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45°K

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  1. Hi, So this time i will use autotranslation with google. I write less informations, juste the minimum. ___________ Dayz vs Warz What makes dayz success is the difficulty of the game, the rarity of loot, the report card size / number of players. Warz seems his attention on gameplay more accessible as a game console. Keep voting prime directive, a hard game, a pure realism, where one moves to find a bike or a silencer. In warz the zone players, hosting a small area dedicated to each player outside the multiplayer game is not realistic and makes the game too easy. Camps (with portal and a key) embedded in the card is much more realistic and exciting. Both games can coexist. A shift console and young player with fast games, the other for pc brought golfers with large parts over time. Mission Inter players Players acquire missions. These missions are created by official teams of players. Teams may ask panels of missions with inbox. Once the mission is completed you place the outcome of the mission in the box and receives the reward the team proposed exchange. Missions can be to find an object, retrieve the head of a player (military plaque), preventing a player to perform a mission. On this last point it takes a team to the possibility to know the missions of another team and add a mission against the latter. It must be possible to place information on the mission to counter, place, path etc.. Track Bullet / projectile tracking with radioactive isotope isotope duration of 7 days. Once the player (or another) it is possible to mark its position via GPS. The player can not accept player for 7 days time to not be tracked. Same principle with issuers vehicle. However, it is possible to find the transmitter carefully searching the vehicle where a faster detector spy. Cookies projectile type are very light, the cookie set by hand are invisible to the eye, look around the vehicle using the search option. Team map For teams or factions if there will be a map of the command shared with other players on the team or faction. This requires a map and gps view orders to view the map. Söldner the game was a good idea, even if the game was full of bugs. This allows to easily follow the orders of a commander or supervisor sets. Some restriction when the game will Söldner course applied beings. It is possible to disable this function by destroying the antennas satellite reception. Adrenaline Possible to get a shot of adrenaline, useful for overcoming obstacles in difficult conditions for long run quickly to avoid being shocked. A shot 1 time per day max for not taking damage. Damage incurred if more than one bite per day (without loss of ability to stop blood) should not be hungry or thirsty. Once the bite made, the player will be hungry and thirsty. Duration of the effect? 5 minutes but I'm not an expert should ask a doctor. Maximum 3 bite in 24 hours, this is beyond the sudden death. Bullet vest + helmet The helmet protects the first bullet that has taken over. Unless you can divide it into four separate sections, front, rear, side, listed above. The vest bullet to a limit set plays. Same for sections. Other vehicles fun. Windsurfing Skiing behind a boat Rollers (a bit noisy, and only on road) Skateboard (a bit noisy, and only on road) Segway (quiet, road, low and herbs) Hang (silent distance depending on the wind) Fire truck (with large-scale use and siren) Bulldozer (and other construction machine super strong but slow, noisy and without trunk). Armored truck transportation funds. Pedalo (ca advance faster than just swim, but his fatigue can be drawn from a squatting pedal. However, it will be with the waves. Bark Luge (in winter) Horse, pony, mule, llama, ostrich etc. Sports car. Limousine balloon Animals Is that the zombie virus can affect animals? If there was a zoo ... the animals have escaped? Virus: anti virus? As your needs Zombrex if you get bitten? Story of a week of treatment. Only against bites. The zombies can strike without infect us. However if they start to eat us or bite us because they have no arms, can be infected and should inject one Zombrex every day (more or less depending on the rarity of Zombrex, scarcity is bitten, difficulty desired.) Management seasons Winters: The lakes are frozen possible to ice skate for the above crosses. Snow and skiing for heights. Summer: wildfire possible, the more the player leaves his campfire time on, the greater the chance of a fire. Players equipped with a fire truck can turn it off. A burned forest can not be used for campfires for xxx days, tents are burned, damaged equipment. Dree fire thick smoke that spreads. Abseiling on a wall. Maintains weapons (oil + cleaning) to prevent them from Stems and perfect aiming Watch with 3 time zones: sun server, country irl Reconditioning shop For two half-empty store can not make a full. Some stores have such a function in reality. Otherwise it must be recharged ball by ball, with a little experience it will soon enough. Amount of fuel in service stations and tanks, not unlimited, even after a restart, it requires the action of an admin to reset. Amount of food and drink consumed proportionate to need. Only for consumable closure, such as a canteen, a tin can with screw or clip closure. Some bullets can kill two opponents one after the other, depending on the weapon and distance. Even a 357 can be achieved in a short distance. The second opponent will be slightly affected. However, with a large caliber sniper and a short distance you can kill 3-5 opponents, I guess. To collect various costumes, including the most ridiculous, man, woman, child. Some clothes can affect the capabilities of the shooter or displacement. The choice of quality graphics must not disadvantage a player no advantage when the opportunity to see the tent and players through a more or less rich decor. For hid in the game Söldner it seems to me, if the game is in the high grass it becomes partially invisible from a distance. Far as it is not grass. Invisibility quality varies depending on the surface. When the player moves can be more or less easily detect the movement because the textures follow the contours physical player. Burst fire can pierce the opponents they are headed in the same place. Currently a long burst at m249 saw not injure opponents behind the target, even at 10 meters. Other weapons: - Arc - Katana - Shuriken - Fronde (useful to distract an enemy that could to hurt) - Mines - Barrier cervaison anti vehicle - Create traps in the woods useful to protect a camp. - Weapons have compressed quiet, do some damage if shot in the head at close range. - Gas and chemical gas mask. Depending on the type of gas the player can see blurred and distorted, gesticulate without reason, tremble, have hallucinations, sleep, cough. It must be possible to hold his breath, and put a mask during this time. - Whisk, terrible melee opponent is immobilized without falling, it bleeds more, can disarm rate faster or slower depending on the whip used. - Lance / Javelin - Mortar - Ballista Catapult? (In a museum, disassemble and reassemble) - Non-lethal weapons to prisoners. + Handcuffs. All weapons and armor ancient find in a museum. More for fun than for utility. Shot in the legs prevents the player from running, variable depending on the quality of the shot. Different type of character Muscles (to carry more, run longer, limiting the decline, hit harder with melee weapons, concatenation faster melee with heavy weapons, need food harder to heal). Agility (run faster, climb faster ladders and stairs, stepping high, roll longer, chaining hits in melee faster with light weapons, faster reloading, need food and water faster). Intelligence (reconditioning shop faster, bandage faster, better food, more effective care, need sleep louder). Have a nice day
  2. A segway : why not An ostrich : I add : Palms (speed) bottles snorkel wetsuit. The vehicles can have random spawn in the same place it may as well be a vehicle or another bike as well that a sports car. This game also needs fun. As in the behavior of zombies in weapons, vehicles and locations (sexshop? Studio shooting of a film about zombies?). Why not let some zombies use gun, as zombies they fire anywhere, and so sometime fire other zombies or himself. Some zombies try swim and die, other try and swim, other do not try. Certains zombies peuvent continuer leur activités quotidienne, même s'il s'éloignent de leur lieux habituels. Certains peuvent tondre le gazon, tenter de conduire (danger !), jouer au foot, etc.
  3. Hi, I love this game ! That the game i hope since many years. I sent many suggestion about game like this one (but not with zombies) to many game's editors. I'm so happy see you make a so beautiful game, new style, new concept, play on realistic world, with fantastic events. My ideas are about play as real. Many ideas type (server, gameplay, difficulty etc.) Sorry for my english, not very good, but i think you can understand. I'll give you more ideas later. Take all you think good and remake it as you think the best for this "game of the year 2013." Have a nice day ================ In extinction In a same area. More you will kill zombies respawn less zombies will spawn quickly. More you kill zombies less there will be zombies. That is logic. Anyway the first respawn will be same, many zombies. Players will kill them, one respawn will be done. If they kill quickly each respawn the next one will appear later. And more later for the next, and more again, and more again. Loot respawn will be slower too. Visibility and noise When raining zombies can't detect us easily, visibility and noise is reduced. Rain noises cancel walking noise. That like at real. And same for other noises, A noise can hide other song. Beach wave, vehicle, rain, etc. Shadows must hide us a little more than over then sun. More the shadow is dark more we are hidden. Eating : Eating every hour a can for 3 person is lame! Loot Let us able to search loot in trashcan, furniture, dump etc. Radio : Players can use chat or microphone to speak with nearest peoples. They can shout for silence, speak for normal, or they can scream to let be readable or listenable on a long distance. Anyway to speak or use a général canal chat players will need to find a talky-walky, radio, or other gadgets. Barricade and camp In addition with barbed, a barricade and a portal. Barricade is better that barbed, zombies can't see players, but a single barricade will need more than one part to be constructed. Players will be able to construct a safety camp. 20 barbed minimum + one portal minimum. Any barbed part can be replaced by a Barricade. Safety camp can be enlarged to 50 barbed parts. A camp can't be construct if another camp is nearest than 10 km. Camp can't be larger than 50 barbed parts. Camp will be closed and only the portal can be use to enter. Zombies can't use this portal, the portal need a key or can be open from the inside. Any player can duplicate the key if he has one. The key is the same for all camp. With a key in you tool belt you can enter the camp. That needs to make yourself the camp or ask other player to give you a double of keys. ================= Multi map: On server for one map. Each map is linked to other border map with a real road. To change map (and so server) player need to get this road. When at end of the road player can select the server he wants from list of server who playing the map where he wants to go. Player can wait for free slot on a specific server (number on queue must be show) If all servers full, road is like blocked, he must wait in queue or take another road. Se road can lead to several other maps. Why not let player repair train? Or use airplane? to go to other map. Use a set of server to coordinate maps. Same servers will be attached to specific other one. Useful when player want to change map, he must go to the same map of his player team. About queue: If some die, if server full, the dead man must wait his turn at end of queue to ruturn in this server, or he must go do a new server. So, when server full and players in queue, if someone die, the next on queue get his place. Anyway on death player can change his server or set of server. All maps make a full world, very very very large. Like a puzzle. Player will need to use road to change map/server. That mean many time running or drive to travel all the full set of maps. Player can keep his vehicle when changing map. He'll never be able to change his map by other way than road. Except if he was dead? That will ask a lot of map to make a full country/world, but that will do a revolution on online games. That will be a real country, a real world. Let player and team make maps for you. You only need to give them all restrictions useful to keep their map able to be played on official server. 3 server's styles: Server not as mmorpg server, not as fps server. I think it will be better to keep your new style server. Better than a regular mmorpg or fps ranked server. 1/ Ranked servers You need one or more server to keep players information's. Same as now. Let players, teams, and banner open and pay playing servers. You need ranked server to have many server paid by customers, teams etc. Each must respect some constraints to be able to get the ranked title. - If some maps, one server for one map, map never changes. - Persistent world, never offline (except for update or debug). - Players information's sent to official server. 2/ Full official persistent world with events : I will speak about official's servers like mmorpg. With month fee for players. If using multi map idea, each map is attached to one other map with same ping and usual language. Player Choice his set of server and will never use an other one. Like mmorpg. Player will not be able to change server to loot again in same position. That mean real big servers, very stable. With this style of game map you can make some interaction from map to map (and so server to server). Players can find nuke and send it to another map to let place free during 1 hour, 1 hour with zombies in the map. But nuke will destroy all players, destroy all loots for the 30 first minutes, make all vehicles and electric widgets off. Players can get many vehicles and go with on a same map. And so organize driving killing or race bus. 3/ Why not offer each type of online gaming? Why not let player able to play on 3 types of servers: - Free server paid by teams/players/banners - Ranked server linked to official players information servers. - Real official servers with month fee. ================ Run, sprint and endurance Slow the speed over the time is a good idea. But. On each movie I saw zombies were slower than humans, but humans are tired by running. Usualy zombies are very very slow. Too many zombie have a full running. That tedious. That need more zombie types. Maybe one type of zombie can run, and will not make run each time, and will stop his running randomly from 3 sec to 5 hours without a reason. Keep the running end when out of view is good. For many other zombies that will be better if human will be faster zombies when running. That let able to add more zombies per area, players can make a run to distance then zombies but will have quickly too many zombies following to try something other than running farthest as he can to get out of here. That will need running points (like 100 points) and endurance points (like 10.000 points). The first points as used likes actually but will consume running points. When running, running points will down, speed down. When out of running points, speed is really slower but that will not consume endurance points. To get more running point, player must walk or motionless. To get more endurance point player must wait, running will not affect the very sow pull up of endurance points. You can sleep to have a seepup pull up of endurance points. Anyway sleep will make black screen and sound partially audible, at wake up you will need to eat and drink a little portion. Eat and drink will pull up a little more the endurance points. So, in wake up, endurance points pull up very very slowly. No global endurance points mean no running endurance point restored, you will need to run slowly if you won't take time to sleep or eat. Additional Sprint mode is a really the best speed you can do. I think 65% faster than normal running. That will directly consume endurance points, and all of them can be consumed in some short seconds. 50 to 200 meter maximum. 200 meters sprint is really hard, try it if you can ! So you will be tired quikly. You will must stop you sprint before have negative points. When you have negative points you will not be able to move any more. You will need to wait point's restoration, slowly. You can use your weapon with difficulty. Prepare a camp. But must wait the first positive point before eat or sleep. Like someone breathless. As real. Additional effect: more you have endurance point more you will have bonus effect same as paintkiller (and other why not). Random Using random for all loot, zombies, and other movable's widget is good. Anyway, random reaction on a fire must be on each zombie and not on the fire. Actualy if I fire with a sniper gun, all or no zombies want my death. tedious... That will be better to have this random interaction for each zombie, one by one, in the sound effect area. ========== Making great trap against zombies and maybe players. An incredible death trap machine ? For exemple (maybe this example is too complicated too). You need a big fire camp like a stack. Some ropes. Some wood log. Some levers. Some wood board. Your actions will be : make the stack, lever(s) and wood board(s) all around the stack. Attach each wood log to a rope. Attach each rope from lever to nearest tree or wall or floor lamp. Then fire the stack. Zombies will be attracted by the firing stack. When the walk on wood board, lever will be down, wood log will be free and push zombie inside the firing stack. You will need each time to attach the robe to a nearest widget. Zombies are attracted by fire that let you free if you don't fire with your gun. Other ideas : - Hole ground with or without peaks fatal. Without mean they stay alive some time before kills their self. And they do many sounds when in the hole if no peaks. - Mannequin, looks like and smells human. Useful to lure other player too, and located them when he try fire the mannequin. - With a long pipe, very long you can make a sound fare as you are. Unroll the long pipe. If you do a sound at the first end, the sound will be only audible at the other end. There can have some different long pipe, large pipe for lot of sound, fine pipe for little sound. Some different sizes. 10 meters (need to be hidden useful for traps zombies). 25 meters, 50 meters and 100 meters. ========== Automatic skill upgrade Why not add automatic skills upgrade? Not like levels or like other games. Skills points will be one reason more to escape death. Player not need do manage anything, that automatic. More you fire with a specific gun, more your aiming and recoil will be better with this gun. More you run more you will have endurance running points. (see my idée about running). More you sprint less you will consume general endurance points by sprinting. (see running idea). More you bandage you or other player, less you will need time to bandage. More you are damaged by high jump, less you take damage from high jump. etc. You can have bad effect too: More you eat in short time, less you will have running endurance points. Only use % adaptation. No skill point to add manually, no levels. On other games points are never realistic. Usually players can put point on his health with points won by firing enemies ... stupid! Here you will win point on the action you did many times. As really experiences won. For bonuses, maximum points are 200% of starting points. For penalties Minimum points are 75% of starting points. Players mustn't be able to get the maximum bonuses. He mustn't have an end in his skills point's quest. More he win points, less he will points. And so player will never be able to have the full x2 multiplication, but be able to win more and more points. Quick example, First shot will give him a total of 115%, the next one 129%, the next one 141% the next one 152%, 161, 166, 169, etc. For aiming that can be degrees, firing angle of the weapon, lower and lower. For running, that will be points. For preparing eating that will time duration time. Etc. ======================== Zombies spawn. Never zombies must spawn in the field of view of player, expect when he dig himself out of earth, when he get out of his grave. If the ground is not earth, he can get out of an empty house, appear behind house, behind car, get out of a flue, etc. But player mustn't see the spawn, mustn't see the zombie appear by magic. That nor realistic. I think about use spawn as spawn area and not spawn point to let able the server select the best point in each area for each spawn time. Server need to cancel spawn if player can see it. And please do not let zombies appear near player except if get out of the earth. Same for get out of a house because player maybe just searched in it. Anyway let able from the flue too because player can't watch inside flue. No respawn near players, some time i had spawn inside the house. But i just killed all in the house, 2 times... really not realistic. ============ Stupid Zombies Usualy zombies are stupid. They can't open door, etc. They can any destroy some of fragile doors. Let player get safe in houses. Slow zombies in building are good idea, but maybe too easy. Why not be safe in house if we close door, safe but closed and trapped. Zombies can stay long time around the house. Player must do no sound long time and wait. Maybe another player will make sound near you and will attract zombies fare as the house. Players can use flare from window to try attract zombie far as the house. Smelting Why not let zombies smelt human smell. That will not help them to find player except if player is very near of the zombie. That will only excite zombies. If they smelt human, they will be very active/aggressive. If they smelt nothing more that zombies, they will be very passive. Players can have 2 types of smell points. Death smell points and alive smell points. Player can have zombie smell (death smell) for long time if he do some rolls over a dead zombie. 5 rolls over 3 different zombies will give a a perfect smell. It mean full points, for long time. Zombies can smell alive smell (players smell) too. Player can down his alive smell with some hunting spray. The human smell pull up when running or where on adrenaline by firing 3 time or more during latest 30 seconds or less. With perfect smell zombies will never smelt you when you are near them. To stay stealth and not excite zombies your alive's smell's points must stay lower than your death's smell's points. Zombie's imitation Why not let player have a key to imitate a zombie. Maybe with an adequate disguise (need to take clothes from dead zombies). That will let player walk safety (if walk slowly) with zombies. And that can help to lure other players. Anyway player must have perfect movement to but not detected by zombies. If zombies see you, watching around you all the time... They will beat you. Players must walk in an only one direction, follow other zombies if they listen a sound, or if all of them are walking in a same direction for any reason. Player must do all like other zombies. Player's falling. In addition to my running points idea. Player % Chance to fall when try watch back while running. Player must stop before turn him to the back. Same, use % when try run backward/reverse and slow his step. When running fast in full wood.
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