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DaedalusIan

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Everything posted by DaedalusIan

  1. Hi all. I'm new to the community and I also haven't played the MOD yet, because I've only found out about it a few days ago, and I'll wait for the SA version (of course). I'm now researching the features that are (supposedly) going to be implemented/changed in the SA version. (EDIT: the research I did is not what I thought it is - don't take the suggestions from the link like I agree with them - it's mostly the opposite - I am NOT the author of the article in the link!). I have some suggestions. This is a long read, but trust me: the premise is "Like in real life" and "realism", because that's exactly what I want from this game when it's propery developed. So please, do read. ;) Source: http://www.hostilega...standalone-game Bandits sure are a pain in the @ss, that I believe 100%. But regulating this with insanity or anything is IMO a wrong way to go. It's hard to say what would really go on in someone's head in situations like this. I will explain this in bulletins, so hopefully it will be an undestandable (but probably flawed) explanation of my suggestions: - Safe zones are a must, where people will be able to trade, heal, form (INFORMAL! - no official "clans", no markers or "No teamkill" or anything!), because IRL you would have them, too (I'm not sure what would be the best way to protect these zones...I don't like any "virtual" ways (no gun past this sign like Far cry 2 etc.) - maybe NPC guards? Bandits will be discussed in the next point.). Safe zones would have to be in buildings with windows shut and sealed - no sniper damage. Let's say: a hospital would be ideal. - There are always people who take different advantages of different situations. Therefore having (completely random number of) bandits is almost a certanity in a situation like zombie apocalypse, IMO. The only repercussion I see viable is this: make them known. Player names will be permanents and unchangeable (like in Minecraft...hopefully), so feel free to add someone on the "black list" or maybe even a "wanted list" with rewards in the safe zone where everyone with survival in mind can see it - in combination with mouse hover over a certain player (there would have to be a distance set for being able to recognize someone - not sure how this works ATM, though; but 100% no sniping a bandit on 1000meters, unless you somehow remember his clothing or something - risky.) to see his name and remove him from his "duties" for a while. Every player has "dog-tags" - take them and collect reward or something (disappearing bodies when disconnecting is a feature I'd like to see changed a bit...not sure how). Also, bandits would probably have more loot - harder to hide, probably more cool items lost when killed than with ordinary survivors. - Also, this would reduce the amount of bandits: Item spawning should be somehow (at least partially) randomised (locationally) and very limited. Looking at the youtube episodes of some people, I absolutely hate the fact that you go into a random barn or a fire station etc. and find a sniper rifle there. Now, this topic is a delicate one, because how else DO YOU give a chance to survive to everyone...but this is something that has to be changed. Maybe it's planned (hopefully), but I don't have enough time to do much more research about this. Anyways, players hiding (not well enough!) their stashes (make it possible that you dig it in the ground - but a sligh change to a texture is made) around the map should be a way to find items. Traders should be a way to find items. Randomised spawning points should be a way to find loot, but RARE (let's say a heicopter crash site is not too shabby). Rarely in houses (mostly pistols, shotguns and hunting rifles). But for newcomers: solidarity. Those with survival in mind will gladly give away a pistol or two for the newbs (or the bornagains). Make a "donations" stand in the safe zone. One gun per newly spawned player...if he's lucky enough to get one. But I like this one: Zombies were human once. Maybe with a gun. Or a hatchet, trying to save their lives....maybe with a lighter, or matches, or flashlight...some money... Give zombies items (which maybe they can use - with limited accuracy, of course) and/or some stuff you'd find on a guy getting infected by battling zombies. And there you have it, a very strong motive to kill or even hunt zombies. And make them harder to kill (except maybe for the fast running ones ;) ). This is laughable as it is now! No wonder people started to kill each other so much. - And last but not least: death penalty like it is now is perfectly fine. IRL, if you die, you don't respawn. Respawning ALREADY IS a less severe death penalty! And this also makes this game so awesome. Having permanent item stashes (that don't get deleted when you die - I'm not sure how this is implemented now) could be a way to soften your loss...if you hide it well...and remember where it is (and survive getting to it)! Most likely some of these ideas were already suggested. But I see them strongly interconnected and they make much more sense when presented so. And I have limited time for searching ATM (college duties), but I really wanted to share these. So bear with me. Post constructive opinions - what you disagree with and why, and what you'd personally prefer to do. I'm sure I didn't suggest anything too
  2. Challenge accepted. I want it difficult. An "oopsie" is an oopsie...a mistake. Mistakes lead to crunchy situations that need to be dealt with. Why change the zombies so there's less possibility for mistakes instead of forcing the player to learn? This game is literally bragging with the short lifespan of an average player. They shouldn't steer away from this. It's what makes it so interesting. Lots of people think "1 hour? Oh I can top that easily/I must try to top that.", and then have an "oopsie" with a pistol with 2 bullets in it. It's what makes it different than all those FPS multiplayers - it's NOT a run and gun, or shoot first, ask questions later. It's a survival game. Making the zombies not challenging will eventually bore down a lot of players. People will start shooting each other way too often, and that would just make it a different Call of Duty. IMO, of course.
  3. Personally, I don't like this at all. You can't decide globally if human players have consciense or not.
  4. L4D...a good reminder. It's helluva fun game. And the L4D people (one is mentioned) do work with Rocket. BUT... Fast zombies means minimum PING required. What's the current situation regarding this? Also: Source: http://dayzdev.tumblr.com/post/36771692833/dev-report-november-2012 How does this work in practice regarding the latency?
  5. Well, yeah...this kind of is the core of this problem. Zombies are not real, therefore they could be flying zeppelins if someone sees fit. I guess we'll just have to accept whatever challenge they give us. After all, if there WAS a zombie apocalypse, there wouldn't be ideal zombies for everyone... :)
  6. Interesting point of view. While I agree many people would be annoyed if the recognition would be more difficult, I just can't see scarfs appearing like a good solution. Scars, tattoos either...if I was a bandit, I would want to be just like everyone else. I guess that maybe it would get too difficult without this... 1km away was just a saying. Though in a video (by FRANKIEonPCin1080p) he can spot them pretty well at 500m+. Also their guns. Not sure how. Or maybe he adds the commentary later... Interesting. Zombies shouldn't be intelligent. That's like the last thing you think of when thinking about zombies. They should reconsider this. I'd much prefer the non-dodging, non-itelligent, no-shenanigans, slow-ish zombies with headshot as the only sure kill. Oh well. Maybe they'll change their mind about this.
  7. No problem at all. I screwed up, too. 1. Ok, so the identification system like that exist...but scarfs, skins...that's bullshit IMO. No one would dress like bandit intentionally, right? And heart rate...well, that's connected to the recognition from far away based on their clothes. But I don't like that. You shouldn't know someone's a bandit from 1 kilometer away. 2. They are a bit old, yes (august). I didn't pay enough attention towards this. Nice to hear that. Thanks for the heads up...will watch (EDIT: hopefully, play as soon as possible - waiting for the release) some newer material. Agreed on everything. 3. Interesing. Now, I'm not sure what you mean by "flanking" (do they actually NOT go directly at you (=intelligence), or does that apply only for the zombies coming from your sides?), but as you describe it, it does indeed sound a bit unrealistic (well...realistic...zombies?...let's say unlikely). Thanks for the constructive feedback. :) Agree on the PVP part. AS50 - can't really comment on that. Zombies - they sound more dangerous to me now...will have to wait and see. Well...yeah. Maybe we shouldn't let the movies be the norm. But it's hard to think there would be any specific goal. Except survival. That's why the bandits and tough zombies (with gunz) must exist. What's the current situation with item spawning? Still randomly on the floor? Still fire stations, barns etc. loaded with stuff?
  8. Well, I see where I screwed it up - I thought those were the intentions of developers. My head is messed up from studying. Anyways, I made a chain of misunderstanding. The highlighted suggestions (by Hostile Gamer) are the ones I don't agree with, except for safe zones. And these, as I already said, should be protected only by guns, and nothing else. But thinking about it, if contstruction is added, it will be possible to just make them...but I would like NPC traders, because I think that's something you'd see IRL. And you can't really rely on other players only. Not sure. I agree completely about the death penalty. I said it should stay. I did screw up, but no one actually read the OP. Oh well. Lesson learned. :)
  9. I disagree to a certain degree. If you want to limit bandits activity (like the dev team obviously does), you make zombies a bigger threat and increase the motive to kll them. Also - for each killed player, a zombie with some items the guy had (depending on whether his body was looted or not?) spawns after xy minutes on the location of death. I forgot to add this one. It's not a troll. It's an opinion based strongly on what the dev team intends to do. Didn't you read? And why is it a bad thing to make it more realistic? PS: I totally have the stones to suggest stuff be put in a game I might buy. So instead of acting like an idiot, try at least "I don't agree with these suggestions - play the game first" and don't act like it's none of my business how does this game look like if I haven't played it yet. It's not like I'm suggesting that the ballistics are changed.
  10. Oh, that's what the tents are for. Well, too visible IMO. I agree completely with the PVP aspect. That's also why I stated that bandits should not be in any way penalized, except for being known as bandits. Somehow. Regarding NPCs...needs more time to think about. No offense taken at all. It's a legitimate concern. But reading this (after the above "Knowing that death can come from any angle, that you might be in someone's sights is what keeps players engaged. Once you learn how to avoid Zeds, its the player aspect that is really gripping.") I suspect you didn't understand the (or maybe read entire) post well enough. I've played ARMA 2 a bit. I know how difficult it is (also due to non-intuitive controls, let's not forget). I know how difficult is to shoot a real gun. I AGREE 100% it should be difficult to aim and hit running targets. Bandits must exist (if they want) - there should be no restrictions whatsoever, except for maybe a repercussion of server's list of bandits, but you'd have to be close enough to them to recognize them (like I already wrote in the OP). Regarding zombies - this is something I can't really comment without playing DayZ, but I can't see one shot (in an "unimportant" area of body) - one kill being that challeging. Besides, this is zombie survival game - it shouldn't be just a matter of learning how to aim. More ammo needs to be spent on them. So while I completely agree about perspective (watching about 20 YT videos doesn't equal playing a game), I still feel I can form an opinion on these things. And that's why the discussion is necessary. And you misunderstood me! ;)
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