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Everything posted by DayZ-Reporter
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My First Time Playing DayZ Standalone: DayZ-Reporter
DayZ-Reporter posted a topic in New Player Discussion
I Was Thirsty... I'm standing on the shore. My character is a big black dude, with a green shirt, black pants, and black shoes. Supposedly the perfect starting camo at the risk of being extremely racist. I didn't know what I was doing, so I searched around the houses, making my way down across the shore. I Find Nothing, Save for a Funny Tasting Apple... Welp, that was a bad idea. after eating a couple of rotten fruit, I'm now sick to the bone. My character throws up. As soon as I gain my senses I witness a zombie running towards me. Shit! Wait, That's Not a Zombie. It turns out that a fellow player is following me. I take flight, but before I go, I notice what he has on him. He has nothing but his fists. I try to formulate a plan. Against the moans of my sick character, I run into a warehouse to see if I can find a weapon to use. Nothing... Except... Another player comes out of the secondary warehouse, fists raised as well. He even has a motorcycle helmet! He paid no attention to my attacker, only to me. As if I was a wounded bambi waiting to be slaughtered... I raise my fists in response, and before I can get two punches out... My character gets a hit equivalent to Mike Tyson's punchout in the ring. I'm knocked cold. It all got better from there. But that was my first life playing DayZ: Standalone. -
My First Time Playing DayZ Standalone: DayZ-Reporter
DayZ-Reporter replied to DayZ-Reporter's topic in New Player Discussion
Haha, good quote. Trust me, I have since learned that if I'm contemplating the consumption of rotten fruit, then I'll expect to be unconcious soon. -
Zombies: Why Do I Want to Change Them (For the Better) ? Zombies are hard to kill without a fire axe, splitting axe, or crowbar.Zombies die far too easily when players wield the better melee weapons.Zombies see players through walls, and tend to follow players going great distances. Zombies are clipping through walls. How do You Balance this Problem without Pissing Players Like You Off? First, add proper hit counters for zombies with all melee weapons. Make the head of the zombies the highest points of damage to hit. The torso the second highest, and tertiary are legs. Damage for all melee weapons except for hands are modified to kill the zombie in atleast several hits to the head, not several dozen hits. Wrench, screwdriver, and other smaller melee weapons would kill a zombie in 4 hits to the head, 8 to the torso, and 12 to the legs. Medium sized weapons, like the shovel and crowbar would kill zombies with 2 hits to the head, 4 hits to the torso, and 6 to the legs.Fire axe and splitting axe would kill a zombie with 1 hit to the head, 2 hits to the torso, and 3 to the legs.All guns kill zombies with 1 hit to the head, 2 to the torso, and 3 to the legs. Put military zombies primarily inland near military installations and make them twice as hard to kill for all melee weapons. This means that both axes takes 2 hits to the head, 4 to the body, and 6 to legs to kill the military zombie. Guns remain unchanged. Add more zombies so they accumulate in packs to attack players. Add range scopes to zombies. The range for their sight is maximized wherever the zombie is directly looking. Sight is reduced on the on all sides of the zombie until the range is practically nothing behind the zombies head. Zombies should only respond to footsteps depending on the zombies distance to the player, what the player is stepping on, and how softly the player is walking. (Crouching Slowly, Crouch Jog, Crouch Run, Walking, Jogging, Running) Proning should be unheard and hard to see for zombies. (Unless the zombie has already found you.)Zombies cannot see players who are behind a wall, unless the zombie saw the player previously.Add a timer that determines how long a zombie will follow a found player who is running between obstacles to hide from the zombie. When the timer ends, the zombie "loses sight" of the player, and won't chase any longer. If the zombie manages to "see" the player before the timer ends, the timer restarts accordingly. Add a barrier for zombies to conform to when running into walls. Add a path finder that goes around walls and obstacles instead of through them.Add a path finder for zombies to go upstairs where players are. What Would this Suggestion Accomplish for Zombies and You? Players who are just starting new characters will still be very vulnerable as soon as they start out. But if they find a weapon, they will be less vulnerable to single zombies that attack them. It prompts new characters to avoid cities like cherno and electro until they can atleast find a medium damaging weapon to kill zombies with. Outfitted characters will have more of a challenge even with axes when looting military installations for the bigger and better loot. However, they can still easily kill zombies with guns, at the cost of being heard by another player in the area and by other zombies. Both new characters and outfitted characters can choose to outrun zombies instead of fighting them directly. When the zombies lose sight of the player, the player can continue looting...until the zombies set eyes on him again. These changes are designed to keep DayZ interesting to players, and to keep gameplay flowing in the player vs. player environment. These alterations in zombie behavior will undoubtedly change how players view each other, and how players will contact each other. It should effectively rise the amount of tension for players in the game. What? Disclaimer!? The types of weapons listed as weak, medium or strong are only suggestions by me. It's up to the developer as to whether a fire axe will be stronger than a splitting axe or a crowbar. The maximum sight range for zombies should be determined by developers, as well as sound range and materials. All else listed is just a suggestion by me.Any discussions of interest in this thread about my idea will be posted below in "Interesting Topics of Discussion by Players like You!". Interesting Topics of Discussion by Players Like You ! Some Good Ideas and Discussions Currently:
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Zombies and You! A Suggestion by DayZ-Reporter
DayZ-Reporter replied to DayZ-Reporter's topic in Suggestions
I'm not posting in green. The topic was just edited to look interesting instead of bland. Zerox makes a good point in this discussion, but I think for arguements sake, if a zombie was rotting and can be killed with one axe hit (being hit on the legs or torso), then all other melee weapons should be able to kill that zombie easier too. -
I agree completely. If you conduct a robbery on a player who is prone, you are less likely to shoot if he puts his hands on the back of his head.
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I believe you only need to hover over an item to determine the status of an item. You don't have to click inspect to see the status of the item. However, I agree that shooting a player should not completely damage all the loot that sad player is carrying. There should be an algorithm that randomly determines what items are damaged in a backpack that player is carrying. If the backpack is not shot, then no items within should be damaged.
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I think players would be much more open to playing DayZ if they were able to join in a server close enough together. I remember playing DayZ for an hour with my brother. We ended up getting bored and leaving the game because we felt we were wasting our time finding each other in a virtual world. We could have been looting together and having fun if we spawned near each other in the first place.
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It's going to be interesting to see if the developers are going to add in hero mechanics to the game just like in the mod, or if they are going in a completely different direction with the game.