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Ijin

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About Ijin

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    On the Coast
  1. Wow, I think that's a lot of beans. Just to further clarify, because it was really late when I originally posted-- yes, in my mind this was all static art I was thinking of. Shouldn't impact gameplay at all, other than to help further set the tone of Chernarus as an unsettling, bloody, and gruesome place. As of now, every town is a ghost town instead of a bloody disaster. Shouldn't be player-model bodies on the ground, because that would interfere with strategy, etc. And should be very randomized-- that is, not every House Type A has Bloody Scene type A in it. Should be able to pepper things around asymmetrically, so it doesn't become boring or repetitive. A vast and creative library of horrifying static art assets/models to give the game a terrifying vibe. And again, thanks for an awesome alpha-- very much electrifying fun.
  2. As of now, Chernarus is bleak, desolate, and empty-- players and zombies. As of now, it all feels very sanitized. As if everyone decided to walk away. The houses are empty, the cities are abandoned, etc. My one big wish for the game is for the general tone of the art to become way more horrifying and unnerving. Decomposing bodies, skeletons, piles of infected people who hadn't been burned. People rotting in their houses after their deaths. Corpses lying about as the result of random survival encounters gone bad. People rotted away, sitting upright in chairs. Scenes dotting the otherwise barren wasteland with blood and terror. Making your way through a city would be much more intense if you were surrounded by the dead left behind, as well as zombies and other players. This would be a change in terms of art only. Just make it way, way, way more scary. Thank you team, for a fantastic game so far!
  3. Ijin

    My opinion on Killing on sight...

    I'd say the primary reason for kos, is the extremely low risk, versus extremely high reward. You live, and the other player dies. You continue forward, and the other player is set back to zero. Especially when you see the other player before they see you, there is no reason whatsoever to let them live, even long enough to know you're there. Coupled with this, the major reason the risk is so low is due to the instant death/unconsiousness. If it took anything more than one bullet (or one spray of bullets) to kill a player, especially an unsuspecting one, people would consider the fact that they might die if that player gets a chance to attack in return. TLDR: Instant death encourages/reinforces kos.
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