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Well, my desire to have such a lovely candle depends on two factors. The first one, what is the scent of said candle? The second being, what is the effect on the zeds mood?

Also, I could be down for some torches. Preferably scented.

You can't say torches would not be useful or authentic though, really not...

How about a rose or lavender scented one with a slight touch of cream undertones ?

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This is a brilliant idea.

Thank you ! :)

How about a rose or lavender scented one with a slight touch of cream undertones ?

Boy, you surely know what gets my juice juicin'. I'll take two.

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Than why have the chemlights and road flares in the first place.

If you had to choose between those three, which would you choose.

the really bright road flares that take up a slot,

the dim lit but multicolored chemlights that take up a slot,

or the unlimited quantity, well lighting, inventory space-less melee attacking torch.

It's nice to see things from a totally awesome zombie survivor game perspective,

WHICH IS REALLY COOL. I would love to see torches too. O_O

BUT. from a balance and game design point of view, it's all very esque.

Finally some logic and reason from you.

Okay, so nr. 1 DayZ is an ArmA mod, and arma 2 is an army simulator, making flares and chemlights exist as premade assets but torches not (even though torches would be dead simple to do).

nr. 2. I would choose a torch that I can pick up just as I can pick up both a flare and chemlight, but I would want it to take up the off-hand slot, making you only able to shoot with a side-arm or swing a melee weapon simultaneously, as I said before. Plus the torch when not used would go out, and you would thus either be put back in your backpack or be dropped on the ground, but it would however have a counter going down as you use it (just as in real life), but then you will have to light it again also. With all these things accounted for I really don't see how it would be un-balanced. Plus, in all honesty, fuck balance if it means it is authentic and as real as it gets, then it WILL be balanced, because that is how real life works, it balances out different tech levels and degrees of rarity according to rules similar to the market (see "the invisible hand")! ;)

Edited by Hulahuga

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Finally some logic and reason from you.

Okay, so nr. 1 DayZ is an ArmA mod, and arma 2 is an army simulator, making flares and chemlights exist as premade assets but torches not (even though torches would be dead simple to do).

nr. 2. I would choose a torch that I can pick up just as I can pick up both a flare and chemlight, but I would want it to take up the off-hand slot, making you only able to shoot with a side-arm or swing a melee weapon simultaneously, as I said before. Plus the torch when not used would go out, and you would thus either be put back in your backpack or be dropped on the ground, but it would however have a counter going down as you use it (just as in real life), but then you will have to light it again also. With all these things accounted for I really don't see how it would be un-balanced. Plus, in all honesty, fuck balance if it means it is authentic and as real as it gets, then it WILL be balanced, because that is how real life works, it balances out different tech levels and degrees of rarity according to rules similar to the market (see "the invisible hand")! ;)

Is realism and atmosphere your only argument and reason for wanting torches.

Be honest.

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No. Realism, atmosphere, but perhaps most importantly, gameplay use! (originating from a better and smoother light spread, an introduction and continuation of the fire and heat mechanics, including weather and an ability to carry fire with you, especially considering how matches will most probably grow a lot more sparse, and finally an ability to have a new form of, albeit not so effective, weapon). Which all three together contributes to this mod's proverb, authenticity.

Edited by Hulahuga

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No. Realism, atmosphere, but perhaps most importantly, gameplay use! (originating from a better and smoother light spread, an introduction and continuation of the fire and heat mechanics, including weather and an ability to carry fire with you, especially considering how matches will most probably grow a lot more sparse, and finally an ability to have a new form of, albeit not so effective, weapon). Which all three together contributes to this mod's proverb, authenticity.

You must have missed the balance part.

It's. Too. Much. In. One. Package.

With that, you'd no longer need ANY other light source. You would no longer need campfires for anything outside of cooking.

Matches have always been infinite. And why would anyone use a crowbar or a hatchet as a weapon, if they basicly spawn with a flaming torch? Stop and think here for a minute. With torches you'd be removing the purpose of multiple items that are already in the game.

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Well if that is how they work in real life? Otherwise you just make a card house of faked mechanics...

Campfires would be needed to make torches perhaps, or at least provide a source of them? Because right now their only actual use is actually cooking, ive never so far used them to provide light...

Matches don't have to be, and I really think they won't be within a month or so.

Torches would be a nice weapon, but not a too high damage, it is just a club with some fire on really, and zombies should probably be able to withstand that better than a hatchet, but it would make for a nice complement.

Yes it would rule out some of the roles of chemlights and flares, but why not, they are un-realistic anyhow!?

Plus, it would further specialize the role of the light sources: Chemlight=exit/entry points, initial light check before entering buildings and such, more stealth gameplay, ability to use one a the same time as your main weapon. Torches=main light source, medium range, quite easy to fashion, no need (but a possibility) to loot. Flares=emergency lights for locating people or provide light over a large area when you want to be able to use both hands, blinding night visions, provide nice distractions and fake movements.

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Well if that is how they work in real life? Otherwise you just make a card house of faked mechanics...

Campfires would be needed to make torches perhaps, or at least provide a source of them? Because right now their only actual use is actually cooking, ive never so far used them to provide light...

Matches don't have to be, and I really think they won't be within a month or so.

Torches would be a nice weapon, but not a too high damage, it is just a club with some fire on really, and zombies should probably be able to withstand that better than a hatchet, but it would make for a nice complement.

Yes it would rule out some of the roles of chemlights and flares, but why not, they are un-realistic anyhow!?

Plus, it would further specialize the role of the light sources: Chemlight=exit/entry points, initial light check before entering buildings and such, more stealth gameplay, ability to use one a the same time as your main weapon. Torches=main light source, medium range, quite easy to fashion, no need (but a possibility) to loot. Flares=emergency lights for locating people or provide light over a large area when you want to be able to use both hands, blinding night visions, provide nice distractions and fake movements.

I'm done discussing this. Have a good one.

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I think Uncle Bourbon had a nasty encounter with torches in his younger days....

I been saying torches would be a good addition to this game for months...so I agree with you Hulahuga.

In terms of a weapon It could be but make it much less powerful and being made of wood, well it would break after enough skull bashing O.o

I dont see how adding a torch removes the use of matches and camp fires...you try cooking a 6oz steak using a fucking torch you moron... enjoy your black fingers after....

EDIT:- I guess you could put it on the floor or something n cook it that way...still take forever though ^^

Good thought...honestly I cant see it in game... but would like too :)

AJ

Edited by Bobcomss
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