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Everything posted by Serrath
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Zombie Awareness/Respawning (May help with KOS mentality a bit)
Serrath replied to striker75's topic in DayZ Mod Suggestions
I'd definitely agree the respawn time needs to increase so that killing zombies to accomplish a goal is worthwhile. Maybe my playstyle just doesn't agree with ROCKET's vision there though. Increasing the gunshot aggro range would be very nice, but only if zombies are coded to rush to the gunshot location and not the player himself. If this mechanic is already implemented, it needs to be exaggerated more. -
And when you hit a tree at full speed, it explodes. (Sorry, ROCKET, I had to. Great mod, love it to death.)
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Server hopping isn't an issue that needs to be addressed; in beta/release each server will run its own database keeping track of characters. This is alpha, so things are special. If you feel like abusing a mechanic like that, knock yourself out; just don't count on it working forever.
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It'd be nice if you could beat the things down with melee weapons by targeting the posts.
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This is one of the most common suggestions going around right now, from what I've seen. Either it's coming or it isn't, but I guarantee you ROCKET has seen the posts. Meanwhile: Shoot a zombie or axe it; they drop soda here and there.
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How about this only happens on the hardest difficulty? Zombie damage = infection unless you find antibiotics. 24h to get your cure or you're a zed. There's already an infection mechanic, it's just not quite as pronounced as what you're looking for.
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I like the idea of being able to turn on power to a city. Here's my take on it: 1) When the power's on, all zombies are in perma-aggro if they're within city limits. They REALLY don't like the buzz of electric lights. 2) Spawn more zombies in powered areas. 3) Spawn loot in locations that can't be accessed unless the power's on. (Electric-powered gates or whatever.) 4) Extra visibility at night from electric light. Now it's not just an aesthetic look.
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Make Zeds investigate when audio-detected
Serrath replied to KrebsCast's topic in DayZ Mod Suggestions
This would definitely make a huge, positive impact on gameplay as far as I'm concerned. If it's presently implemented in some form, it needs to be exaggerated; it feels like they're homing-zeds. -
The "Best" of the Most Common Suggestions
Serrath replied to DemonGroover's topic in DayZ Mod Suggestions
Instead of Zeds in the woods, put wolves and bears. Territorial type animals that won't attack you unless provoked. Edible territorial animals... Faster than zombies with sharper senses. This may, of course, ruin the entire game dynamic. -
Enviromental sounds (birds: natures natural warning system)
Serrath replied to killroth's topic in DayZ Mod Suggestions
Leave the ambient sounds for bandits, remove them when a zombie comes by is my take. Also, the chain-link fence getting bumped ambiance in the left channel makes me freak out every time. -
Increase Environment: Weather, seasons, etc.
Serrath replied to Champloo (DayZ)'s topic in DayZ Mod Suggestions
I'd like to see tides, if it can be done. Those low-lying bridges by the beach? Maybe you would actually have to use those at high-tide. -
I like the idea of being able to turn on power to a city. Here's my take on it: 1) When the power's on, all zombies are in perma-aggro if they're within city limits. They REALLY don't like the buzz of electric lights. 2) Spawn more zombies in powered areas. 3) Spawn loot in locations that can't be accessed unless the power's on. (Electric-powered gates or whatever.) 4) Extra visibility at night from electric light. Now it's not just an aesthetic look.
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I thought it would be a nice sort of atmospheric effect if the church bells would toll whenever a player died.
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I feel like the ringing wouldn't exactly be nonstop, but that's a fair point. Since the average lifespan is 32 minutes and servers hold up to 50 people on average, how about when someone dies within a certain range of a church, the bells toll? That serves as a dark atmospheric effect and it also makes it extra ominous. If the death toll (no pun intended) can be discerned from regular ringing, even better.
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My friend mistakenly thought that anyone wearing a black shirt was a bandit, and that if you killed a non-bandit survivor, it would turn your shirt black as a visual cue alerting survivors of your misdeeds. If I am to understand correctly, the devs are trying to think about a reputation system and players have been talking about trust a lot. Would implementing this "black shirt" for bandits be a practical solution?
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Bandit Outfits (Visual cue identifying bandits)
Serrath replied to Serrath's topic in DayZ Mod Suggestions
Ahh, makes sense. Thanks! -
They already ring from time to time (I'm assuming on the hour), would this really be much more of a stretch?