Kleid
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Everything posted by Kleid
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
Kleid replied to Tigerr13's topic in DayZ Mod General Discussion
I would like to comment on the changes, they sounds great, but since the update I've had a huge issue. My friend and I switched up the files completely to the new files and now we can't see each other in the game, DayZ objects don't appear (army tents, car wrecks), zombies don't spawn, and we can't interact with the items in our packs. Is there a thread dealing with this specifically? Maybe there's something else I should be doing to the mod files or the game itself but the mod is literally unplayable for me just because most of the mod doesn't work anymore. Yet I see that obviously other players got it working fine. What the hell went wrong? -
Walk like a zombie on pressing shift / play dead
Kleid replied to leo235's topic in DayZ Mod Suggestions
He's just saying there's no warning, they just T-1000 it at you and headbutt you with their mouths. Having the ability to zombie walk would be an interesting way of attempting to camouflage yourself in the open. Though, I would say doing this should just decrease their sensory range on you, not eliminate it. Sort of like if you get too close they still smell you regardless of how good your thriller impersonation is. While running: Walkers = Kenyans Hoppers = Walker's shamble speed. Crawlers = Prone crawl speed. -
The idea of having NPCs running it would remove the feeling of tension in the game. I think a lot of the tense/scariness comes from not knowing if the area is safe or if the person you're approaching is going to shoot you in the face. Also, if you could just walk in and get supplies you need, it sort of removes the scavenging apocalypse feel going on. It'd be too easy. Bandits team up because they have the ability to communicate and gain the rust of other people out of game and therefore, in the game. If you are someone who does not possess the natural ability to recruit people and team up, you wouldn't have that ability in the game world either. It seems kind of one-sided and harsh, but it wouldn't be much of a survival game if things were done for you. A safe haven would also attract bandits like mad. They would stay outside of the firing zone and stalk people going in and out of the base knowing they just stocked up. Lastly, a safe-haven would just provide too much safety for some newbies to leave. If you spend your whole time in a safe haven, you don't gain the experiences of the apocalyptic world ad you don't improve your abilities.
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You would have the issue of having to keep the generator fueled while you are offline. But it is interesting. Mechanical locks, garage doors. You could make a really well defended compound. Though, it should have to be fixed and maintained by a larger group. maybe 3 or more. Otherwise you would have 1-person compounds inaccessible by other survivors. Unless you make garage doors breakable, or some way of infiltrating it. Other systems could include better medical equipment, radios, maybe a warning siren to attract zombies if a survivor is trying to attack you. Signal lights (color coded, morse code etc)
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It would be interesting to have an extra element, but that might result in an overpopulated apocalypse world. NPCs being able to identify bandits and run, might end up in giving away the position of players as well as aggro-ing a bunch of zombies. NPCs are just not smart enough to respond intelligently to all the situations that could arise in the mod.
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True enough. I kind of rethought that after posting. But you would run into zombies maybe from crashed planes/ships or wandering for so long from another part of the continent. Sort of suggesting the outbreak has been going on for a long time.
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In addition: maybe make the spawn points themselves random when/where they appear. So you don't know exactly where a car accident is at all times. Just to make it a bit more random even after playing for a while. Like a sort of loot point spawner that also spawns the models for cars/helicopters/hermit huts. Also, you wouldn't be so cavalier about breaking into a full run through forests and fields in the off chance one of the wilderness points ends up being spawned near you.
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I do like this idea a lot. It seems kind of strange that without military-issue bandages, a paper cut will lead to your death. I'd like to be able to get punched by a zombie without worrying if I'm going to have to stumble back to town in an increasingly blind haze, falling down randomly, just to search for a bit of fabric and gauze.
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I see them spawning in barns an sheds fairly often inland. Maybe you're just unlucky when it comes to finding them.
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It's a good idea in my opinion. It would have to be sort of spread out though, otherwise you'd just have people on constant circuits between points collecting massive amounts of loot without much interference.
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Reasons to huddle around a campfire..
Kleid replied to Redrick (DayZ)'s topic in DayZ Mod Suggestions
-Maybe increased effectiveness of support items like bandages, morphine, etc. Sort of like being able to see while performing first-aid is always a plus. -Perhaps food and drink work slightly better for being warm and dry and generally feeling good. -Negative effects are slowed. Hunger, pains, panic, etc. -
I agree a wider variety of zombies would be nice. Not only gender but race and body type. However, I think kids might draw too much flak. Even zombie kids would be crossing the big taboo in video games.