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jdclausell

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About jdclausell

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    On the Coast
  1. jdclausell

    Treat Running More Realistically

    I like the idea, of tiers, and that potentially never running could cause you to become completely out of shape and run slower than the default. I do however picture players focusing in on an ability, because many games often allow you ease to access to maxing out a plethora of abilities which often result in unrealistically OP players (players who no longer require skill to come out on top during a situation.) Due to this reason I would lean more towards making this skill something you have to spend time on, defining the character you're playing.This skill (the runner) would be one of the skills he would have define him, rather than being a hunter, scavenger, hero, bandit etc. I think that making it an active ability that has to be worked on daily will force players who want to tap into this ability another option rather than things like player killing and banditry, because of it's consistent vigilance.
  2. jdclausell

    Vaulting and Climbing aspects

    I agree whole-heartedly this would be a really fun idea, Imagine climbing a ladder and being surrounded by walkers and having to choose between jumping to the next building for a chance to escape or facing them head on. also stalking players from roof top to roof top would be exhilarating. .
  3. jdclausell

    Treat Running More Realistically

    Yes, I definitely agree that there should first be a restriction on the total distance a survivor is allowed to travel before being force to walk. Once capped this running mechanic would eventually result in forcing players to walk, but would only do so after a greater distance than normal is traveled ((maybe 3-4 miles) due to lack of proper nutrition as mentioned above.) Good points!
  4. I believe that in keeping with the spirit of DayZ and its simulated realistic situations, the game would benefit from adopting a realistic running system. A great percentage of the game is built around traversing long distances and tweaks to the existing running simulator would only further the already deep immersion. Through my many years as a running athlete I feel that realistic running in DayZ may add a greater feeling of realism by adjusting a few things. The more you run the more endurance your character would build in order to run faster for longer distances. In order to run your best the key is to never stop moving. As a runner my 5k coaches showed me my goal was to run our practices from beginning to end and never stop moving (similar to Army training). Pausing to breathe doesn't allow your body to become accustomed to the stress of running longer distances. - This idea can be implemented into DayZ by adding a system that recognizes the distance ran by the characters and whether or not the survivor sprinted, jogged or walked in his life span. - A survivor who has sprinted 3 miles numerous times would be granted the ability to do so with greater ease (less speed deceleration) than a survivor who hasn't. -Perhaps as an evolution to this system: sprinting a mile a day after being at your physical running best will allow you to decrease running skill slower than a player who has stopped running all together. Unitl the survivor is forced to reclaim is maximum running performance. - Lastly a survivor who has traveled far distances more often and recent, would be able to sustain his physical speed and endurance longer than a player why has not run uninterrupted distances more recently ( ability decrease with less use.) "Your body is the antagonist" Dean Hall. (and your Hero) please reply what you think about this concept, thanks for taking the time to read and consider this.
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