logan23
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Everything posted by logan23
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Feedback on status of infectious diseases in DayZ
logan23 replied to rocket's topic in DayZ Mod Suggestions
I think Rocket is getting at is- You will be Valuing Your Server's Life/World, Player will respawn and and run and get their gear but as Rocket said earlier, there is still disease on your gear/and former body. As time you will see players constantly falling ill and having these diseases killing or hindering the players where the only options are to deal with the complications of the sickness or seek out ways to get medications out there so you and future spawns will have a chance to survive. I might be wrong but this might hint to no server hopping. If you can't server hope to another to pick up medication, then you are forced by the situation to get medication access on your server/world. Players finding ways to cure/treat disease is helpful for the individual and the society/server. I really like the idea, Rocket =) DayZ is going to hard but very it will create an experience not found in games or not very often. Side note: I can imagine the sniper who is on Cherno who has been shooting players with not purpose other then grief,...send out on the radio...Hey guys i could use some medication for this disease, I'm vomiting and dehydrating..need some water..anyone???? (crickets) You might have sniper rifle and have 40 kills but only to die of dehydration and vomiting with the shakes,..not the way you think you would go verse a blaze of gun fire/glory. (maybe you need to reach out for some allies?) -
I can foresee that some servers will end up with players killing a good deal of the Zeds and gain enough weapons where they will become less of a threat. This would lead to more player on player or team on team killing. To keep a constantly changing- Let’s say there is a large amount of Pking and the Zed population is dropping and seem to be less of a threat. We will see more player verse Player or Clan vs Clan behavior, leading to more humans being shot dead. Now the increase of dead bodies (Zed’s food) odor will bring new waves of Zeds from locations off the map Chernarus. The large new waves of Zeds will now get in the way of the player verse player team fights since now the Zeds have become a threat again. This function alone would help keep the servers dynamic and keep players from getting bored. Basically the larger of human on human killing, we will see more waves of Zeds coming from locations off the map as they smell there is food in this location. Think of it as there was a large Zed population but a good number had left and what we actually see when we start is not the height of the Zed population, after all if you look at all the cities on the map there should be tens of thousands but they are not there since they left since they need food. I know Rocket mentioned about a life cycle for the Zed and the food seem to influence their numbers and how fast and dangerous they move and act. If food in center to their cycle then the suggestion I mentioned above would fit in to this and keep the players on their toes since more death by player on players mean more flesh/dead bodies to bring in more Zeds to the map. What do you think?
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Player starting with a Walkie Talkie to bring team chat ingame
logan23 replied to logan23's topic in DayZ Mod Suggestions
I would like to see no 3rd party team speak in DayZ standalone only if they can make a system like I posted here to bring the teamspeak into the game so the blocking of it is justified. -
[DayZ SA] Will DayZ remain a sandbox game forever?
logan23 replied to Penny Sue's topic in DayZ Mod Suggestions
I agree, I have a feeling the Standalone will be going back to the early days of DayZ,... where comments about TEARS were common and yummy! I think they will introduce new weapons and items, slowly. I can't see them dropping all the Arma2 military weapon assets into the standalone. It needs to be built from the ground up. The DayZ standalone should have a personality of it's own verse the mod. -
Server Hopping...a problem..I have possible fixes for the DayZ Standalone on this issue.... Link: http://dayzmod.com/forum/index.php?/topic/107395-possible-fix-for-server-hopping-on-standalone/ What i posted in this link should remove the Server Hopping for good.
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I'm not really big on the Infected walking like Frankenstein Monster, plus they are to slow. But I understand your point on a more smoother animations but Infected need to a lot more dangerous.
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Player starting with a Walkie Talkie to bring team chat ingame
logan23 replied to logan23's topic in DayZ Mod Suggestions
Good points you have all made. Let me see if I can find ways to resolve these issues. The reason for Walkie talkies to be given at spawn is to replace the 3rd party teamspeak. I’m going to use some examples to help describe how it would work in game. PlayerA and PlayerB are in the same clan/or friends. In a way of the lobby of DayZ server where you could interact for example mail/ or lobby chat, PlayerA and PlayerB have asked for their Walkie Talkies to be Sync up to the same Channel (Channels = some number code). This Channel code can be given out to other clan members or friends as you wish. This Channel code cannot be picked up by other player’s walkie talkies. (Ideally these Channel codes will be kept per server(s) hive that share the same world unless players can’t transfer characters from Server to Server, this is a topic I will be posting on in relation to the Standalone) Radios are found and need batteries and can be modified to make better. You don’t start with them. The only way for a player to be able to hear into someone’s Channel is through a Hand held Radio or a Radio found in a building (ones that can’t be moved). Radios can scan for frequencies/channels but only in a area close to the player with the Radio. Hand held radios can scan but they cannot pick up two players on their walkie talkies who are completely on the other side of the DayZ map. Radios that are found in buildings that are unmovable can scan further then the handheld versions. Back to PlayerA and PlayerB If PlayerC has a radio they could use it to see if they can find a channel but as they do this- PlayerA and PlayerB will hear some static white noise on them if in use. This static noise is just the Radio running across their channel. Does not mean they are listening in but someone in a certain distance is using a radio checking for channels. Now if PlayerA and PlayerB meet up on the beach or town and don’t know each other and decide to work together, then they can sync up their walkie talkies to a channel where they can be in not talk and interact like a team speak. If PlayerA dies due to a bullet or Infected, and the killer or random player comes by they can pick up the walkie talkie and could actually listen in on that channel with that walkie talkie. This is a danger for Clans who lose a player due to a gun fight. The clan will then wish to change their channel, which they can do. (This is something that would need to be tweaked to allow players to have their team speak in game but also give some tension that they could be eardrop on.) SideChat could become the TEXT universal Radio channel. I can totally see that! (Just have to make sure only players with radios can get access to it) On the topic of multiple channels for walkie talkies, that’s something that would need testing on if done how many can you have. This would all go to the game’s code. I know someone mentioned about removing TEXT chat for the walkie talkies but this would hurt players who don’t have mics. Not all players have mics. If everyone had mics then yes I agree. The reason for not having walkie talkies run on batteries is due to spawn camping. I can see how players would say oh, my walkie talkie (in game team speak) battery is running low, let’s go to the coast and kill a fresh spawn and take the batteries from their walkie talkie. You might even have a new spawn friend just allow their friends to kill them over and over to get a horde of walkie talkie batteries. This and the purpose of it to be the in game team speak is why no batteries should be needed for walkie talkies. If for say Walkie talkies do need batteries, then the life time for them should be aimed to last longer than most players’ life expectancy or batteries should be a more common spawned item. The risk of batteries is players QQing since they can’t use their 3rd party team speak. What do you think, -
The idea of having players were chosen for these roles, would only lead to abuse, when it comes down to it...the player has no reason to play the role as it would be aimed for. Only a DayZ LiveTeam could do this since they are aimed to give players a better experience and are payed to do this. As for Events based on player actions, this can be put in - for example you get power up at a power station for to many locations to use it could cause the transformer to explode and need to be fixed--The explosion or the over use of the power planet/electricity could cause a humm that can be picked up by the Infected (think like how dogs can hear things we can't) These should always work like weather gets you sick, and the further to get society / or base put together leads to new issues and problems.
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Player starting with a Walkie Talkie to bring team chat ingame
logan23 replied to logan23's topic in DayZ Mod Suggestions
What I'm getting at is that DayZ would not allow 3rd party team speak. The player must use the walkie talkie or hand held radio. If this idea is successfully added and tweaked to fit the users goals/purpose then we don't need to have 3rd party team speak and it can be blocked. Other ways to push for the walkie talkie/ radio use is to give it some benefits which the team speak can't, for example team speak will not allow you to try to listen in on other teams, or players conversations. The idea does need some tweaking. -
I was thinking about the Infected.... Imagine if some of the monkey ones would suddenly get up when close enough and do a fast charge at you. Giving the Infected changes in their attacking could keep us guessing. This could be based on the life cycle of the Infected. The ones who are the most healthy of the Infected have more aggressive and even spontaneous ways to attack. You see an Infected coming toward you, they might not always attack the same way each time, this leads to Tension
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On the topic of Developer Events, I think it would be interesting in 4-5 of DayZ Live team jump into the game and played roles like survivors of a chopper crash, or a military convey that comes in to loot a military base or crashed chopper. By having real people play them, it increases the tension since they are not AI, they are people who play the game and develop it. Of course the Developer controlled characters should be defensive but not the aggressor since there is a good chance that they will know the weapons and map better then the players due to constant testing. They would fire if they see a threat coming or is fired on. You could even the developer controlled characters talk to the players who are not out to shoot. These would be military characters with high power weapons and ammo, they are not to be taken out easily if some players wish to kill them. This is an idea that could be played with. This team could ever so often jump on a server and control an event like this.
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The map could be broken up as zones and where there are more deaths = this is where the New off map Zeds will go. This means these areas end up dealing with Zeds as a danger and this will help allow lone wolfs to still not be burden to much. A lone wolf has the ability to move to another area if there are more Zeds in their area do to the increase in humans being killed by non-Zeds, while a player team with a base who will in most cases be better armed will now need to deal with the increase in Zed population since it is harder for them to get up and move. The system i posted in first Post would need to be tweaked and see if you want an all map increase or break it into 4 sections and even give cities their own if they wish. This comes down to code and what fits best for the game.
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It could be dangerous but DayZ's world is full of danger. You could easily use some wiring and cut a flare open and use the explosive/burning material to ignite and then have it attached to a clip of ammo. The killer would open the pack and the wire w/ battery would trigger the spark and the flare's powder ignites which would burn but the ammo/rounds attached to it would explode leading to bullets or debris firing. Of course you need to be able to disarm it and tell your friends to not go in your bag so they don't trigger it
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[DayZ SA] Will DayZ remain a sandbox game forever?
logan23 replied to Penny Sue's topic in DayZ Mod Suggestions
Interesting Post You talk about some valid topics and concerns. I will start off and say that Yes, I do believe DayZ will keep its sandbox. Below I will address why I believe this and cover some of your concerns…. With Ultima Online during the Beta they entered in an ecosystem of animals population react to the world. This means if sheep are killed then wolves would get closer to human settlement and if the wolves’ population drops then the Dragons would come out. The result when testers tested it- The Players killed everything which led to the ecosystem basically non-existing. The result was the removal of the system and the introduction of the usual spawning system. Then came the issue of Player killing which DayZ could end up happening. This actually applies to DayZ since there is a planned Zed Lifecycle which means players could end up killing every Zed on the server. I’m going to break things down per topic- Player actions don’t equal what Developers were thinking: One reason Developers end up with situations where players do something they didn’t intend is because you need a psychologist and/or sociologist to look over the game/game design. They would be able to tell you what people would do and react. Player Freedom- Player Freedom is seen in some player’s eyes as I the player can do whatever I want and there should be no consequence for this action other then player driven. I disagree with this interpretation of Player Freedom since we saw how this hurt Ultima Online Beta. Players should have the freedom to do as they please but like in the real world there are consequences as in all choices. If we stay up for several days with no sleep then there is a good chance that we might crash our car while driving due to the lack of sleep. In Dungeons and Dragons, there is the dungeon master and in DayZ, that is the World and the harsh environment including the Infected is the dungeon master. They will be the ever changing challenge that will keep players from going around and killing everything or have the game become a Death match game. DayZ can use the environment, Zeds, and resource management as tools to create these consequences which will allow it to stay as a sandbox game. With DayZ’s weapons being able to jam and need to be up kept makes it that just because two players have guns aimed at each other in a standoff, there is a chance that you or the other player will have their gun jam. Maybe it’s better to not fire that gun or get into those fights unless you have to. There is a good chance we will see some major changes in resources like military weapons as DayZ moves away from the idea that all player will have military hardware and loads and loads of ammo. Also the introduction of batteries needed for certain items will also limit the over use of certain items like night vision goggles. Weather and wounds could lead to the player getting sick. From what I’m reading from DayZ Developers it looks like they want to constantly be pushing players to think smart with the gear they have and force them out of their make shift bases for supplies. Now the big question is the Zed/Infected and how can they be made more of a threat. I know DayZ is not a horror centered game but there is a lesson to be learned from Horror Games. In the link below they talk about Horror games and one interesting note they make is that when a Player becomes as or more powerful then the Creature/Threat/Zed – it becomes more of an action game and loses its fear part. (Resident Evil games is a good example of how the original and the newest one are majorly different in how they handle Horror and the creatures/threat in relation to the player’s power/ability) DayZ needs to keep the Infected as being more powerful then the player. When they look at balancing their game they need to ask if there are ways for players to become matching power or more powerful where the Infected just means you need to waste a few of your 100 rounds in a hand full of Infected to get what you want. Resident Evil 1 is a good example where every encounter could lead to you using up all your ammo. There is a constant struggle of maintaining your health and resources. http://penny-arcade....or-protagonists On the topic of player killing- There will always be player who will get a gun or weapon and just go after players, player killing is the one constant threat that will always be there and it should always be there but if you go around firing your gun or killing players this could be used in how the DayZ world changes. Example how this could be used: Let’s say there is a large amount of Pking and the Zed population is dropping and seem to be less of a threat. We will see more player verse Player or Clan vs Clan behavior, leading to more humans being shot dead. Now the increase of dead bodies (Zed’s food) odor will bring new waves of Zeds from locations off the map Chernarus. The large new waves of Zeds will now get in the way of the player verse player team fights since now the Zeds have become a threat again. This function alone would help keep the servers dynamic and keep players from getting bored. Server Hoping with the same character is something that needs to be looked at since this is the one issue that could hurt DayZ's ecosystem. :beans:I look forward to Standalone I have full confidence in Rocket and Team. Forgive me if i went on any tangents,..writing this after 12 midnight... :P -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
logan23 replied to ruarz's topic in DayZ Mod Suggestions
Idea: When a player dies from Zeds (and not unconscious) There will be a scream which can be heard by other players in the distance. The Scream would happen with multiple Zeds killing the player. Imagine your wandering in a forest at night or day and you hear a scream as a player is killed. This would mess with the player. Now if this was done- it should not happen every time there should be a Percentage possibility to happen if certain factors are met. -
Cool Video,... First thing that jumped into my mind was...This movies brings a whole new meaning to counting sheep when your asleep,....
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The only Achievements I see are... If player lives X number of game playtime (5 days, 10 days, 30 days, 60 days..etc) Maybe there should be SERVER BASE Achievements--- If a the power is returned back to a city, a base is made,--these could even be attached to players if they helped.
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Does this means that our Dog will be used in Pet Battles........ (see Mist of Panderia - WoW) Next thing we know we can capture Dogs, Rabbits, Cows and even Zeds inside these Balls, where we can battle....Got to Catch them all! That screen shot with all the bars made me laugh!
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I want to be able to booby trap my backpack so if someone kills me, they will get a nasty surprise. Of course the booby trap in the backpack would only injure the other player and destroy a good deal of the gear in the backpack and my character's dead body. Added, the other player could find tools to either set off my trap from a safe distance or a way to disarm it with a risk.
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Am I getting this strait, the OP wants to have Servers work in shifts where they go offline so they are only accessible for 8-12 hrs a say? I do wonder if DayZ Standalone will keep 24 hrs servers or have 12 hours servers where ever hour = 2. I'm assuming that all depends on if the Player is locked to a certain server only?
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If the military left the zone, they are not planning to take it back when the Zed Virus is not cured and I'm assuming that where ever civilization is, they are still working on a cure or ways to kill the Zeds off. Now if you want a military come in, that's cool but they should be characters controlled by DayZ Live Team where they fly in with a chopper and might fire on other choppers, or enter locations to get military gear or medicine. Having real people control them are the key. DayZ Live Team could also play helpless characters who need help, and the question is, will players kill them? As for the military bombing an area for no reason but to kill them,..seems to be a waste of ammo. They would want to lock up their borders and save the explosives in defending their outpost, where ever it is (not in game map)
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My ideas for plausible NPC survivors.
logan23 replied to Jony_RocketInMyPocket's topic in DayZ Mod Suggestions
I would rather have Dayz Live team jump into servers and play as characters (or what normally be NPCs) in the game to run events like a military vehicle comes in to get their lost gear from the crashed helo,..or something like this.. -
Straight forward logic about why we need a morality system
logan23 replied to Slyguy65's topic in DayZ Mod Suggestions
One way you could place some moral system/ or feeling on it,...to have notes or journals found in the game that describe how people killed each other,..maybe how one person felt regret for killing their family member over an argument over food and how they wish to eat a bullet for what they did. Something to remind player's there was a line of society but in the end it comes down to the players. Players either decide to try not to kill on the spot or they become the horror and in someways they become as mindless as the Infected,..shooting on the spot. But the game needs radios and ways to allow a player internal society to form and the game just needs to give the players the tools so if they wish to they can remake a some what civil society and hopefully they don't see it burn. -
I defiantly want to see female Infected and later on children as well. The more diverse the Infected, even if it's just clothing skins, would be great. I wonder if a player kills a larger animal like a Cow, should this draw Infected to the location due to the smell of blood/flesh? Do Infected eat dead animals or non humans as well? Wonder what the rules are? Another idea--- Lets say the player is injured but the wound is still bleeding due to lack of a bandage or proper bandaging,...Would this increase the distance an Infected can be Agrro? Even with a wound bandaged, should there we a minute(s) before the blood or flesh wound on the player doesn't aggro Infected easier/range? Edit: Do you think the Infected behavior be affected by weather elements (extremes) or the time of day/night could affect the Infected on where they roam, when they are more aggressive, etc?
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I wouldn't be surprised if we do see where players might not spawn at the same location but you could set up so that 2 players will spawn near each other but not the same spot location. Basically if 2 players come in as a group- then they can spawn randomly but the 2 players will have spawn points near each other. But we won't see where a player is alive for 5 days and his friend who is a new spawn , can spawn near that 5 day alive friend. That I can't see ever happening.