Zalexey
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Everything posted by Zalexey
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Hey there! Sorry for the grammar - english is not my native language. There're loads of "give life a value" suggestions nowadays. Death in DayZ currently is just a hardcore version of *being busted by cops* in GTA:SA - you loose all your gear while teleported away from recent action. When stashes, tents and vehicles will be implemented the end of character's life will be even less "game over" then now. Current game breaking problems: Value of other survivor's life (neutral or hostile) is almost nil (you can only grab some of his blood while he is alive and captured).Once dead you can run to hidden stash and gear up in minutesLack of player's identification in long term Suggestion: add the second type of inventory - survivor's brain! Just as you use main inventory to collect items, with the "brain inventory" you collect memories of different kind. Items in "brain" cannot be looted by anyone else. Once survivor is dead all his "memories" are erased. Examples of usage: Stashes I believe that stashes and tents will be very important after implementation. To beat the problem with "after death back up" stash I suggest the following. When you create a stash your brain system automatically creates an anchor with coordinates. Your created stash will be linked to this anchor. Once you're dead - anchor erased - stash disappears. If you have a squad team or a friend, you can share any given anchor with him/them. This way stash will be persistent until at least one copy of it's anchor is alive. So if you play with group and one or two of yours die then you're lucky because you can meet up with your friend and he will share the anchor with you. More copies of stash anchor are alive - more chances your team's hidden loot will not disappear. But once your group is ambushed and all of your teammates are killed - then all your stashes/tents are gone. Once survivor is captured by hostile players they should try to receive his anchor/s (force him to share one or any of them) by the mean of saving his life and not executing him. One could simply imagine the type of interrogation going on (or even torture not just for lulz but on purpose). Could be a great feature if any given stash could be booby trapped. You can imagine different possibilities. This concept could also work if you want to team up with someone new. You just start with sharing your anchors and this could lead to the team formation right in-game. Anchors can also be used for vehicles secret locks (fuel blocks, engine bugs). Contacts Along with the anchors player can share and receive contact intel when standing close to someone. E.g. if you met friendly person, you talk, survive through some shit and then even if you want to go in different directions you want to stay in touch with him and be able later to recall his name, face and so on. I don't know about mechanics but I pretend it could work the same way the vicinity works in main inventory: you exchange your contacts via drag and drop. It could also be a great feature if contacts were tied not to in-game name but to GUID (or steam account) so even if in-game name changes you will be updated with this information. And even a cooler thing - you could be able to see his face/body (the same way you can see yourself in main inventory). Stats There're many talks about adding statistic or some kind of diary to the character. "Brain inventory" could fulfill these demands very well. Even current character status could suit this additional inventory screen apart from items, guns and clothes. The main point here is that if you die, you'll lose it all. And if you're dead noone can take anything from "dead brain". And if anyone want something they have to ask you to share it (politely or not - it's up to them). But once you're dead - they have nothing (neither have you). This concept is definitely subject to polish, clean up and rework.
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I've been keeping the player's masks in mind while developing the concept, that's why I chose to picture only bare faces in contacts. By term "sharing" i mean you can share info about you and collect info about person you're talking to, not whole contact list sharing.
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I made it :) http://www.reddit.com/r/dayz/comments/1w6bqo/the_survivors_brain_concept/
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Before this I have to polish text and make it a bit shorter and readable. Also reddit currently is stuffed with shitty suggestions and its like a suggestion allergy there.
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Hello there! My suggestion is hardcore driven :) Why not to make some in-game items (that maybe will appear in the future) really bulky and heavy, hence it should be impossible to simply pack them in the backpack and run away as it just like a large can of beans. Instead you should only carry them by 2 hands, one at the time and in a walk mode only (just like the fist fight mode now in SA but without sprint ability). Those items may include: Car wheelCar batteryMobile generatorMobile PA systemBarrel for fuel/water... you name itIMO this is what the survival is about: if you want to possess anything that gives you an advantage (vehicles, generator, etc) u have to sacrifice something i.e. your mobility. To be ahead of the "simple no"... There was a thread recently: http://forums.dayzgame.com/index.php?/topic/165457-shopping-mall-cart-storage-more-loot/ It's a great and fun idea but why not to enhance it with something more practical (and more common for Chernarus villages) like this: This baby is pretty mobile, tough and i can tell you from my experience that you can easily use it in the woods/fields/dirt roads even at decent speeds! Actually I think this kind of vehicle should be the first implemented in Dayz SA :) Therefore if you (or your team actually) decide to repair a vehicle or to make something more global than simply running around, then you should either waste time and risk your life slowly carrying something from A to B, or find and use the wheelbarrow (which IMO should be pretty common and spawn in every village/town)
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Standalone: Server spawn zombies should not die at all.
Zalexey posted a topic in DayZ Mod Suggestions
Hi there everyone! Im new here and English is not my fluent language so sorry for grammatical issues. Here's one of my ideas how gameplay architecture could change to force a player to survive first and not to run and gun all the time. I guess that if zombies in SA will be server spawn they should not die easily. With any weapon available (knifes, firearms, melee) player can only "disable" zombie for a while. Sure it will take much more efforts to "disable" zed with a baseball bat than with the AKM. But since zeds are not human beings anymore they cannot die the way people die even of 7.62 caliber bullets. They are already "dead". So after a zombie has been disabled it takes some 2-5 minutes before he wakes up again with the full power regained (god only knows who feed those zeds with their power to walk and fight). And this time should be enough for player to loot the place or/and run off sight. But lets assume that there is an option to permanently get rid of zed. What if after zombie is disabled we use something similar to "Gut animal" action and call it "Disintegrate body" but instead of fresh meat we will get something like "infected heart, infected liver, infected lung…". Obviously it is vital for player to wear gloves/helmet/scarf as the protection before he disintegrates totally infected body. Sure he will need a knife (or hand saw). And this method will be almost impossible in heavily infected areas like Cherno or Krasnostav until you team up with someone who could back you up from other zombies at least. But lets pretend it will be the only working way to clear area permanently. At first instance it looks like that this method of treating zombies possibly can ruin the game balance: at some moment zeds can disappear completely even if it should take a lot of ammo/work/time/teamwork to totally clean all the given map. But stop: lets assume that once the player is killed and his body left untouched for a while he (his body) turns into zed state (I remember a few of topics here on this option). Combine it with my suggestion of "hard to get rid of" zombies and you will get some interesting situations: PvP servers will literally generate zombies. If helpless lone wolfs and careless bandits dominate the server it will soon be full of "freshly cooked" zeds right from their previous avatars plus those zeds who just had being disabled all the time and not "erased". Situation will run out of control pretty soon. I don't know will it be a technical issue (server lagging being overload with zombie AI calculation) or a gameplay issue (player is unable to survive because of zombies dominating everywhere around): anyway careless or boring PvP scenario will turn the server unplayable. Players will be forced (maybe by admins :-) to clean the place at least a little bit (and I think its pretty real life scenario). And to survive they have to team up with one another to protect themselves from zombies. Sure this teaming-up can be temporary since after clearing up players will have other businesses to do… But lets get back to "Disintegrate body" action script. Infected heart, liver… what one should do with all this poisoned and dangerous alvus? Crafting! Say one can drag&drop infected heart on his Makarov bullets. Soak them with infected blood. Other one will drop the liver on his fresh cooked rabbit and… The dumb one will taste it, the mad one will share it with his so called friend… You can pretend the rest. Another one will try to drop an infected lung in a empty can. Ok, he got an can with lung. Say he sits by the fire. And he has an option to boil this can. And now he got a boiled lung. And he sees he can drop it on an epi-pen. And he also can combine it with boiled heart. Is it a remedy? Or a poison? Will it heal or will it kill? Who will test it? All this means that "erasing" zombies could give benefits to players of any style - bandits, stealth hunters, survivors, so called medics. And Im sure that though the 100% win situation with all zeds are buried and everyone friendly and social technically could be reached with this kind of gameplay architecture it will never happen since every Agent Cooper has his doppelgänger :) -
Standalone: Server spawn zombies should not die at all.
Zalexey replied to Zalexey's topic in DayZ Mod Suggestions
Than we should be able to heal them :-) And em bring back to our world! -
Standalone: Server spawn zombies should not die at all.
Zalexey replied to Zalexey's topic in DayZ Mod Suggestions
Nope. I just tried to alter it. What if all of zombies just spawn once just like vehicles in the mod? But without ability to respawn after being destroyed.