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Would ghosting be a problem if the game did not allow you to log off inside barricadables? Going to another server would then only present you with either an open door that no one had claimed or a locked door that you cannot open.
Lock picks are a great idea but hopefully they take quite a time to 'unpick' and this leaves you open to attack, in the open, by a door. Also the mention of 2 or 3 'levels' of lock seems to point in the direction that longer exposure to being in the vunerable position of lock picking has been discussed. I would have the lockpick break randomly too or have a mini game? (don't like the idea just sayin). Regardless, a locked door has to have a price, that price being vunerability, noise and time.. lots of time.
I think how fast the locks will be picked will depend on the condition of the lock, so a damaged lock will take less time to pick then a prestine lock.
they seem to do that with other gear so will probs be like that for locks aswell
As long as there is a 'Ying Yang' payoff for doing it, I don't see too much of a problem. I wouldn't be adverse to having axes able to chop down doors over a period of time as long as the sound of it was LOUD (like 500M+ kinda loud) and that it did indeed take time and effort. The reward for said time and effort being my backpack with nothing in it ;) lol.
Yeah on reflection of course if you are not allowed to spawn indoors at all, then ghosting into locked/barricaded rooms would not be possible, and since your avatar is removed when you log there is really no need to have a 'safe' room to log off in.
But this is the sort of compromise I am talking about. To ease the abuse of metagaming the barricading mechanics must be kept fairly simple. We'd all love to fortify a whole appartment block and then play base defence against teams of bandits, but the more freedom people have the more open to abuse it would be.
I would love to see a fully realised barricade and construction mechanic in a game, using various materials and tools, abilty for Zs and Players to use windows as well as doors, to see a small horde of zeds steadily destroying a barricaded window then cimb inside and start on the locked door. Different tiers of barricade from weak to practically indestructable, moving furniture around like wardrobes / tables + destructabilty of furniture etc. etc.
But I think that is a game for next gen hardware running DX13 on Windows 12. This engine certainly does not currently have this capacity, and as much as the devs are able to addon and/or redesign various parts and features of it, I think a game with that sort of scope would need another engine written from the ground up specifically for those types of features. Quite honestly, I'll be really impressed if they manage to let Zeds and Players use windows. I don't think that would be possible without huge code changes and possibly a model redesign of every enterable building.
Your 'would love to see' is almost a game in its own right, make it :D
DayZ (and game design in general) is always going to be 'bursting' with compromises. But hopefully they pick the best bits :D
I'm okay with barricading, as long as you can somewhat easily break through them. Like there's a padlock on the door. You have a fire axe - break the padlock or destroy the door (or kick the door down, breaching charge, driving a car into it). A padlock shouldn't suddenly become "you shall not pass unless you find a lockpick" mechanic. There should obviously be a sneaky way of getting in, making little noise and leaving things a they were, but there needs to be brute force too.
Pretty much I don't want the retarded barricading that epoch did where you could build a wall around an entire town and claim it.