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heliman (DayZ)

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Everything posted by heliman (DayZ)

  1. heliman (DayZ)

    Notoriety

    The humanity system is a piece of crap and can be easily exploited to gain the skin you want. Clans can easily exploit these skins to their liking and it would be hard to distinguish b/w a bandit or a survivor. Instead have a notoriety meter that tracks the following and permanently adds to your notoriety: 1. Clan member kills survivor but his spotter doesn't lose any humanity. Notoriety in this case works by tracking movement patterns/coordination between members and chances are if you associate yourself with a bandit you gain notoriety. 2. Weapons also net you notoriety. A sniper rifle has a much higher notoriety rating than an assault rifle or an smg. However silenced weapons don't net you any notoriety. 3. Tents with huge weapons cache/vehicle hoarding also earns a high level of notoriety. 4. Time spent in an area also nets you notoriety. The more you camp in areas close to hot zones the more notoriety you earn. So how does notoriety add to the game. Well in this case instead of skins/clothing your character becomes permanently associated with its notoriety during its life. Notoriety affects character abilities such a way they would periodically need to induce different psychotropic drugs depending on how long they are on it. The longer you survive the higher doses you will need to consume to a point you won't reach a high, thus requiring a different home brewed drug. Withdrawal effects vary depending on the drug consumed and how long you have been consuming which could be in the form of bleeding, shaking, screams, blurring, unconsciousness and ultimately leading to death. What you guys think of this idea.
  2. heliman (DayZ)

    Notoriety

    Interesting, quite similar ideas we share but with different approaches.
  3. heliman (DayZ)

    a long list of dayz ideas.

    I don't know about the other ideas. But when you say dangerous zombies can you expand on this idea of yours.
  4. heliman (DayZ)

    a long list of dayz ideas.

    I only like this idea.
  5. heliman (DayZ)

    Notoriety

    Need more discussion on this idea brothers and sisters.
  6. heliman (DayZ)

    Commodity Wars

    Im glad you agree with my suggestion.
  7. heliman (DayZ)

    Evacuation mode

    The survivors don't have access to the map to know the route only the evac guy knows the route.
  8. heliman (DayZ)

    Evacuation mode

    this is a brilliant idea but no so much the execution. Let's say every 5-6 hours evac arrives similar to heli crash sites and it won't be like everyone would be running to the choppa but only those with radios would recieve a transmission which would take you to another part of the map only accessible through evac. Those with radios would mostly likely be high tier players sent to another part of map for scavenging/battling it out on the other side without having to bother fresh spawns.
  9. heliman (DayZ)

    Server Kill/Death Rate

    Perhaps the server can show k/d rate on a daily basis prior to joining to notice anything out of the ordinary. Also would we be interesting to see a scoreboard showing the k/d of players currently on the server.
  10. heliman (DayZ)

    Server Kill/Death Rate

    to track the haxors i mean if it helps in any way
  11. heliman (DayZ)

    Buried Stash idea.

    you don't have to worry about digging up when you can have artillery strikes to do all the digging for you. come to my other thread brothers and sisters.
  12. heliman (DayZ)

    bigger and stronger zombies in nort

    its why we need artillery strikes on these harder zombies. come to my other thread brothers and sisters.
  13. heliman (DayZ)

    Transport Idea

    yo does it drift yo?
  14. lol ur trying too hard. perhaps give it a rest would be a better suggestion.
  15. heliman (DayZ)

    Commodity Wars

    But food doesn't just spawn from no where, they are meant to come from some source i.e. farms. You don't see farmers 24/7 in their fields, you plant and you come once in a while to maintain it. You could possibly work with other survivors to create bigger farms which could achieve different results to spawn rate of items as well as unique loots.
  16. heliman (DayZ)

    Notoriety

    Because the skins are meant to mean something. They have been put there for a reason to identify between friendly or foe and not to be exploited. Regarding the artillery idea, thanks for supporting my idea it is one of the core game play mechanics that should reduce all sort of camping behavior in dayz. I don't see how this punishes a certain playstyle. I see it as there are consequences for the choices you make in the game and these are reflected back on the character eventually.
  17. heliman (DayZ)

    Starting character classes?

    you forgot to add artillery unit on that list and welcome brother.
  18. heliman (DayZ)

    Where are all the effing vehicles??

    Yes welcome brother, it's why we need artillery strikes on their positions to prevent such large scale camping/hoarding behaviors.
  19. heliman (DayZ)

    Commodity Wars

    Need more discussion on this idea brothers and sisters.
  20. heliman (DayZ)

    Suicide button

    why do you want this in game?
  21. heliman (DayZ)

    Flare gun/ Fireworks

    The m203 flare does this.
  22. heliman (DayZ)

    Standalone Suggestion (maybe even Aplha)

    15 minute dead bodies should be good enough to know if a killer is around.
  23. heliman (DayZ)

    Artillery Strikes

    Like to see these in game so you can clear an area full of zombies and can be mounted on top of the ural. Using it on the ural damages the wheels and anyone near its radius suffers from combat deafness.
  24. heliman (DayZ)

    Artillery Strikes

    lets put it this way, you find a good vantage point and you camp all day long with your clan and by clan i mean you have multiple spotters and snipers camping the area and the only way to unsettle their camping realistically would be to arty their positions. You don't need to know where a sniper needs to be in order to arty, just the shells falling close to their positions should be enough to unsettle them.
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