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Declivever

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Everything posted by Declivever

  1. Declivever

    Let's talk about shoes.

    Shoes should provide different perks, some shoes should be better at sneaking, some should be better at climbing, some should be better at wading water, and some better at running long/short distances. For one example, some boots should let you climb hills a little faster, and regular tennis shoes should be a bit slower.
  2. Declivever

    Alternative ways of storing water & simple backpacks.

    For 1, It would make sense if you only held it in you hands. The more water in the container the more chance for spillage. But, if you put it in your inventory (shirt, pants, backpack) it should spill and cause that item to become damp once they move. For 2. I found two burlap bags before I found enough clothes to make rags to make the improvised one yesterday.
  3. Declivever

    More Variation of Infected

    Hello, So I was thinking about some suggestions I would like to make. I have a few in my head that I can't seem to verbalize to well. Here is what I mean by more varied infected. Well, we have the here and there infected, and infected hordes. Police infected, military infected, etc.. I propose a few other classes of infected, mutated ones.... For example, a super strong infected that can pick players up and throw them about, or crush them. It can also break down doors to get to people that close doors behind them. What about some that have a projectile type attack (like the spitter in Left for Dead). What about something like the boomer (also from left from dead) that attracts infected close to the player by putting a stench on the player. What about infected animals, like bears or something else... On a side note breakable doors would be nice as well, I would be fun as hell to break down a door with someone cowering behind it screaming "Heres Johnny!"
  4. Declivever

    More Variation of Infected

    I guess I should try to make my point more clear. Point one: Not one time did I call the infected in Dayz Zombies in my post. No, I am not saying make them left for dead style or even unrealistic. I used them as an example as almost everybody and their brother has played left for dead, and knows what a boomer is, they just are examples. Dayz Devs can mutate them to their liking, obviously. I am just simply asking for more variance of the infected, so it does not feel like fighting the same infected. It could allow for different strategies for dealing with different kinds of infected.. Could allow for more pve content as well. Also, for the record left for dead does not have zombies either. They are referred to as zombies, but they are technically living. Sauce: http://left4dead.wikia.com/wiki/The_Infected Point Two: I understand they are bringing in living creatures such as bears, wolfs, etc. I am saying you have two versions of wolfs. A infected one that you can kill, but if you cook/eat it you will die/get sick due to the meat being infected. The model of the wolf looks/sounds different than a healthy wolf, so you can tell the difference between the two at a glance. Same goes for all animals in game. The healthy version has a counter-part, the infected version. In my opinion this will give options, bandits can force feed the tainted meat to other players. Or tricking other players into eating your tainted food. Or even a deterrent... You could leave some tainted cooked meat in you pack and if someone kills you and eats it they get sick. While I am on this you should be able to draw and quarter infected, and cook the infected meat for similar effects.
  5. Declivever

    Suggestions

    I did not play the mod, and have only played about 18 hours of the standalone. Granted those 18 hours was in about 5 days over all. So far I like the game alot. Some may have already been suggested, but I am just retyping them as I think of them. A weather system, rain, snow etc... Navigation 1.) Compass needs to be tilted a little bit more towards the camera to make it easier to view the direction you are going, north south east and west are not to bad, but south south-west is another story.. 2.) Maps are fairly rare 3.) Ways to have your character learn Russian so the road signs can be translated. For example, if your guy finds a book called learning Russian pt 1, after you read it you will be able to read signs with small easy to understand letters, and then you find another book, you can decipher alittle more, and etc.. 4.) The more items you have the more weight you have, the more weight you have the faster your get tired, the more tired you are the slower you run Zombies 1.) More varities, like dogs for example. 2.) Zombie herds that roam the map in random areas. 3.) Zombie boss, a big zombie that has a small chance of spawning with the server reset, it drops rare loot, but would take many many people to kill it. (PVE endgame imo) 4.) fix the walk through walls, stairs bug 5.) make zombies more alert 6.) More zombies (most likely after optimization) 7.) If you knock out a zombie, when it gets up if the player is out of site it goes into search mode and walks around looking before going back to the default ai Food/Drink 1.) a Cooking system 2.) Better indicator to determine where you are on your food, water situation. Like a bar in the inventory screen that slowly drains 3.) Potential danger when eating uncooked/ruined food, esp meat 4.) The ability to poison food. 5.) More varities of food, possibly with an effect on a player, if you eat unhealthy food, maybe make the player more likely to get sick due to poor nutrition. Weapons/Armor/Clothes 1.) More Weapons, with all kinds of attachments, round types (tracers, exploding rounds, slugs, hollowpoints, etc) 2.) the ability to carry more than one primary weapon without having to hold on in your hand all the time, and dropping it to use an item 3.) Side holsters for pistols, not only chest 4.) More melee weapons. like a sword, throwing weapons, string to choke someone, etc... 5.) More defensive items, like a shield, body armor, etc... 6.) More types of clothes 7.) Patches to distinguish friend from foe, special moddable clothes (maybe through steam workshop?) you can select through customization, 8.) Remote control cars, maybe able to use them for recon, or booby traps 9.) Add the shotgun because im tired of seeing shells everywhere lol 10.) Shoes can play different roles, some shoes are better at sneaking, some are better at climbing, some are better at wading water Items 1.) Climbing rope that can be used as a ladder, but be attached to something in order to use 2.) fix items spawing in the sky (the ship wreck had a few of theese the last time I was there) Login/Log Off, Server swaps 1.) Once in combat, you must wait 3 minutes before logging out. (IE: you get handcuffed, hear a gun shot) 2.) Server swaps, Once you enter a server you have to stay there for an hour, once an hour has passed you can switch to a different one. If you logg off, you will not be able to switch server until the hour has passed (in game time) Bounty System 1.) BHy pressing P you can see the playes, they are highlighted different colors, Green = Friend(Ie Friends list) Gray = Non Friend, non aggressive at the moment, Red = Has had at least 2 - 3 kills during this server session, Blue = Hero 2 - 3 Bandit kills. This persists through server restarts, and server hops. Beside each name shows the patch that the user created for their uniform so they can be identified in the field, by a patch on their right or left shoulder. If you kill a friend, it is the same as killing a gray, unless the friend is a red. Resets on death. While Grey If you kill a green/grey, you either stay grey until you have meet the kill requirements to be red If you kill a Blue , you are automatically red If you kill a red, if you have meet the reuqirements you turn blue While Blue If you kill a green/grey, you go back to grey untill you have meet the requirements to become a red, unless your friend is also a red if you kill a Blue, You go red If you kill a red, you stay blue While Red If you kill a green,blue you stay red If you kill a blue, you stay red If you kill a red, you can go back to grey if You kill as many reds as you have killed the other three colors. Okay, not there is loot benefits here to discourage new player farming. 1.) Blue, players, and Red players get the rarest items, for killing each other (this is pvp endgame imo) The more kills the player you killed has the better chance you have of getting a good item. for example, 1 Kill - food or water or small amount of ammo, 2 kills, ammo clip, etc... (This is only lootable by the player making the killing shot) 2.) Grey players only drop what is in their backpack. Just like normal Map Updates 1.) More variatey on houses, Larger ceilings (houses just seem real small to me), more types of rooms 2.) Locked doors, can be lock picked to open them, must find or make lockpicking tools 3.) More building out in the middle of know where 4.) Safes that can be crakced, demlished, or the combination found.. NPCS Night Time Ideals 1.) Fix the Gamma trick so you are required to have a flashlight, headlamp, or other items to see in the dark 2.) Add more ways to see in the dark, night vision, the ability to create fires, vehicles with headlights, a generator to power bases, etc... My ideals so far.... Maybe alittle to far fetched but i think it would be interesting
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