LunyAlex
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Everything posted by LunyAlex
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Ok RPers, lets see your characters you like to play
LunyAlex replied to DevilDog (DayZ)'s topic in General Discussion
I like to do a Dr. King Schultz voice. Does that count? -
Okay so I was playing DayZ, enjoying my time, killing some zombies, getting mugged and unclothed by some lovely gentlemen, when suddenly it hit me... You know what would work amazingly well in DayZ? Tanks, regenerative health, a cover sysbahahahaha. Sorry. Winter. I know it's doable, as I've seen some user modifications attempt winter conversion. Surely this would probably require monolithic amounts of work, but in my imagination it would be a fantastic evolution in the world of DayZ. I'm also sure I'm definitely not the first person to think of this (hence the mod I saw on youtube), but the search function on the forums didn't bring up anything. Mechanics: More focus on temperature. I'm thinking of camping, but somehow I can't really figure out how setting up shelter and "sitting" could be made interesting after the initial gathering of resources. Blizzards : Lower visibility. Higher "upkeep" on body temperature. Faster draining of calories hence more need for food. Snowfall would be paramount for atmosphere Footprints : Would mark your path for a certain distance. If you don't want to get traced you need to... wear tennis rackets? That said the mechanics, to me, wouldn't be the highlight. The atmosphere of winter survival would. I'm personally a sucker for winter in games and I know I would LOVE to play DayZ in such an environment. Not sure how this idea would be received. Thought I'd share, still.
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DayZ is FailZ (Lacklustre Infected comment)
LunyAlex replied to Spidey (DayZ)'s topic in General Discussion
Eh. I like how every 5 threads there's someone suggesting that they should change engines just after they worked for a year + to release SA on this one. There is no engine out there more suited for the DayZ experience. To get an engine that gives the best of both worlds (the realistic feel of ARMA and the flexibility of other engines) would mean to build their own. It would be a pretty ambitious engine. Unless anyone around here backs their arguments up with about 50 million dollars worth of funding, then expectations/requests for a new engine are rather daft. Furthermore I believe DayZ is about survival first and foremost. I totally agree that, to some extent, the zombies feel like a catalyst instead of a main focus point, and I think that's exactly what the developer(s? still not sure) intended. Even if they ramp it up bigtime in terms of zombie threat, I still probably won't see zombies as the main element of the game. The Zeds are meant to create tension, to give the feeling that the lands aren't safe, to stop you from feeling 100% comfortable camping behind a bush because an infected, even buggy and glitchy as he may be might puncture your neck and drain you of your blood if you happen to not have any rags on you. So far, to me, that has been achieved. Right now there's not all that many zombies on the map, but I believe Rocket said he's working on getting more in(?). All in all I think there is a disconnect in perception. I don't see DayZ as a "zombie game". Left 4 Dead is a zombie game. To me DayZ is a thrilling survival game with zombies in it. Replace the zombies with any similar threat (packs of radioactive psycho-wolves) and the essence of the game remains. -
Yea, unfortunately, I really can't think of mechanics that would make being stationary generally accepted. Looking for a place to stay for a short period of time, being paranoid about being seen and defending your shelter if necessary would be amazing. But the main point of setting up camp (resting) would mean no activity. Unless you'd make "resting" unrealistically short and give the player some inventory micromanagement [cook meat, craft tools] to do.
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Fair enough. I'd still imagine the tracks would be covered up by snow faster with rackets on, considering you don't leave as much of a "dent". Regarding the seasons idea. If a server would cycle through seasons dynamically the hardest thing I can see to implement (from the user perspective of course) is transitions. (And I wouldn't imagine real time seasons personally. More along the lines of one real life month each).