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shanewalsh

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Everything posted by shanewalsh

  1. shanewalsh

    The Cure!

    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.
  2. 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.
  3. 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.
  4. shanewalsh

    Standalone Poll: First Person Only?

    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.
  5. shanewalsh

    The Cure!

    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"?
  6. shanewalsh

    The Cure!

    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.
  7. shanewalsh

    The Cure!

    I've played a couple of MMOs, yes. Why? How is that question relevant?
  8. 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/
  9. 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/
  10. Wow that sucks. Faith in Day Z lost.
  11. 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.
  12. 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.
  13. 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.
  14. You are wrong on everything you said.
  15. I like this, but as a non-US player I don't even know when halloween is. Maybe there is a relevant greek date that could be used?
  16. Hello doctor House. Before coming to the forum I thought I was the only one who didn't like the trolling in-game. Please read my suggestion here: http://dayzmod.com/forum/index.php?/topic/38742-suggestions-for-the-dayz-standalone-thinking-outside-of-the-limitations-of-an-arma-2-mod/page__st__760#entry982497
  17. shanewalsh

    Zombie Running speed

    That scene! And what he did before that! That's how I think humans would behave. They would kill or let each other die to survive, not for the lulz and the trolling. Zombies should be way scarier than players.
  18. shanewalsh

    Zombie Running speed

    Right now the only way for zombies to hit you is if you stop. It doesn't matter if they were in front of you or coming from the sides. At least that has been my experience, not sure if I'm too lagged or what.
  19. More apocalyptic elements. There could be periodic, massive waves of zombies that crush everything in its path (in some movies/series you see packs of zombies travelling for unknown reasons). If you are inside a house, and a wave comes, they will start hitting the house (the doors, the windows, or even cracks in the walls) until they get you. The scene would be terrorific. If you are in a camp, and your watchman yells "a wave is coming in this direction!", you would have to decide whether you will fight, or grab some items and move somewhere else. The decision to move should be very tough, so I thought the environment should be harsher. Someone suggested implementing seasons. Each season should bring its own problems, like extreme cold (winter) or heat (summer), mozquitos (spring? or spring could be the good one, with no problems at all), less protection offered by the forests (fall), lack or abundance of wild animals, etc.
  20. shanewalsh

    Zombie Running speed

    There could be dogs too =p. And dogs are definitely faster than humans.
  21. shanewalsh

    Zombie Running speed

    If we have slow zombies we will definitely need a more apocalyptic element, like periodic, massive waves of zombies (in some movies/series you see packs of zombies travelling for unknown reasons), and a more harsh environment to make it harder to leave your stuff and run. Someone suggested implementing seasons. I can imagine the watchman in a snowed forest yelling "a pack is coming in this direction!". So first everyone gets ready for a fight. But then they realize there is no way to win, so you have to pick the most valuable items in your tents that are not too heavy (matchbox, hunting knife), and leave. I don't even know what the thermometer is for, I never suffered from heat or cold. Heat and cold could help bringing people together, to work as a team.
  22. shanewalsh

    Zombie Running speed

    I'm still thinking whether I prefer a zombie that can be explained by science (eg: why would you get tired and they wouldn't?), or kind of dark magic. Not knowing what's causing it can also be good, because it will make it more of a nightmare. Skeptics will try to rationalize it (but won't have much to work with, no laboratories), superstitious will think hell's gates have been opened, etc. I prefer fast zombies, the game is already imbalanced because zombies don't do shit even being fast, and instead of worrying about them you have to worry about trolls shooting at you. But how to explain fast zombies? In some movies they aren't really dead, they are just humans with some kind of rabid disease, which is a good explanation. I think a challenge a survivor would face when being chased by fast zombies is to decide whether to run fast too (and eventually collapse if didn't manage to get to a safe place), or stop and do something. If he's being chased only by a few zombies, fighting back could be better, but at the risk of getting bitten and infected.
  23. shanewalsh

    Zombie Running speed

    Fast like a human but also stronger than a human when they are young: they lose the strength inhibitor because their brain capacity gets reduced, but they also take more damage when dealing damage (they can break their own bones trying to kill you). But as TexasRanger said above, they gradually lose their speed and strength due to lack of food etc.
  24. Something should be done about this game being too much like counter-strike and the like. Right now it does not seem realistic to me. I know humans can be real bastards, but in every human (except for psycos etc) there is a place in our brains dedicated to what is called empathy. You wouldn't go around killing everyone on sight just for fun, just because there are no consecuences (like going to jail) anymore. So first I thought that there should be more things for which we need to work in teams. Blood transfusions are not enough, and do not really solve the problem: you are still being a selfish bastard, all you want is to get a blood transufusion; you could even kill the guy after he has helped you out. Another thing could be sharing information, like "where are you going? I'm going to Cherno. Omg zombies took cherno too? Dang, the broadcast said they had shelter, food, and the cure. Where to then?" Then I thought of another possibility. It would be better if the "humanity" attribute or something played a more important role. Right now it only magically changes your clothes (which is part realistic because you could probably "smell" bandits in real life, and part bullshit because sometimes you become a bandit only for defending yourself). So my suggestion is to add another status, like blood/thirst/hunger: Heart. (I'm sure you can come up with a better name). Its function would be to make you go crazy or weak if you spend too much time alone, or if you kill people that didn't shoot at you, etc, UNLESS your character is a psyco (which would be determined randomly on character creation). Or it could give you some perks if you are social, like a bonus in happyness which makes you healthier or something. This is not ment to force players into a particular role (which could also be interesting, I don't know), but to limit the trolling. Again, the current state of the game is not very realistic in this matter, that's not how real people would behave. Most of us would actually be happy about finding other humans alive. Killing others to take advantage (let alone for fun) is not how the human species managed to win the evolutionary race. We are social animals, it's in our genes. If you don't like this suggestion at least try to think an alternative. We should be able to make friends ingame, as opposed to forming a clan in a forum, then join the server, then commit suicide until everyone spawns in the same place, and then go to hunt humans (or "players", that's how trolls call them). TL;DR: Make it possible to make friends ingame, killing other players shouldn't be the rule. I don't want it to be a "counter-strike with zombies".
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