eecer
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Thank you very much for the support and you bring up some excellent points about certain things that I hadn't fully considered, so I'll try to respond as best as I can. It definitely took me a bit to come up with a solid response to some of your points. The biggest thing that I would want in the game is balance between being in a faction and being on your own. I didn’t do a great job at explaining how the zombie spawn would adjust for factions being in a city. I would also like to say that hopefully for the game itself and not the mod they will generate more spawn zones and not just in towns. Now, my first point is that zombies should not be able to randomly spawn within a certain radius from your player. This means that once you’ve killed the five zombies that are at the farm, they’re not going to continue coming out of the farm and running for you, but that maybe from the woods in the back they start heading over after hearing the shots. If you killed those zombies silently then any surrounding ones won’t know you’re there and so you will be safe unless they decide to randomly walk that way. So, let’s say that you and a small group of three or four people clear out the zombies from a small town. The town is temporarily secured, and zombies won’t spawn inside of it, but they will spawn outside of town and the more people that are in the town, then more zombies will be spawned in the outer regions and will move towards the town. You say that you see this as more of an advantage for people who are playing solo, but think of it this way: If I’m in a group of four and we are bunkering in a town and are staying in one building, we can spot the zombies coming from the outskirts easily and have an easy time ensuring that we don’t have to worry about them, but as more people join my group more zombies are coming into town making it slightly more difficult to keep our area secure. Now, if I’m just playing on my own and I am aproaching a town that has been secured, I’m going to have a lot of zombies around me and making it even more difficult for me to get there and loot the town. So my point above does secure the zombie free part, yes the town itself might be zombie free, but the surrounding area becomes more dangerous (As a side comment: If they developed the servers with my idea I would think that as the players approach the town the zombie spawns in the outside would load the zombies a good distance before the players arrived and it would be possible for them to move within the city by the time the players actually made it inside). The others being able to loot should be a server option. That is something that some people would love to have the extreme reality and others would hate to have everything stolen while they’re gone. I understand both sides but I love to have play style options. No, I don’t think that territories should be classified. In the end it should be up to that faction whether or not they want to be noticed or remain hidden. Not only that but you also have to think that if you just secured the town to stay overnight, then while you’re offline you get raided because your team has their label on the town generates more problems than it does answers. You do bring up an excellent point of securing items though. My first thought is that players have the option of “locking” doors making it to where no one can enter the building, but this should only be available from the inside of the building to ensure that players can’t just store items. You do make an excellent point about this, and for that I would say that my idea above for locking rooms solves this, unless you use an unsecurable building or a sleeping bag. This would make it a little more risky to live out in the woods. I do agree that most people would be killed while sleeping though, so I think that the “locking” idea works to balance that. Yes, this is something that would help keep the zombies and the raiders outside of your factions property. I also do completely agree with your idea of multiple players co-crafting larger items. To answer your second part, if you have looked into ArmA 3 Engine they talk about the possibility of destructible building. So, even if your faction has barricaded their town, it can still be breached. Server wise, many make sure to save data on a daily basis minimum. I would also like to add when it comes to factions that by building barricades you are now displaying that there are people and items there. Securing the area could be more of a risk if you’re not ready for having twenty-four hour watch.
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Playing the run and gun and try to find supplies is fun but also having the option to bunker down and try to find a permanent shelter is something that I would love to do.
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Very true lol factions wasn't so much of my include in programming as much as allowing the players to bunker their factions territory. The chaos could really spread, that's why I also included the ability to craft your own food, even just simply hunting animals could be your task to have some food for the next week, and that's why I mention the basic tasks of life. Essentially it's not necessary, nor is it priority, but having the option to truly survive in game as you would in reality is something that I think should be an option. Most of all I think that all of these aspects should be an option for the people building the servers to have. A hardcore mode for the people who choose to play that way.
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There have been games that have done it. It pretty much sends the message to all players within that speech types range. So if I were to talk, all the players within twenty meters could receive the message, whisper only two or three meters. It would allow all players to communicate. but with limits for the text.
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I don't have mic and so I haven't tried that so that's why I also included the messaging via typing. If it's already included then that's fantastic but I know that you can't type a message with the yell, talk, or whisper options.
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One of the best parts of ArmA 2 is the sound, and ArmA 3 seems to really be looking to improve it even more. Now for players to be able to talk to each other would be fantastic and an awesome dynamic for this would be to have the option to whisper, talk, or yell. Each would have a larger area that is could be heard from and the closer each person is the more you can hear that person. Now this should also apply to typing the messages as well. If you were in a room of ten people and everyone was talking on their mics with the talk setting on, the person you are facing and closest to you will be the loudest one. So this can still generate the true noise of a building full of people but at the same time allow the players to talk to the person they want to, but this can also apply to someone trying to hide from the enemy, or listen in on what their team is doing. Now other noises can apply to cancel this out of course, so you have to be yelling to have the other players hear you through gun shots. Allowing the players to talk to each other but not have everyone apply to message one another.
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Allowing the players to generate their own factions (I know that is planned for the game) is fantastic. Part of surviving an apocalypse is rebuilding society, and allowing the players to build their own factions would help do this, but even more important is allowing the factions to control land. I don't mean that they would have to hold an area for a certain amount of time, but instead have the zombie spawn outside of a certain radius from players. This would mean that more players in a certain area would mean that the zombies are spawning farther and farther away, making the land that they are trying to hold a little more safe, at first. Over time, if there becomes more and more players in one area, it should attract more and more zombies, so even if they're spawning a little farther away, they should be more attracted to where the players are located. Then there's saving your game, and the only way of doing that should be the good old Minecraft way of sleeping in a bed, but if the bed is destroyed your player dies. Now this would mean that the zombies can't come and wake you up but raiders out there could destroy beds to see if any goods fall out. This would guarantee that there is no safety, ever, and finding a safe faction that will let you stay the night can be extremely helpful. Then there's the risk of opposing factions, suddenly you might not have to worry so much about zombies but the raiders that are headed right for you, this generates even more risk to the home areas and there should be ways to protect your base or town even more by allowing the players to put up chain fencing or even cement road blocks. Now I understand that the game is based on realism, so we can't have the players carrying around a cement slab on their back, but I'm sure there's a way to add that into "craftable" items. Even allowing them to build a wall out of wood, cement, or even steel if they can salvage enough supplies would really be great. Now, if a faction managed to do this there is still the most important part of all, general living resources. Food and water are still needed and allowing the players to generate a farm, a well, going out to catch fish. This should all be there for people to truly live in an apocalyptic world. Certain supplies should be limited on the server like fuel, making it to where the faction might have cars and choppers but not every player can just go to the same spot to get the loot. There would be only one gallon of fuel for the first player to find it, one small solar panel sitting in a dumpster to allow someone to sit and charge the batteries to their radio, or night vision. Now they mention pen and paper, but also having radios to talk to your faction would be great if you have a way to charge them. Electronics should still be available with a limited battery time, and a way to recharge or replace the batteries. This could be done with a small portable solar panel or maybe a house has a gas powered generator, or maybe you just killed someone with a few spare batteries on them. Although this all seems like it's more of a living idea, remember that the people actually have to manage this. There are still going to be those travelers who join, steal, and leave; players that formed a pure raiding faction, and those zombies will never stop. I think of this as a way to generate a more important motive behind having additional people with you, and to the buildings themselves. And of course these should be options that the moderators can choose which ones are on and off.