither they lived or die in the outbreak. These little snap shots into the DayZ world are just to humanize the people who once lived there so you walk into a city as you loot for supplies and you might come across a birthday card to a person who once lived there. Players can ignore them or actually read them. It's up to you. (This is no different then seeing a room full of dead bodies with some words written on the wall saying something- all atmosphere that's all) This would not replace player written notes. DayZ should have player written notes and diaries. The idea I'm stating is to add this along with what you have stated. Players can write notes as well. These notes I talk about are for atmosphere for the game's world and make it believable that someone once lived here- humanizing Chernarus. I understand your point about not having games artificially doing things. This wouldn't do any of that, just give the old destroyed world some context for a player to read or discard.
  16. I keep hearing about STALKER, lol, never played it. I will have to check youtube on the game. The purpose is immersion and once awhile give hints where possible small stashes are located but you have to follow their map/directions. Stash could have medicine, food, water, or other items to help survive like batteries. The idea is lets say location TownA could spawn any of 30 possible notes for that area. Most are simply for immersion and/or give hints of the world as it was before and how it went to chaos. (you could literally have a note where a person says they hope that human civilization finds away to rebuild, all this death has to have a purpose. Never rebuilding humanity and letting the chaos continue would only make the deaths of those who fought for this town to die in vain)
  17. You mention that these kids would become players or controlled by players? I think it would function better as an AI like the dogs. Since we have a real 24 hour cycle, there is no way that the kids would become adults. The children are just a way to give the players a goal or purpose. Again this would only work on a Side game for DayZ like the possible DayZ hunter games. This would be for those who would want to play this type of game. This would never make it into the Vanilla DayZ Standalone. On the idea that having a kid with you will give a real buff is not really possible. Having a kid with you as a side kick means more noise made for aggro Zeds, more resources to feed both of you but you do get more room to carry items. The key to this type of function is to find away where you can have that bonding experience with the AI Child so you don't want to send them away into a herd of Zeds. "IMO having a "Doomsday" scenario, like this idea would only enhance dynamics in dayz. The"end game" (in this scenario) is highly dynamic and when it occurs is not defined by the mechanic - but rather the players. The world will be "ever changing" until we stuff it up!" Actually the who design you presented is a mechanic since there is no proof that having the child count would doom humanity. There is the constant chance that people from outside the map would come by. So this is a mechanic to places a false belief that child count = 0 then GameOver. Dynamic- "Characterized by continuous change or activity." The situation you present is dynamic until there the counter = 0 and its game over which then ends the dynamic. Your feature is more about adding a timer or a possible lose game function. Functions like these work for small time periods of time. They do not work for long several weeks game periods since if your player character is on this and suddenly the child count drops greatly then you will lose everything when it had nothing to do with your choices. If you have a game over, you need a I win button as well. This would keep the events short verses players playing several weeks and suddenly finding out they can't respawn or they lost because of some mechanic. Players want to have choice. They want to know that I died because they decided to go to the barn and get killed by a Zed. Ownership of your death is important. This is one of the reasons why players don't like snipers since they come out of no where and kill them verse bumping into a player and having a gun fight but you know you died because of your poor judgement. Again, this would need to be built into a actual win and escape area or die and humanity survivors are doomed in this location. On a side note, the idea of having kids could be an issues with certain country rules on games.
  18. I wonder if we will see any disease come from the Infected being present. I'm talking about if the Infected's virus altered or mutated with any existing viruses or has there been any new sickness come from a mutated strain of the Infected virus which doesn't turn you since your immune but are there other strains that can still cause issues with the player, vision, etc?
  19. I understand you want the game "Fun" but..... "Fun" is subjective.....one player's fun is another player's butt-hurt or simple boring play-style... To tackle this we should look at the movie industry. Movies are broken into different genera, which helps the viewer to determine what kind of experience they will be having or if the movie is not for them. Some people love dramas that are deep and wordy while other people want romantic comedies, and so on. Most people like players have multiple types of movies/games they enjoy and will watch a movie that is not in their norm for viewing if it's something different that might catch their eye or a friend says you must see this; it's not like the rest of the movies in the typical genera. The "Fun" movies are usually seen as the hollywood blockbusters which are targeted to a large diverse audience but in doing so, many of these movies lose any chance of going heavy in one or more direction, which would make it edgy. This is why the typical blockbuster movie is fun but usually not emotionally moving like others, which are targeted to a smaller audience base. The rise of the Indie Films changed things since these indie films brought something that many studios for big budgets didn't want to touch, taking chances and breaking traditional models. DayZ if it was a movie would be an Indie Film. DayZ breaks the mold in so many ways which many game designers are looking at it to see what it works since it goes against everything that is taught. Perma-death, harsh and unforgiving environment, the ability not to win or have a win button in the game are just a few of the features that define DayZ as a game in its own genera or in some ways a new one. Back to answering the quote- When you go to watch a true tense horror film, you do not expect it to make you laugh and smile. The movie's purpose is to scare the viewer and make them feel as if they are constantly at the edge of their seat, thinking what is going to happen next. Movies like: Seven, Lincoln, Unforgiven, Seven pounds, Schindler's List, Memento, Life is Beautiful, and many more... These movies are not the "fun" movies, but they are emotional and very powerful in their message, and they do a great job presenting it to the viewer. DayZ, like these movies above is not the typical "fun" of their media in the casual/ blockbuster sense. DayZ is a powerful game that sends a message and gives the player's an experience which as we have seen in the DayZ mod alone has led to over a million players. The movies I listed above as well as DayZ is edgy, and they are not meant for all people, but if you give it a chance, you will be surprised how it can move you. DayZ will never be the typical "fun" because its type of "fun" is having players at the edge of their seats wondering if entering that town might lead to a needed can of beans or a weapon, but also it could lead to death by a Zed or a bullet. That uncertainty is what makes DayZ "Fun" and it is what makes it special. I'm looking forward to the Standalone and the future of DayZ. It has been great to see it evolve and grow to a future Standalone.
  20. I believe they will remove it but they need to test the distance from player to another player shooting or action that would trigger it. Once they can get the proper structure to the feature then I believe we will see it vanish.
  21. Interesting concept, I see where your going with the Child feature and it works but only as an optional Server Setup. The Child Feature should not be in the Vanilla DayZ Standalone since DayZ is an on going, ever changing world. To have an end means players will be looking for a server that's not on the verge of death. How this could work: Rocket has talked about different setups for the Servers for DayZ so that in SeverA format is separate than serverB format. Players can't jump between the two which keeps the rules consistent and fair. What we could see a special servers that have an almost Roleplay function like your Child /Server death just as we might see servers setup for things like the DayZ hunger games. These would be their own little side Events. Players who want to create a character on these servers can and play this type of format while still having their other character for the DayZ vanilla. What we could see is using the AI of the Dogs and apply it to the Child. With the children there is the issue with when they age enough what happens? There are no NPCs in DayZ and these children would work like the dogs where they are a AI companion. Solution: The goal is to build a base/civilization where you can drop off the child when they have learned and aged long enough with the player. The Child would then be unlocked for the player and now sit in a room in the base. This is like putting the investment into a bank. These children can be killed but now the player doesn't need to bring them along. You just need to keep the base and children alive so humanity can continue for the future. (Again this is more of a side game which would be fun but would not work as a feature inside all the servers or vanilla but as a side server which those who want to play this server format, could.) Issues- What happens if a player kills another player who has a kid and the kid is left alive? Does the NPC stay in the location? do they die? I can see how players don't see the other player has a kid and shoots the other player and then goes,..oh he had a kid..i don't want to shoot the NPC so they leave the child there. What happens to the kid? The idea of a kid giving you a buff? I really don't like the buff. I would rather have the kid be able to care extra gear as you train them. Players playing on this side game server would be because they want to roleplay this format or cause havoc for those who do. PvP players who wants you to have a bad day- Some players will make characters just to cause havoc and kill players and even the kids just for their enjoyment. You must expect this will happen but the community faction who would enjoy playing this would mostly play by the rules per say. OP- "So then when the "Ticket" counter reaches 0 no more children will spawn - and by extention all players that now die do so FOREVER (they are locked out of that server) till the last man is left and then the server is resets. THIS IS PERMA-DEATH!" "Players can logout but are then LOCKED OUT of the server till it resets, if they logout they leave an empty slot that anyone can log into (and then the same rules apply to them) - but if they DIE that slot is removed till the server resets." Having an Server Perma-death/world would be interesting and to track how long they all last would be an interesting experiment. In the End, this is a type a feature which I don't think we will see in the standalone but maybe there is a chance when new game types or shoot offs from the vanilla with special theme focus servers,..then we might see this happen. What do you think,
  22. Actually I think in the future- Standalone. Players won't be able to jump servers since this creates a major issues balancing the loot and plus having a character stay to one server creates a community which is destroyed by server hoping. Also by not allowing players to server hope, you can can actually get good data on how diseases spread and at what rate and wither the player community is able to get meds out before the server populations end up all sick or dead. I really believe the data needed for the final Game Release in the final version, will only come from isolating an individual player character to one server. Having the server hoping at ease will make it hard to get the data needed to balance the disease feature as well as loot and other mechanics that are based on player to player interactions. What do you think? (or am i totally wrong?)
  23. Drawback from the ALL SODA diet......Rotten Teeth.....You will be alive but have missing teeth ... :o
  24. What you do is find a drop off site for each. (this is for lone wolfs) I will leave payment at location X and you leave meds in location Y OR What I would do is set up the face to face drop off in a Zed heavily populated location so any shots would brings Zeds to kill both of you. Then before I go to the Drop off/meet location, I would place/hide my backpack with the high end gear somewhere and only show up with a gun and the payment/or Med (depending on which side of the deal are you on) This means even if you die, you can always respawn and pick up your hidden gear since your former body had no back pack and just a gun and Payment/or meds.. This is one way it can be done if your lone wolf.
  25. I Feel there will be TEARS.....and not just from the disease...
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