bellicosity
Members-
Content Count
77 -
Joined
-
Last visited
Everything posted by bellicosity
-
Here's a few of his posts regarding the infected people (AKA Zombies) so everyone can get an understanding of his take on his game. Might help coming up with ideas that he will actually agree with as well. The threat in this game should be the people, not zombies They are not classic zombies requiring only headshots or other fantasy kill shots/mechanics. They are infected people They are not dead nor are they Romero style zombies He is modeling the zombies off 28 days later and has a lifecycle planned for them if he can bring it into the game I will update this list with anything else I find regarding HIS thoughts on the infected people in this game. Hopefully this will help steer us in the right direction. If anyone else finds some posts of his regarding this subject or thoughts on his vision, please post them here so I can help keep it updated.
-
This was brought up in General Discussion but I really feel like it should be discussed here instead.
-
Its late here in Japan, but I will return to this thread tomorrow to add a few more links to better give other players an idea of the vision Rocket has so we can better hone in on suggestions he'll actually consider.
-
I hate to be the architect who had to design against those specs. "So you need me to build this to withstand WHAT?"
-
Now that just avoids the topic at hand. Just because there is no mechanic for it currently doesn't mean there can't be. Im sure bringing up food/drink before he implemented was though of the same way... why bring attributes into a game like this? But just like food or drink you need knowledge to survive an apocalypse like the one in DayZ. Why cant that be implemented just like drink/food? Its not as transparent as food and drink are regarding mortality but its just as much a factor in mortality/survivability.
-
Add that fuking unzipping bag sounds finally PLEASE!!!
bellicosity replied to unsobill's topic in DayZ Mod Suggestions
More sounds for actions the better imho -
God no. People would abuse this in an instant, destroying groceries, hospitals, deer huts, you name it. They already TRY to do it with barbed wire Edit: Small anti-personnel mines (non damaging to structures) and traps would be alright, but nothing as large as C4
-
It has that for the pigs/cows/etc as well. I wonder when he's gonna get around to updating that. Would solve the OP's problem too I'd think
-
You are no more than a 30 minute run from each other no matter where you spawn. Also death is the only real hard consequence in this game, shouldn't make it any easier.
-
Im back and forth on this one. I get why having them run inside would add to the realism of it, but right now thats the only real way to deal with a horde of them (other than getting friends). Thats where my other side comes in and says well then it would be a good thing, encouraging teamwork. Like I said, back and forth...
-
They are not zombies. Rocket seems (imho) to get quite annoyed when they are brought up as zombies. They are infected people That being said, I like the idea of adding more varied and dangerous infected so if this could be added in a manner that works well, all for it.
-
First off, I'd like to remind everyone that in this mod they are not 'Zombies' they are infected people... so I highly doubt that there will be much in the realm of fantasy infected like, for instance, L4D special zombies. That cleared up, I think a few different infected would be interesting. Maybe a marine who became infected, deranged and just happened to be holding onto a grenade when he turned. This grenade just happens to have lost its pin over time and he never lets go of it... until you kill him. If you kill him, he drops a live grenade. You might get lucky and its only a smoke grenade or you might get unlucky and its a frag. Or considering we can get sick, why cant the other people? Its not uncommon for people to be sick with multiple diseases, so why cant those infected walking around town be sick? You hear a 'cough cough' from one of the infected and you risk getting sick like you would from another player. Another idea might be a super sensitive infected person. Maybe he's on the cusp of turning, or just turned so his deafness/blindness isnt as pronounced as the other infected. You have to be extremely careful around him, as his senses are higher than the normal infected. In addition, if he's alerted to you he calls out for his friends pulling in a hoard in the same manner as if you just shot off a rifle round.
-
Agree I feel like i'm killing Jamie Hyneman from Myth Busters over and over
-
One mega server for all persistant items ?
bellicosity replied to unsobill's topic in DayZ Mod Suggestions
Rocket talked about this specifically. He created a test server that spawned in every place-able item from every other server and even just by himself it was unplayable. Maybe in another 10 years with stronger hardware or faster internet, but with today's technical limitations. I'll dig up his post if I can find it Edit: FOUND IT! -
Hey man, if it changes things up Im for it. Could also change it to 1. See a survivor creeping through town 2. Shoot nade infected near him 3. If it hurts/kills him awesome, if it doesnt it still attracts a horde to kill him 4. ???? 5. Profit
-
Exactly. To be fair to Victor though, I do like his ideas and I really dont see any reason why his and this could not work together. Im personally qualified to work on Hueys IRL (though I currently work C-130's) and I can tell you that I'd be impressed with anyone who knew what they were doing to fix one with scrap metal, let alone someone who didnt have a clue. They aren't easy pieces of machinery, and the skin of the bird isn't the most important part when it comes to actually flying it. The fact that every character happens to be a master jack of all trades just detracts from the realism, I think.
-
Most popular suggestions for Rocket
bellicosity replied to The Kick Ass Owner's topic in DayZ Mod Suggestions
Garand* And +1 to all ideas -
+1 I would imagine that the script for fishing would be much like the one for filling your water bottle. Exceptions would include requiring a much longer time for the animation, only useable at ponds and ocean, and having a chance to not return anything at all.
-
Remove the "John Doe was killed" mention in the chat
bellicosity replied to mikyjax's topic in DayZ Mod Suggestions
Agreed, all those misc messages can go the way of the dodo -
-
I dont think classes would be a good way of implementing this, though I have no quarrels with people starting knowledgeable in random subjects everytime they spawn. For instance, Bob starts with 80/20/55/0 on med/mech/cook/survival but James starts with 20/0/90/30. If they team up together, slowly over time they will equalize so each player is now 80/20/90/30
-
And then we can paint them green and call them Creepers! Seriously though I think that having zombies which were to follow the same behavioral pattern over and over again would be against the nature of the game. They aren't zombies' date=' they are infected people.[/b'] As far as behavioral differences, I agree 100%. Especially if rocket can get roving bands of infected or infected that hunt people. These were just a few ideas to add some variety and danger to the current three types we have. Lets be honest, none of them are dangerous once you've lived for over an hour or so in game. They are only dangerous in the presence of other hostile players.
-
Sigh, again, this game is a good mix of RPG/RTS. Claiming its not an RPG is asinine as it already clearly has elements of an RPG. Its a shade of grey and painting it solid black or white (RPG or RTS) is completely wrong