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DeepSpaceBass

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About DeepSpaceBass

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    On the Coast
  1. DeepSpaceBass

    Various engaging survival elements and Endgame ideas

    That really isn't an excuse. Zombies as a whole are not believable, but if you aren't comfortable with changing the theme thats fine. I myself prefer quasi-supernatural zombie types because it opens the combat variety.
  2. Items Guns deteriorate through use, as weapon condition drops its problems get worse over time up to a point where they become irrepairable.Portable storage like backpacks and satchels can be damaged by gunfire, making them lose useable space or be rendered completely useless.Items carried by players also has a random chance of being damaged/broken by gunfire. Utitlites for the players to set up bases of operation for their own factions This idea came about as part of my own idea to be able to set up a marketplace with armed guards where unarmed players can trade. Guards standing outside would be able to strip you of your weapons and unload any ammunition from them for you to sell. Moveable static objects and coverThe ability to lock some doors (and the ability to break them down) Endgame Ideas Im kind of afraid I'll get flamed for this, but the only thing I could think of to add endgame players could work towards involved several things, one of them involving changing the theme of the game significantly. I was thinking the endgame would involve changing the zombie theme into a more supernatural theme in the vein of the original Night of the Living Dead, Doom, Dead-Alive, Resident Evil 4, or Evil Dead. Boss battles, and not bosses that are just around to fight you, they effect the world around you as well. Theres lots of directions you could go with this but my first one is a large enemy that preys on vehicles traveling the road. The bosses drop artifacts that give unusual effects to those in an area around the carrier, and return to the(or create a new) boss on the death of the carrier of the artifact, and a different (mostly negative in my mind, up to debate) effect to the carrier himself. If you guys really don't like the idea of making the game more crazy and supernatural I understand that, but other than that I'm at a loss as to what the endgame could be other than shooting anything that moves.
  3. DeepSpaceBass

    Karma System for the Standalone

    Because god isn't a sociological concept, hes a diety.
  4. DeepSpaceBass

    Karma System for the Standalone

    Yeah and that link says its a concept found in multiple distinct relgions. Just because the basis of something is religious doesn't make it innately religous. Common law arose from religion.
  5. DeepSpaceBass

    Karma System for the Standalone

    So because you don't like my opinion you're going to make inflammatory posts? Real mature.
  6. DeepSpaceBass

    Karma System for the Standalone

    What the hell are you guys on about? Karma isn't a religious thing. It was a game mechanic in the fallout games for christs sake! Its just luck based on your actions. It doesn't give anyone an artificial advantage. If you're taking the same precautions someone normally would like not firing an einfeld in the middle of elektro or some crap you'll be fine, but if you do something stupid the situation will be worse than it normally would be for you. I like it and its not exploitable. So what you're saying is if you have aquired good gear and have a lot of murder you have worse luck? Rulesets don't work like that. There are plenty of games that use D&D rulesets in their game that don't pay anything to Wizards of the Coast.
  7. Commendations can be given to players for charity, leadership, or teaching. Shame can be given for banditry and griefing. Both of these statistics are only visable to the player recieveing them and acts as a luck multiplier. Players who do bad things generally will have more of the worst happen to them. Examples The vehicle someone with negative karma occupies will tend to take more critical damage than someone with good karma Limbs are more likely to break when the player is injured Negative karma players are given priority in zombie agro. Now, thats not to say that players with positive karma will have it much better. One player with +100 karma won't have it any better than someone with 0 (neutral) karma. Still encouraging players to play how they want, but if they choose the bandits path, they have to be extra warry.
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