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3 NeutralAbout shanewalsh
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
You could have just eaten one or two cows and be completely healed. Cooked meat is like healing potions, this game makes no sense lol. -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
shanewalsh replied to ruarz's topic in DayZ Mod Suggestions
The idea of forcing players to move is great, but two players finding different stuff in the same little spot is not very realistic. It could be realistic if it was a big pile of garbage, like the ones we currently see in some streets blocking the path. But if I open a fridge and there is nothing in it, I don't wanna see other player finding a meal there. I think loot in an area shouldn't respawn until loot in a different area has been taken. Imagine this: once Cherno and Elektro are depleted, people would go to the closest smaller towns, or big towns that are far away. When loot begins to be taken there, loot begins to respawn in Cherno and Elektro. That would be awesome. -
I like the idea, but it has some problems: - Currently the first person is a pain for my eyes. It's realistic and terrorific, but having the camera shaking all the time hurts my eyes and gives me headaches. - Third person is not too unrealistic. For example sometimes you can see over a fence, but I think of that like I could do the same in real life, only that the animation for that would be too complicated. I don't want to be a mouse in a maze, so if they implement some kind of mechanism to climb a little over fences to be able to see what's on the other side, I'm all for it.
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Can you guys elaborate instead of just saying "no"? From Mastabud's comment I get that he didn't understand what I was proposing. How can it be "not good" and "interesting"?
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What do you mean? An experienced player won't have any advantage over other players, other than his experience (with clothes I didn't mean things that help you with armor nor camouflage. I meant something like the current civil clothing, but cooler). The game stays the same. And the stats part is already in place: http://dayzmod.com/ The cure might even never be found if bandits do their job.
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I've played a couple of MMOs, yes. Why? How is that question relevant?
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
shanewalsh replied to ruarz's topic in DayZ Mod Suggestions
Ok I came up with another idea, I think this would allow for bandits to stay being bandits without being punished, and still have a motivation not to be a bandit, to be a good guy, and get a reward that does not affect the gameplay. http://dayzmod.com/forum/index.php?/topic/106459-the-cure/ -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
Ok I came up with another idea, I think this would allow for bandits to stay being bandits without being punished, and still have a motivation not to be a bandit, to be a good guy, and get a reward that does not affect the gameplay. http://dayzmod.com/f...06459-the-cure/ -
shanewalsh started following The Cure!
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Finding the cure could be the ultimate goal. A mission that takes days to complete, having to find clues, investigate abandoned places, read civil medical or military logs, etc. All this would lead you to the research center where the cure can be developed, or where it's already being developed. And then the great ending: the research center starts broadcasting what they are about to achieve, and that all survivors should get in there quickly. All the zombies get attracted to that place too, and then an epic siege begins. If you hold on until the cure development is finished, you win and the mission or server is reset. Then in the website there would be statistics about this, like in http://dayzmod.com/ - Total times you found the cure - Max/Min/Average time it took - Max/Min/Average Zombies killed - Max/Min/Average Bandits killed - Max/Min/Average Humans killed (substracts points) - Max/Min/Average Humans saved (adds points) (this is the number of humans who managed to get into the research center) - Total score based on these stats Then lots of things could be done based on the score, like being able to spawn with cooler skins or clothes (can be stolen, but only for that match. And they don't give any benefits, other than giving you cool looks), but I'll leave that for another thread. Also, we might even never be able to find the cure, if bandits do their job. So it's still up to the players.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
Wow that sucks. Faith in Day Z lost. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
Yes I watched it. Nowhere in the video someone says that it is 0K to get killed by bandits the second you spawn. Your retarded argument stays retarded. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
Yeah, calling names added a lot to your argument, lol. And that video proves nothing of what you said. Clearly you don't understand the difference between a hardcore game and a game of trolls. Nobody is complaining about it being difficult. I already know my way around the game, I can gear up and start killing players just like the next guy. But that's not a zombie apocalypse game, it's more like counter-strike meets zombies, with the false promise that you are free. You are not free, you are forced to become a bandit, there is no other option. When you see players shooting other players and just ignoring zombies, even if they are being chased by 50 of them, you know there is something wrong with the game. You probably don't give a shit about zombies, you just liked the trolling and watching people's reactions in the forums. But for many of us this is a big deal, and want it to become a great zombie apocalypse survival game. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
I like where you are going, but it's difficult to keep it realistic. For example, faster movement speed is good but makes no sense if there is no further explanation. The medical tasks part is awesome, but bandits could practice too. If we run out of options I would have no problem with these penalizations. I prefer that over trolls ruining the game. A way to make it realistic could be assigning a role to each character on creation. If you are a normal guy (eg: 90% chance), and kill people for no reason, you get penalizations, like a feel of guilt that makes you slow or fail more often in your tasks; if you are good, you get a bonus in happyness. If you are an (american =p) psycho, you get no penalizations, but no bonuses either. There could also be an attribute for this: Empathy. If it's > 90 you are normal, if it's < 10 you can be considered a psycho. It could even change during the game, eg: all your friends get killed, your empathy goes down to 0 and you become a merciless avenger. Another thing could be NPCs that offer rewards and give information about bandits. That would encourage people to form anti bandit squads. Bandits should be like PK's in mmorpg games like Lineage 2: being a PK is fun, but is not for everyone because it's risky and people will hunt you. So only a small percentage of the players become PK, good guys can have fun too, and the game stays balanced. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
How? -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
shanewalsh replied to Time Glitch's topic in DayZ Mod Suggestions
You are wrong on everything you said.