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seshnew

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About seshnew

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    On the Coast
  1. Allowing players to quickly switch between a primary, secondary,and melee weapon instead of just primary and secondary. Most people in a survival situation dont keep their survival knife in their backpack. Kinda negates its purpose
  2. seshnew

    Bow and Arrow

    Bows give a major advantage over crossbows with reload speed. However, crossbows will provide a more familar aiming. Adding traditional and compound bows into the game would be a great addition and would allow a range of accessories,types, strengths and quality. Bows and crossbows are quite powerful and should be given more credit in this game. Also Quivers would allow for carrying far more arrows/bolts making it the weapon of choice for silent ranged killing with reusable ammunition.
  3. Zombies should attract other zombies Example: A zombie spots a player and screams or runs after the player. Other zombies hear or see the alerted zombie and thus repeating the same action and running after the first running zombie. This will quickly turn into a cascading affect allowing zombies to be lured towards player even if the zombies don't hear the initial gunshot. Explaination: Zombies are suppose to be mindless creatures that are attracted by movement and sound therefore they won't be able to tell the difference between a running player or another running zombie. Same goes with sound. When the 2nd zombie finally reaches the first it realizes the mistake but will probably be closer to the player by doing so.This is not introduced as a form of communication between zombies but just as a reaction. This will also allow for zombies to be less compact but still deliver the hoard effect needed to be a hard situation. [*]Less ammunition more melee Currently there are very few types of melee weapons in Dayz making killing zombies too fast and effective. This allows for a single player the ability to raid a town by himself without assistance. [*]Zombies should have a harder time hearing footsteps With less ammunition, this would force players to learn how to sneak up and kill zombies quickly and without noise. Well if a zombie simply hears the foot steps of player and then notifies other zombies there wouldn't be very many living players. Not that I'm against the easy death of players. Force teamplay with the need to take out multiple zombies in the same area at once. Make it so players have to team up to raid even a medium size town. Place more melee weapons,food,drink outside town so players have the ability to survive while trying to recruit forces and raiding teams. If a player tries to go solo or makes a mistake a zombie will see that player kill another zombie setting off the cascading affect as mentioned above, quickly eliminating that players chances of surviving the raid. undetected players should delivers one hit melee kills on zombies, to support effectiveness of a well planned and delivered raid. [*]Ally markers Allow players to set marks indicating to players of allies or enemy protected areas or paths Example: Players can leave Marks in trees or along side buildings allowing them to direct or warn players of their location and or intentions. The developers have control of this social experiment where players don't have any respect of another persons life and only partially fear their own death. It will take alot of tweaking to try and convince players to work together and form a post apocalyptic society. In the real world, I would expect people to eventually group up, forming small units working together to protect and maintain a chosen areas resources. Then rival groups would fight or ally up for these resources. Eventually a map this size would have 2 or 3 of these groups fighting over the server.
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