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n0f8r

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About n0f8r

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    On the Coast
  1. Have you even watched 28 days later? or 28 weeks? the infected have a dormant state and rise to activity in response to stimuli. Spawn points would be "dormant" infected that look like corpses and players would get some warning as infected got up.
  2. no - they rise from specific corpses - which are actually just dormant infected
  3. Hi y'all, Zombie uss-enterprise-style-beam-ins break immersion: So this mod - (but lets be realistic, how many of us bought Arma 2 to play Arma 2? and how many of us only care about Day Z? so in my mind it's always "this game" not this mod) - cares a lot about 'realism' to bring us to a heightened state of fear - and it does that very well, but there are a few immersion breaking niggles. One of them is the way Zombies just appear out of nowhere like they've been beamed down to earth by some zombie invasion fleet - which would be fine, but there's no beam-in effects to go with it, and I don't think these are Alien zombies. Also apparently - they spawn in response to a player arriving near spawn points to prevent the pointless server load of tracking all zombies all the time all over the map even when players are not close... Zombies should RISE instead of beaming in. Every dead body can be a zombie spawn point, and when a player arrives in an area it can cause the zombie to "wake up" and rise. Rising should not be an instant event, it would take a few seconds, and there are specific groans/grunts and body twitches to go with it, so that players know new Z's are arriving. That way you don't get Z-pop-in right beside/behind that immediately aggros, breaking the stealth that you've been maintaining for ages. You can see the spawn point and know a few seconds in advance of the Z-rise and still maintain stealth and immersion.
  4. nope - area is walled on raised ground - so can't shoot into it - except possibly with grenades and heli. But proctors have good guns and fortified positions and potentially flak jackets - so even attacking in heli would be risky. If you are inside the walls - then soon as you open fire - NPC proctors open fire on you - and hang your corpse by gates. Otherwise - no restrictions, no special mechanics (except perhaps something to block backpack dipping) - all it is, is a safe(ish) area - that costs a toll to get into.
  5. ala tragically short-lived post-apocalyptic series Jericho Trading hubs are places to trade items and NEWS and meet up with other players. There could be a sort of news feed map plotting of player deaths (auto populated) - and survivors could discuss. Has tough NPCs that shoot/hang at anyone who shoots. If attacked by another player and still alive - don't shoot back; dodge/run - leave him to the proctors. Simple to implement proctor AI and realistic-ish. How would real-life proctors know if you were simply defending yourself, or taking the opportunity of a previous gunshot to attack someone else ... Costs 1 non-junk item to get inside fenced area - such as beans, water, ammo, or even guns - if you're that desperate to trade, or just get into shelter - eg warmth out of rain, or escape a bandit ... theoretically possible to raid a trading hub- but should be really really tough. Eg proctors in overwatch like deer hide towers, as well as free roaming ones. Perhaps they could even have flack jackets, hence requiring head shots, or loads and loads body shots to go down... Not sure if lots of direct voice chat in same area would be problematic for server? But imho - it would be great to to hear actual background noise of real players dickering over goods and discussing bandits, and other news ...
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