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wisper

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Everything posted by wisper

  1. wisper

    Zombie killing Incentive

    If only someone would care to elaborate... I mean, tons of fps's, this one has a real chance to greatness, but no, let us stick a rotor part and fly away...
  2. wisper

    Zombie killing Incentive

    1 opinion down, another 999999 to go.
  3. wisper

    black screen when unconscious

    You need to have some vision, (blurry and all,) otherwise in most situations you will be missing out on your character's death, (black screen followed by death screen: no urgency of death, just frustration.)
  4. wisper

    black screen when unconscious

    If you do not think of your avatar as yourself, but rather as the avatars' "guardian angel" or "guiding hand," then you could be spared complete darkness in favour of fuzziness and muted sound.
  5. wisper

    Zombie killing Incentive

    As many pointed out already, if the infected get more dangerous, players will have the biggest insentive to kill them, aka survive. How about a reward system in knowledge though, instead of loot? Since zs are not dead but instead infected, why not have a senario where scientists find a treatment? Once player gets access to this treatment, they would need to capture infected and cure them over time. After the infected heals and before leaving, as a token of gratitude they could impart some knowledge, like how to cook the blasted beans ;-) I don't know jack about helicopters. To have a healed tech show me how to repair one before I am able, makes sense to me.
  6. wisper

    Character sleeping when logged off

    Careful, long intro! I like the drink/food/cold inicators. Why couldn't we have a "rest" indicator also? It makes sense to me cause without rest nobody can survive for long. We would need to take short naps to replenish in "rest". During that time the view and sound would gradually fade, simulating nap time. This does not need to take much time. Just like gutting animals/cooking stakes and consuming them is abreviated, naping should replenish the "rest" indicator at a pace that makes us weary of potential dangers, but not bored. We could also scavenge for drugs to keep us awake. Additionally, when "rest" indicator drops, our awareness of the surrounding could fade, (like black out). Whenever we log back in, portions of drink/food/rest would be less, simulating the avatar's effort to survival during our absence. Also, we could reappear at a random location, a certain distance from where we logged off showing again this activity during our absence. This seems more realistic to me, both in what concerns sleep, (when your life is threatened you don't sleep like a log,) and logging off (we can't have inactive players snoring all over the place). On that matter, during sleep time, we could snore perhaps, (something like buzzing flies for corpses)?
  7. wisper

    how to handle property - the issue when being offline

    ...be able to build double fences and trap infected in between as safety! Yeah!! Seriously, barriers, traps and some sort of rotation between fellow players for protecting a base that is bigger then a simple stash, should be enough. Individual stash can be hidden, locked away or both with equivallent risk. Would be cool if players could set up also warning signs, like "Entering Back-Stabbers' Band Territory, We Hate You Already". On a slightly different topic, how about having sleeping avatars while logged off? We would then need to find secure locations to logg off; be that camouflage, locking oneself in a room/car trunk etc, or even paying other players with bases in order to sleep safely inside. Would be far more realistic then just dissapearing.
  8. wisper

    Death by Zombie: Zombie with your gear.

    Come on BigMike, admit it, you would love to drop your gun and chiew your friend's neck...
  9. Anyone who's been in the woods during a night march knows that you can't run. In game it would be boring, but then again, there are players willing to hide for an hour in a good sniping spot, so fun is subjective. There is a balance to be struck between playability and realistic simulation for sure, but the idea is not bad. It requires more ambience, scary night setting with creepy sounds that would tentalise the player to go through in fast mode, while the fear of potential injury would "hold him/her back". As for reward, going through it in one piece should be reward enough. In essence you take a boring portion of the game, (going from point A to point B) and turn it into something more... hopefully.
  10. Bullfrog's right. The idea is fantastic if applied to both players and infected, but with modderation and when sprinting. Otherwise u would get very bored falling all the time.
  11. wisper

    Death by Zombie: Zombie with your gear.

    I am afraid I am going to suggest something even more resource hungry and I don't know if it has been told before: Could a blood system be worked out perhaps, where if player loses like 3/4 of total blood by infected asault, he/she will slowly turn without the use of antibiotics? This could add to suspence too, if infected player belongs to uninfected group, (being potential hazard).
  12. wisper

    heavy weaponry

    During my military service, each platoon had their own mortar available, along with the rest of the weapons. Training ammo was available at company level and live ammo, (including smoke) in brigade level, secure bunkers... It would be funny to make mortars available with only training rounds (basically big metal slugs) ready at hand ;-)
  13. wisper

    End Game: Gardening, not "Events"

    U have to take perishability into account. I mean, a can of beans will probably outlive me, but a fresh tomato?
  14. wisper

    End Game: Gardening, not "Events"

    ...I don't see any other way then npcs for farming in dayz. I mean who would spend the time to do that? Btw, I never claimed to have information on the issue, that was my idea of how it should work... nothing official :-)
  15. wisper

    End Game: Gardening, not "Events"

    Not very sure about this, but I think dayz should have a stronger background story to link with this farming. For example the infection is limited to the area and contained by Russian/UN army and navy. Players are infected and alive fighters that would rescue and protect civilian (farmer/tech) npcs from undead, in cooperation with the official forces. This could provide the reason for building working communities within the infected area, (one goal) or try to band together and brake the blockade, thus probably spreading the desease (another goal).
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