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Aremnant

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About Aremnant

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  1. Aremnant

    Zombie killing Incentive

    You guys saying getting zombie kills shouldn't do anything? BZZZZT! Wrong! Trust me, after shooting a target the size of a head at twenty meters repeatedly, you'll get better at it. EXP does have a place in DayZ, but not in a way that you can actually tell (invisible skill meter). When you do an action for long enough, you get better at it. This applies to shooting, running, and even medical skills to some extent. Practice does make perfect, and DayZ should have some bonuses in regards to this.
  2. These questions have no right answer. Are we dealing with a more advanced version of rabies, or something altogether new? Well, if its the "rabies" theory, then the infected should retain the ability to bleed, feel pain, and break bones. Even then, rabies kills after several weeks. So assuming that this is some offshoot of rabies that is not fatal, then they should still be able to bleed out, break bones, and pass out from pain. Also, if this is based of of rabies, older infected will lose the ability to recognize and use (closed) entrances and such until seen in action, as the higher brain functions are completely lost. In my mind, I believe this would make the infected too easy. I prefer the classic zombie (see: World War Z) that has hijacked the body of a human (both recently dead and alive), and does not suffer these things because (1) their blood is more of a paste now, (2) the central nervous system is the main weakness, and (3) they do not suffer from pain or similar because they have simply shut off those receptors. I know every time I suggest the classic zombie, I take a lot of flak because people keep saying "they're supposed to be infected humans" If they are infected humans, then ditch all the aspects of the classic zombie, and completely switch over (pun intended). I, myself, will continue to regard them as zombies as long as they keep any trait of the walking dead.
  3. Aremnant

    Some people just shouldn't be bandits...

    Would be funnier if he accidentally shot is friend while he was trying to hit you.
  4. Aremnant

    Zombie Changes

    I don't know about you guys, but I get the feeling that zombies are starting to become like the ninja rabbits: fast, annoying, and fun to shoot. The recent updates claimed to have brought back this survival horror aspect, but the only survival horror items I've seen is the horror at the absolute nothingness zombies can do and the question at whether I will be able to survive until zombies get higher that maggots on the food chain. So first things first: the concept of a zombie.To understand this thread better, I suggest that you go and grab the Project Zombiod demo and play it out, and read their argument over whether zombies should run or not. I want to bring this running vs. walking argument to DayZ. Right now, zombies are runners. No, this does not make them difficult. this makes them annoying as I have to take them down by first switching to my pistol. Something needs to change here. Firstly, the should be given massive amounts of health. Amounts of health that are so high, that only the AS50, M107, vehicles, and (maybe) LMGs can take them down without headshots. Also, their damage should be decreased, and chance to cause bleeding and broken bones decreased. The real radical part comes in now: zombies should be walkers. I mean, not much a difference in speed between meandering about and chasing you. At this point, you guys are probably thinking this is a horrible idea. May I remind you, that Project Zombiod has only walkers, but they consistently manage to kill you before your first ten days. I say there should be swarms. Chernarus has a stated population of 1.8 million. If you run around Cherno (the largest population), you will attract maybe 100-200 zombies. Tops. Do you know how much 100-200 zombies is? That is maybe 1-3 floors of one of the skyscrapers. I think zombie numbers should be drastically increased, and have a style of attack more similar to that seen in World War Z (This is a book that has nothing to do with the War Z). Nothing short of silenced/melee weapons will draw the attention of at least one zombie. And when he notices you, he immediately calls out to every zombie within 50 meters. Those zombies in turn will attract the attention of then next zombies in a 50 meter (diameter) circle. I want the danger of zombies to be not that the occasional zombie will break your bone and leave you at the mercy of the bandits, but that so many zombies appear that there is literally no way out, and you are forced to watch them painfully beat you to death before ripping you apart. Maybe these ideas don't fit in. I thank the community in advance for raging over these ideas in the most destructive way possible and destroying my future self esteem. Note: with any luck, I will be releasing a rather long list of suggestions for DayZ (currently 11 pages and growing) sometime in the near future, if you are interested in my ideas.
  5. Aremnant

    What do you want to NOT be realistic?

    What should not be kept realistic: unorthodox tactics. I want the ability to tie rope to the top of a building and climb down the side one balcony at a time (actually, this is very possible and only seems impossible). I want the ability to tie a rope ladder to helicopters, and shoot your normal weapons from all vehicles (heli's included). As far as I'm concerned, the zombies need a major revamp, but that's for another thread.
  6. Aremnant

    Bandits should have more consequences

    The problem with assuming that player conscious will keep them from killing, is that the average DayZ player has no morals at all. I agree that Banditing is overpowered, but I was thinking more along the lines of the game forcing psychological trauma (hallucinations, ghosts, sounds, eventual suicide). The truth is, that in an apocalypse, not many people would revert to killing each other. Have you ever heard of the "solitary confinement" experiments? After being locked in a room for 2 days with no contact or anything really, people started losing the ability to keep track of time (it felt like 2 weeks), and signs of slight mental disturbances. What would happen if a person was left for months on end with no human contact, and the constant threat of death by starvation and zombies? The truth is that there would still be murderers and bandits, but in even smaller numbers than today (prison= zombie buffet) and at a ratio that would make them extremely rare. Yes, banditing should be kept an important part, but please remember: this is DayZ, not Call or Chernarus, and most certainly not GTA: Chernarus.
  7. Aremnant

    PVE Objectives

    Just wait till DayZ: Epoch gets out. It's supposed to cater to this crowd quite well, and looks good enough for most player to at least give it a look. Still, this thread brings up an important point. People complain about 2 thinks on this kind of thread: a lack of stuff to do and a hate filled community. Both are true points. Once you have a Ural filled with guns, ammo, meds, and beans, is there anything really left to do? Once a player reaches that point, the only thing really left to do is (1%) try and collect 1 of everything, or (99%) bring your superpowered laser beam of death that kills on sight down to the spawning ground of the beaches and murder everything in sight. While I disagree with a strong NPC influence a slight one might be beneficial (ex: finding a radio will direct you to an overrun NPC survivor camp, or you will be able to talk with some friendly NPCs trying to get you to a fabled "safe zone") Yes, I see the point that some of you make, in that there should be a story line. For you guys, I recommend a single-player campaign, DayZ: Epoch, or a combination of the 2. For you hardcore players who will die before you see a survivor type NPC, I recommend blackmailing your local server Admin so they don't change anything and allow you to fight in peace (now isn't that an odd phrase). And for you guys that haven't stabbed an eye out so you only see one point of view, I suggest keeping your mouth shut so that the two radicals don't team up to stomp you and your treacherous ideas out (Hint: this is part of the reason why politics are so slow). But back to what should actually be done, I'd say nothing yet. Finish the standalone, then add more depth (seriously, there is no gap between start and endgame weapons), and maybe NPCs. While I would say that it is completely against the Spirit of DayZ to have every city filled with annoying non-zombie AI, it might structure the game more if one or two nearly impossible to reach NPCs were added.
  8. Aremnant

    Goal Implementation

    Abexuro: I'd say something else, though it may not pertain solely to ingame ideas. First of all, the wiki's power must be limited (I know nobody can really do this, but guys, as a community can we avoid it?). I'm fine with using the wiki to learn weapon stats, or item spawn locations, but other than that, the rest should be left for the player to discover. If you visit the wiki at all, chances you'll come out playing DayZ like it was a book, making it linear and rather boring. I say, add secret areas to the map. Play off of popular legends. And the original idea on this thread was a good one, a sort-of conscious that is unconsciously guiding you places. Maybe some character effect if you feel a threatening presence (I know I'm not the only one who will realize at one point "I'm not alone..." or "Somebody is watching me...". Those of you saying this it it will ruin the experience are wrong- "Thief" did it and it created an incredibly immersive atmosphere). Add official legends. Make Green Mountain actually have some curse (just don't make it blunt, it would be ruined if every player knew), include secret labs/military bases hidden underground, and maybe tunnels leading underground from the mountainous edges of the map. The whole idea of being told advice will fit in by adding custom survivor added touches to the map (ex: small bloodstain over Green Mountain, towns with the name scratched out). Maybe adding an actual checklist is too up-front, but the core idea works to some extent.
  9. Aremnant

    "Admin" bug

    I am playing on a new profile, actually. Neither am I playing as admin on my computer.
  10. Aremnant

    "Admin" bug

    I've been playing DayZ for a while now, but this bug just popped up recently. My ingame name is usually "Robert," but it is now appearing as "Admin." The name will not change, nor does it give me admin powers. It is present through all servers, and nothing I have tried is making it go away. It does not actually impede gameplay other than making players ask me for help and occasionally having a real admin ban me for impersonation. This is getting on my nerves, and apparently, nobody else has this problem, or I am the only one dumb enough not to find a solution. Help!
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