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About [email protected]

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    On the Coast

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    Male
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    York, England
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    Game Design

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    I got a ZX Spectrum in the 70's became a programmer, and still a programmer.
  1. I searched but couldn't find a thread on NPC's How about various NPC's that the zombies are chasing too. What would you do if you were in Cherno and an npc child, say a little girl came running down the street with zombies chasing her. What would you do? Ignore her screams for help, she's just and npc? Shoot the zombies and risk drawing attention to your self? Shoot the girl and see what loot she has? You could have all sorts of NPC: Farmers wife with double barrelled shotgun, military survivors, pretty young lady survivors. The number of NPC survivors could be adjusted to the number of real players on the server so low population servers could have more NPC's than full servers. ARMA2 certainly has the AI code for NPC's and the models, it should be relatively easy to implement. Player density is an important variable in the player experience, playing on an empty server is a different experience to playing on a full one. If the player density became more of a constant then the player experience could be fine tuned. What do you think?
  2. If an infection really happened in real life and I was a survivor then I would not immediately turn into Ray Mears get a hunting knife, start butchering the farmers herd and living in a tent. In a world full of flesh eating zombies I would want more than a piece of canvas between me and the zombies. I'd keep my house door locked and venture out scavenging. Survival would be about defending my house against zombies, making it zombie proof and remembering to lock the door. In fact I would probably try to find a bigger better house and go live there. Implementing a door and key system should be relatively easy, keys would be lootable and identify as something like "52 Berizinio Avenue Chernorski" or "Willow farm Bor" etc. The house would work like a tent holding x number of items. This would radically change the way we play DayZ and make it better in my opinion, When approaching buildings players would have to be carful in case there are players living in it. Killing a player and looting the key to his house sets the scene for some interesting gameplay: Do you move in? Do you go there and see what loot he has? Because when he re-spawns he knows exactly where the house is and where you are likely to go! Habitable houses would become hotspots for confrontation. What do you think?
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