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landfish

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Everything posted by landfish

  1. Ok I knew we know very little about the backstory of the outbreak in Chernarus(probably because Dayz is still a freakin mod) But this is my suggestion for the SA if Rocket is planning to add a backstory for Chernarus. News papers that would have headlines about the outbreak. Wouldn't it be fun to collect newspapers and find out a lot about how people becomes infected? Not all newspaper should be useful though, some would just be a waste of time. Videos. When a real outbreak occurs, I expect scientist and doctors to be experimenting on live subjects who are infected. They'll probably take footages of it too to examine it. It would be great if we can find some cool videos on a video camera in a hospital about the stages of the infection.(or a video of a doctor/scientist talking about the cure that can't be made) Zombies. What would be better than telling the backstory of Chernarus than from the flesh eating infecteds themselves? The SA will surely have a lot more varieties of zombies but it would be cool to add something special. It should be obvious that zombies aren't just there for the survivors to shoot at, it should have that special thing that tells players mentally that they were once people. I suggest adding some zombies that will trigger the survivors emotion, take this for example: at around 10:27. That moment really broke my heart, some DayZ zombies should be that emotional and make it harder to shoot at. Imagine walking into an old folks home and have old zombies who could barely walk trying to chase you but couldn't or get into a house and see a family who starved to death and became infected or just some static decorations of people(family/couple) who committed suicide than to turn infected. This could add a new flavor for DayZ and it definitely portrays zombies less of just shooting targets and more of people who are victims of an incurable virus.
  2. landfish

    What happened to Chernarus?

    Since when did I say a backstory needed to be shoved into your face? Wouldn't adding a bit of evidence as to what started the apocalypse ruin the the game? You can choose to find out what happened or you could just roll along, oblivious about the setting of the game(pretty boring if you ask me) I'm not suggesting the developers to write a story book about DayZ.
  3. landfish

    What happened to Chernarus?

    ??? what? 0.o sorry to be rude but that didn't made any sense.(It seems you are replying to the topic title but not to my post) Yeah, good suggestion, makes it shrouded in mystery. Makes people argue, did this cause the infection? or did that cause the infection? Green Mountain is less of a backstory and more of an easter egg. :I highly suggest people to read my first post, some of you seems to misunderstand the point I'm trying to make.
  4. I know, I know these has been discussed many times before, but when you're in a real zombie apocalypse, you would try to adapt to your environment and learn new skills to survive, Dayz does this well since it lets players experience the game without telling them how experienced they are, but it wouldn't hurt to add some minor skills for players to gain, of course the first days would be harsh since you're fairly new and inexperienced, this is my suggestion for a skill system (nothing that gives too much advantages like when you get 100 kills you won't experience recoil or anything like that.) -Running A regular dude wouldn't run for 4 hours straight without getting exhausted and having to need to rest, but a hardened post apocalyptic survivor would be tougher than that. I suggest, the more you get exhausted from running, the longer you can run without getting exhausted. -Guns I imagine a regular guy who uses a gun to kill zeds and players alike, if that gun jammed, would he eventually know what causes it and clear the jam straight away? Well, what if, the more you uses a gun(your zeds/player kills with that gun) the more familiar you get with it and your chance of clearing a jam would be greater, you should also be able to reload that gun faster and the lesser recoil you have with it(not too less though). But, if you get killed and another player loots that gun, they wouldn't get the same skills that you do in handling that gun. -Sounds One of the most important ways to avoid zeds is the loudness of the sounds you make(i,e sounds when you're walking,crouching or crawling etc) Maybe if you're a sneaky type of dude, and you love sneaking in and out of towns without getting detected, what if the more you get close to a zed without getting detected, the lesser sounds you will make in general than a regular player who runs into towns, aggro zombies, get supplies and run back to the woods. -Temperature I predict that temperature will play a large part in the SA and I imagine, if you stay in a cold area for too long, you will shiver and your eyesight will blur, players who experienced this kind of temperature ingame more often should shiver and blur less(They'll still experience the effects like other bambis but to a lesser extent) likewise if an experienced player runs in the open in a hot day for too long they'll probably have 10% lesser chance of getting heatstroked than a bambi( but they'll still have to be careful). -Hunger The overall metabolism of an experienced survivor should be lower than that of a bambi who woke up unarmed on a coast, probably, the more you starve, the lesser your metabolism should be, not too much, maybe just 5-10% percent less likely to starve than a bambi. -Swimming I heard the devs are planning to integrate rivers and other waterbodies to Cherno, what if, the longer you swim, the faster you'll swim in general. This should be so that Rookies-Swims fast but exhausts really fast . Intermediate-Swims faster but exhausts fast. Experienced-Swims as fast as a rookie but exhausts less. -Diseases I read on a thread that Rocket is implementing a system that makes a player contract disease from other players gear, I imagine the body of a survivor in a zombie apocalypse should be able to build more resistant against diseases, it could maybe so that the more you get sick, the lesser chance you'll get from contracting diseases from other players.(maybe 5-15% less likely to get sick) than a bambi. -Resting If you are tired, you need to rest, experienced player should adapt to feeling exhausted in game, what if, the more you get exhausted, the shorter you need to rest to regain your energy than a bambi. -Injuries If an experienced player gets a broken leg, he would limp but he should be able to limp faster than a bambi with a broken leg. That's it, none of these should make an experienced player have an advantage in combat against a bambi, these are probably things that you should get better at in real life the more you do them. Hopefully these should reduce the number of server hoppers and suicidal bambis, you wouldn't want to start over without the skills you work so hard for would you? this should also, hopefully reduce the number of players who KOS because they have nothing else to do after obtaining a top notch gear than to kill other players.
  5. landfish

    Mental health

    I've already read a lot of suggestions like this, but I like to post my own idea, I highlighted my main points. Most suggestions about mentality punishes bandits too much and that's not a point of Dayz to punish a playstyle too much. My suggestion shouldn't be too different from others. Maybe after killing like 5 or more people, your sanity will go down a bit and your vision will blur a little bit and you're character will shiver a bit. Kill more than 10 people, your sanity will go down a lot and you'll start seeing hallucinations and hearing sounds that doesn't actually exist. To counter this, you'll have to stop killing anyone for a certain period of time(maybe 3-5) minutes and you'll be back to normal, or you can take some kind of drugs which will heal this for a certain period of time. I also have an idea for a drug that will double the amount of people you can kill before feeling the side effects. Also, for self-defence if you kill one or more player and wait for a certain amount of time before killing another player/players, your sanity level will be back to zero and killing another person wouldn't do so much on your sanity. This won't only limit the KOS mentality but it should also promote teamwork, because you wouldn't want to kill a large number of players yourself or your sanity will go down too much, or you can team with others to kill the same players to conserve their or your sanity.
  6. landfish

    Mental health

    The deathmatch that this game has become has already gotten pretty bad, I don't think there is any penalty to KOS players with your suggestion. There is a lot of shoot on sight players already, I don't think that needing to kill more people would affect them one bit. Also, my suggestions is not just to punish bandits, it is to make all players think if the player they're gonna kill is worth the bullet or just a waste of sanity. But that is what's happening though, bandit playstyle is greatly rewarded weather you see it or not, a lot of people is a bandit now because bandits have very little to carry but themselves and their gear, yet they risk very little when killing other player because nothing is standing on their way, the game is not putting a barrier on the choices players make but in real life believe it or not, mentality will take its toll doesn't matter if you're a mass murderer, your mind will always find a way to question your morality. You know something? often, mass killings will end up with the killers committing suicide, that ever makes you wonder? Oh that's it! morality, those killers mind have taken over them and they realized now what they've done. The mind doesn't get the credit it deserves, the mind controls people and very few have been able to conquer it. Yes you'll get better at killing the more people you killed but that's a natural progression, it has nothing to do with your morality and your mindset. My suggestion is extremely soft compared to what will happen to you if you commit such acts in real life.
  7. I agree with people who supports First Person, this POV is a lot more immersive than any other POV if done right(Take Stalker and Metro 2033 for example) I don't see any other use for Third Person View other than for cinematics( Pretty useless Imo and can be done with First Person too) and for exploits. To those saying allow the servers to choose, that's a retarded suggestion since most players will go to servers with TP enabled for an easier experience. The point of Dayz is to be a realistic simulator of a zombie apocalypse, and to have an option to make it easier for players pretty much defeats the point. Having a third person view not only limits the level of immersion but also makes those who wants to enjoy Dayz with First Person suffer because they don't get the same experience those who uses TP more because using TP makes it easier to have an advantage. I think I speak for everyone here when I say that everybody should get the same experience when playing DayZ, same POV for everyone so that they'll equally experience the harsh world of DayZ and enjoy a world where they know everyone is having as hard time as they are because no one gets to see the world better than anyone else.
  8. Oh the irony, it looks like you're the one who is butthurt kaidalen. He is simply explaining why your ideas wouldn't work, no need to attack him and tell him to gtfo, you should learn to calm yourself before you tell other people. Safe heavens are already possible if you have friends to maintain it, but missions is a completely retarded idea, that would defeat the main purpose of dayz.
  9. Forgive me if this has already been posted, (1) but it would be cool to have some sort of npc companions like fighter dogs which you can command to guard your base/tent or follow you, you can tell it which players to attack and to not attack, these companions however will attack anyone and anything(including its owner if it is revoked). (2)It also would be awesome if there are ways to hire other players to do a job for you, maybe you could hang posters to inform players what you want/need and the price you are going to give them to get a job done, maybe these could be open-ended, where you can choose to pay or not pay the person who does the job for you or the person you hire can just kill you and take the price without having to do the job.These could also open the gate for new kinds of bandits, mercenaries. (3)Players should be able to destroy bases that players built by setting fire on it or stealing everything in it, this way players will be forced to keep expanding his bases so that it would be harder to destroy, bases may also attract zombies so players will face a constant threat of being overrun.
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