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hypersabotage

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About hypersabotage

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    On the Coast
  1. hypersabotage

    Player Zombies

    So my buddy and I got talking a while back while playing on a server in the standalone. We're both fairly old hat dayz players from the mod, and at one point he said: "remember when zombies spawned stuff on them?" I did remember but moreover, because we had been talking about persistence in the new servers, what if you had persistent 'player' zombies? Any time a player died to bleeding out, or infection due to a zombie attack, that player's body, loot included, would be resurrected as a persistent zombie in the server. They would act like regular zombies, with the exception that they still have whatever loot that player had on them when they died. All the loot on that zombie would be openly worn or stored just as the player had in life, and the loot quality would follow the same rules as before (ie. you shoot the zombie, the shirt gets ruined). The original player who died would respawn just as usual. With this persistent player zombie mechanic, it really opens up the possiblity of a "zombie horde" becoming more of a thing, because as more and more new spawns and old players die in high population threat zones the larger the zombie threat (and loot possibilities!) become. Not only that but it would add far more depth and realism to dayz as a whole, nothing says "im in a zombie apocalypse" than seeing your buddy's corpse now trying to kill you. The one big problem I see with this idea, is how much of a strain it would put on the servers. It would be awseome to implement this idea but if it makes the lag unbearable, then I would have to say no. Perhaps if there was a population denity cap for the persistent zombies (ie z's/mile^2 would have to be limited) to reduce strain on servers and keep the game running smoothly. Old persistent Z's could be cycled out as new ones come in. So thanks for reading! Let me know what you think, comments, questions concerns. Maybe if this gets enough support we can get this implemented!
  2. hypersabotage

    Character selection option

    Of course that is true, yet I would argue that people do that anyway, the only difference being that if you killed them they would simply log into another char. somewhere else in the map and (unless you're an A class douche) not go hunting for that person. The concept of having multiple char. slots doesnt change the gameplay (hopefully). That person you killed who was yolo'ing it still lost their stuff, and if he logged into a new char. his original would still be a fresh char. the option of character slots doesn't give each player unlimited resources, it simply gives each player the flexibility and options as to how they want to play. So in my case I might want to strat a new char. b/c I'm afraid of loosing gear, you might also want to start a new one for friends or LAN parties, or you might start a new char. becuse you want to play with a different playstyle or outfit. It's all up to you. The only problem is having to iron out the game-breaking issues with it, and get rid of ways that people might exploit the char. system. As for me, if by some heavenly miracle I do manage to get all char.'s fully geared up I'll have to confront my paranoia on my own terms ;) Thanks for posting!
  3. hypersabotage

    Character selection option

    True. I do see problem with people abusing the multiple playable characters to preserve certain items, however if you think bout it the process would be quite arduous, not withstanding the fact that if the char. with the items died, they would innevitably loose the items anyway. so to use the char. selection as an item bank you would have to be able to swap items from one chum to another. So in order to so that you would have to: 1. get the item in question 2. trade it with another player (or drop it, but b/c server resets may destroy the item or somebody could steal it while you're swapping ect. I dont thinks its as viable) 3. log into the second char. 4. get the second char. in the same location (if he/she isnt already) 5. trade back with the other player/ pickup dropped items So it is possible, if a bit annoying, but essentially I think its the same problem as DayZ had with server hopping at loot spawn sites to get loot fast. I believe they simply implemented a five minute delay you had to have before logging into a different server. You could do the same thing with switching characters making the process even more annoying for those who would abuse the char. system, but the gmeplay for the average user wouldn't change. Glad you picked up on that. Thanks for posting!
  4. hypersabotage

    Character selection option

    I hadn't even thought of that, a char. for friends and one for solo runs. Good idea! as for the character swaps, each charcter would act independently of each other, so if you leave macho man in cherno and a new char. on the beach, if you log into macho madness you'll spawn in cherno, not on the beach. I hope that makes things clearer. thanks for the post!
  5. hypersabotage

    Character selection option

    Hi! I'd like to start off by thanking you for reading my post. Im a relativly old player to dayz and got it in the modding stages and I really loved the idea, the gameplay and the character to character interaction. But I'd always been hesetant to actually play, even after the standalone came out because I had a little bit of parnoia over loosing all of my hard earned gear (go figure). My immedite response to that was, but thats the point of the game! the impermanence and the risk involved in playing, and I wanted that to stay, but I also wanted to get over my fear of loosing that slick mosin with that pristine scope. So I thought, what if every account had a bank of chracters to choose from, say five blank characters to each account. Of which the personal gear and items that you found or made stayed with each respective character. That way you could get a character fully geared up and scary looking in that military gear and start a new character without fear of loss because you could always divert back to cap'n kickass whenever you so choose. The same rules would apply to each character, get shot by a sniper, die of hunger, get mauled by zombies, or decide that maybe you can jump off that building, you still loose you stuff. The only difference being that you could have a lineup of other characters at your disposal instead of having to revert to blue jeans and a flashlight staring awkwrdly at the sand. Let me know what you think! Be sure to leave any comments additions or drole (or is that spelled "troll"?) remarks below, thanks for reading!
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