Unhek
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Why punish playing as a bandid?
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that is all
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I'm totally into this idea you propose tlane, would love to see something like it happen in dayz About XP My suggestions on this topic is to create a personal connection to the character you are playing. "You wash up on shore, you don't remember who you are, but you are someone, you were someone with from a past life." I would personally implement a system where you will learn as you go by trying the actions you want to learn, reading books, maybe even get lessons from other players. But a very important part of this is that in my vision, every new spawn would get their own set of talents fully at random, these talents would be hidden from the player, the player will probably not even notice what talents he she has if they are not actively looking for it and even then only late in life after they already bonded to a certain degree. Feedback would be things like shooting right on target often, bandaging really well, eating food that is often under-cooked, inability to find loot etc. How I see this is that you have a kind of unknown destiny, you can grind all you like to learn skills you would enjoy, you have all the freedom of playing how you like, but you might just have no talent for it at all and it would take you a lot of in game time to learn the specific skill, while somewhere else in the world other people doing the same actions find they are much faster at it, but all this would be hidden from the player in any direct sense. There are no skill tree's, no xp bars etc etc.. just you and your character and your personal experience from playing the game with that character. So, the only way to tell what is going on should be from playing the game, being aware of your actions and maybe even from talks around the campfire with other players about their experiences. The intentions are to create a variety of characters with each their own skill-set all over the world, self discovery/bonding with your toon, increase role-playing(lonewolfs, medics, leaders, bandits, soldier, mechanics and on and on) and reducing predictability of it all. It will also be important to have the environment cause more harm imo, disease, zombies(should become much more of a threat), animals, weather etc.. Sometimes even a raging murderer will have to fake his real nature and make friends to find and get medical treatment(or lose weeks on in game time/character building) Or otherwise maybe they just spy on people until they find a medic, take the bitch hostage and force her to heal himself or death will follow, and who knows, it might still follow...
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Discussion : KoS Mentality and how to keep it to minimum
Unhek replied to LeoIvanov's topic in General Discussion
I love KoS players, it creates tension.. KoS right now is the way to play if you want to survive the other players. I like this tension, to enhance it I would love to remove the predictability that almost all players are KoS players. I would love more random factors in this game, random loot spawns random skill talents random zombie speed/dmg random weather effect random locked doors on houses etc. anything that prevents a 'way to play' Imagine fighting a fkn huge basterd ass zombie that just wont die, killing all players one by one, fuck fuck!!! Ok community, now we need to play together for a bit to get this fucker! It died! Life can continue as was, some ppl became friends, some became enemies after such a massive event.. it added distortion to the playfield, it added life to the world. I want more of these evens, this that break people apart. Things that makes people huddle together, with the end goal to survive it all for as long as you can. You think you had it all, camping your position, but there comes something you did not predict, something that was not calculated for because you could not have calculated for it, because this world is unpredictable.... This game can be so much more than just another shooter... -
Deconnexion = avoid to loose stuff in a fight
Unhek replied to Wildust's topic in DayZ Mod Suggestions
afaik this is because of alpha, it's not supposed to work this way in the end. -
as said in another thread with a similar but better idea here >> http://forums.dayzgame.com/index.php?/topic/158046-sa-why-we-kill-on-sight-kos-super-long-post-no-tldr-section/ Maybe, but it needs to be fully random imo, and the 'talent' or 'class' you are is something you will have to learn by playing, like for example after some time playing you notice you are really good shot. this can be announced by text like "Wow that shot went smooth" "Or you bandage feels really good" etc... The fully randomity and this delay caused by self discovery of the character is paramount in a system like this imo..
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the way controls feel in this game is really terrible imo, in my view If in real life I want to move my body, it usually happens pretty much exactly as I planned it. The feel this game gives me is that I am not in control of the character, I see an item, but I have to look exactly at it to pick it up, I run to a door, but get stuck behind collision meshes, I move to look around and everything moves all sluggish and strange. I get that it's all very much WIP, but I really hope this is something that has priority, in a game that's based on survival, self control is highly important imo.
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nice ideas here
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Yeh I feel you, I am new to this game and when I play dayz I love the idea of ppl against environment and other ppl, but basically what I see happening is that ppl get bored once they understand the environment and almost everyone will turn bandid, making it a shooting gallery. Basically the social experiment of dayz ends there, we are all assholes when we can be. Atm it feels like a game you play for a while until you learn the ropes and then probably just get bored or move on to trolling ppl. Personally I would add more uncertainty, more death and dispair, failing weapons, one bite kill zombies, deadly animals like snakes that will kill unless you get help you can not do yourself, plague's that will kill off everyone in the server if it is not stopped, the environment should be harsh harsh harsh, so it will force people to work together if they like it or not sometimes, and once they become friends, they can betray each other. Things that will force more dynamics into the choices you have to make as a player towards other players and retains it. And to counter more reward for long life, things you will not get unless you work together. Another HUGE thing I don't like about this game is friends playing with friends, it kill off the whole idea to me. You should not know who the fuck you are meeting, you should not be able to band up with a buddy and murder all you can for joy. The only friends you should have are ppl you met in the game, ppl you really don't know, ppl that might one day turn their back on you....
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Yah right now the loot system/server hopping breaks everything about this game, I just spend half an hour server hoping and found more loot than I did in about 14 hours of play. There is no joy in this.. some solution brainstroming.. one solution would be that on the client side the game will remove all loot access in a radius around your character every time you join a server, so friends who found loot in that server also cannot give it to you.. until maybe you get out of the 'enter server' zone. another idea is that servers are all required to connect to a 'loot' server, you can then switch in between those servers linked to the same loot server, hopping outside this linkage will warn you it will remove all loot from your current character.. you can only log in and log out in non looting zones like a forest.. Possible addition would be that you need to set up camp before you can log out of a server, and if you log back in you will spawn at this camp. if you log out when not in camp you will get a penalty when you log in again, sometimes hunger, sometimes bleeding etc and you will always spawn at the camp. If other players spawn/appear near another they will be invisible to the other until they get outside of a radius/vision to give them time to adept and prevent spawn camping etc.. a new server log in boosts hunger, thirst, so if you server hop too often you will starve/die, it will warn you about this so you can make damn sure you are joining the right server. well just some random ideas, maybe it will help