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RaphaelDeFusco

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About RaphaelDeFusco

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    On the Coast
  1. Item spawns: Military clothing (Rare Ghillie Suit Parts spawn?), vests & vest mods, helmets, skimasks, backpacks, walkie-talkies, weapon mods (No magazines since players don't use real ammunition), water canteens, binoculars, orange worker vests (Game judges use those to identify themselves on the field.), compasses, flashlights, medkits (Some players actually carry those in hardball for realism) armbands (for team identification.) and smoke grenades. Basically military loot without real weapons. Unique Items To Add: Full-face plastic protection mask. (With color variations, I personally own one with a camouflage pattern.) Protection Googles. Fake HE-Grenade. (Those that explode plastic balls, you could just add a stun effect like if you got punched once if hit and change the sound to replicate plastic balls being the fragmentation.) (OPTIONAL) Replica Firearms that stuns but do no real damage. (I got no clue how long it would take for the dev team to convert weapons to use a non-lethal ammunition type and add new hardball gun sounds.) Loot Concept pictures: Location Concept Pictures:
  2. Well I'm not saying that entire towns should look like they got bombed into dust, especially since the military probably wouldn't want to hit civilians. I'm just saying it would be nice to have a visual representation of the military making use of more than small-arms, especially since there is so many APCs and tanks scattered around. And I didn't say the military would bomb itself, I said they would likely have defended the perimeters of their facilities and used it to secure areas of interest. I would personally feel more immersed if I felt like I was walking through the aftermath of a war zone with bomb craters scattered around, barbed wire and blockades creating chokepoints, bodybags and old corpse piles stacked high, seeing rusty cars left in place in a traffic jam caused by military checkpoints and ect. It's for immersion and seeing signs of the struggle and combat against the infected.
  3. I've been wondering if we could add some war zone flavour to the map, personally I'd like to believe that the military attempted to slow down the infected with mortar strikes (Perhabs a mortar could be a weapon for base defense?), artillery cannons, possibly gunships and made use of their airforce and fleet before giving up on the island. The craters could be found in various places like around military facilities as a sign that they attempted to fight off the hordes, near refugee camps / evacuation zones, checkpoints, in cities tearing up the roads and collapsing buildings to delay the infected, perhabs at blown up bridges, deep in the woods as the infected were spotted by scouts or airplanes and ect. Some of the craters could be filled up with water, adding water sources to locations that may otherwise not have had them (Like in the middle of the woods or farming fields, perhabs pesticides could have contaminated craters near farms - giving you a new water type to add to kill rookies.) It would also add cover and hidding spots in the various locations.
  4. RaphaelDeFusco

    [Gamemode] Player Zombies VS Players

    Well when the modding tools come out I think Day Z will see a lot of interesting gamemodes come out, my thread is more or less inspired by Zombie Panic: Classic & Source. (Although in this case it's Objective gamemode.) Like having a team facing off actual smart opponents (player zombies) and the idea that you will end up getting outnumbered as more & more humans die will add for some really intense moments.
  5. RaphaelDeFusco

    [Gamemode] Player Zombies VS Players

    The Idea: The human players will have to fight player controlled zombies. The human team's objective is to survive for a certain amount of time in order to win the round, while the zombies have to infect the entire human team within that time. Human vs Human is disabled aka friendly fire. (Unless a player is infected, since he can be mercy killed. Could also add a new gamemode where humans are in teams fighting against each other.) Players become zombies on death so it increasingly becomes more and more dangerous for the human team. Zombies got infinite respawns. What it requires: This is just some ideas, I'm sure you guys can add a lot more suggestions to it. Infection chance from being hit by a zombie ( Add an anti-dote syringe item that spawns in small amounts on the map, it should delay the infection. The infection should be treated like a disease so you will cough or show other symptoms of infection. While Infected you can be "mercy killed" by human teammates. You could use the adrenalin syringe and give it a new texture. An infected player will hear their heart beat pump loudly before they fall over and die, resurrecting as a zombie.) Zombies can identify each other by a colored outline from a distance, they can detect the infection basically. Humans that are infected will have a seperate color, in order to let the zombies know that the player is not a priority target when compared to an uninfected human. Human players join the zombie team on death (Disconnecting from a round before it is concluded, should lock you out for 10 minutes to join any new game & increase if the behaviour continues - think ranked match type system so that players don't leave without punishment when they become a zombie.) Feed on corpse ability for zombies. (To regenerate health, kind of like when you hold a knife and can skin a corpse - instead add an eat corpse option that restores health.) Playable zombie. Zombie nightvision (For night time matches, zombies could also just have a default vision that allows to see better during night time.) Hunger/Thirst disabled. Horde behavior: Replace all the f1, f2, f3, ect. gestures like waving for zombies to abilities like an alerted shout, to tell other infected a human is nearby or to group up. (A visual system like a yellow glowy cloud could be great to tell players to group up. It would only be visible for zombies.) A closed off section of the map to restrict players from being able to running too far of in order to keep it action phased. (Maybe one or multiple dedicated maps?) An infected player could have certain perks, like maybe they lose the ability to bleed, can see the zombie outlines and so on as they are in a state between human and zombie. ( Basically give the human team a way to exploit infected players so they don't just outright shoot them.)
  6. RaphaelDeFusco

    Player Infection Simulation & Cure

    Introduction Hey everyone! I want to suggest a way for the playerbase to experience the infection, even after the apocalyptic events took place. I don't see a reason to why we should be special snowflakes that are immune to this outbreak and I think this would add a huge immersion factor to DayZ, so enjoy the read! How to implement it! When a player receives dmg from an infected (zombie) and it causes bleeding damage, add a 25 to 35% chance of it creating an infected wound, unless alcohol is applied within 5 to 10 minutes the player becomes infected. I heard of the system with beards/scars/ageing and thought we could use a system that slowly changes the players appearance. (It can be hidden behind clothing.) Stages of the infection (Just an example for what the stages could be like) 1) Balding 2) Pale skin 3) Grey/White veiny eyes 4) Coughing blood (With an effect like warmbreath in the cold but a small cloud of blood if not wearing a mask, should make a coughing sound similar to a normal illness to create paranoia in groups) 5) Seizures/Unstable aim 6) Tunnel vision and intense heartbeating 7) Death & Reanimation (Zombie NPC or player) Player to player infection 1) Infected players creates a new variant of existing bloodtypes, it should be hidden to not be obvious that the player is infected when a testkit is applied to a bloodbag. If an non-infected player receives a transfusion with blood from an infected player, they get infected aswell. - Sitenote: Maybe add something to damaged regular bloodbags and infected bloodbags that tells the player a message "This bloodtype is: X - The testkit shows an anomaly according to the application text" 2) Coughing blood Infects nearby players if the infected player ain't wearing a mask, aswell as eyewear playing a factor. (Sunglasses, fullface gasmask ect to make use of diffierent levels of protection) 3) A system like the wring clothing wetsystem, instead make a system that allows players to wipe clean water and food items after applying alcohol or cleaning spray unto the item. - Sidenote: Don't share a watercanteen with someone that's infected ;) Cures / Treatment 1) Add a rare to very rare experimental syringe to helicopter crashes and/or aid paradrops which lands inlands in the woods. (Those already dropped in town would have been picked clean during the events leading to the apocalypse, aid airdrops could contain civilian grade medicin along with the syringe, tablets, canned food and bottled water) 2) Tablets/capsules which can be found in medical facilities and FEMA like camps, these tablets/capsules delays the infection stage which allows the player borrowed time to find a cure or more tablets/capsules. NOTES I think DayZ's community would like to see another form for crashsite, that's where I suggest aid paradrops to take place. They would support exploration in the wilderness for stashed medicine and food, aswell as guide infected players inland to find their cure and possibly infect others on their path. Out from concept art I assume FEMA like camps is going to be a thing, I suggest that tablets/capsules which is a first-response type of medical application is one of the things that would be stashed there. Also to mention, would be neat if hospitals/FEMA type camps became hotzones like the militarybases and airfields. They could also have Hazmat suits which I think would be an interesting element to protect players against diseases in exchange for less protection against bullets/melee dmg. But seeing as they are full body suits, we need a way to implement them into the current clothing system, I would personally like to see attachments to a Hazmat suit, like a inbuilt backpack, watercontainer ect. Seeing some concept art with corpses being dispatched, I am also lastly going to suggest a very rare flamethrower to possibly be added to those type of camps.
  7. RaphaelDeFusco

    [New Zombie Type] Cave Dwellers

    Ah fair enough, I would just like to see some sort of night zombie introduced. This was just an idea to have a dynamic way to have zombies be a threat in the wilderness after dark. What is your thoughts about possibly DayZ adding some bossy zombies? You know, something that stands out from the infected and could terrorize players.
  8. RaphaelDeFusco

    [New Zombie Type] Cave Dwellers

    THE CAVE DWELLERS GENERAL INFORMATION A special type of infected, they reside inside of burrows & caves deep in the woods and hills. They are the true apex predators of the remote regions of Chernarus, hunting together in packs of 4 to 8 as they rival the wolfpacks for territory. They are known for feasting on deer, boars, wolves and the occasional hikers. They are nocturnal creatures and actively hunt and scout their territory at night, at day time they all lurk inside their dens. Their skin is pale as a result of a lack of sunlight, however they are known to be covered in dirt depending on the environment. Some may be covered in mud as they stalk the swamp, another covered in coal as it resides in a mineshaft. They somehow maintain a higher intelligence than their counterpart infected, they hunt similar to wolves and will try to encircle their victims. Upon seeing fresh blood leaking from their target, they enter a state of frenzy where they will go for the kill. THE ALPHA There is strong alpha in the pack, always guarding their den when the pack is out to hunt. Cannibalistic in nature, the Alpha is known to eat other members of the pack if it gets hungry enough and it is a tough beast to takedown. It's strength appears beyond the ability of the average human and is known to break bones, it is highly capable of defending the den against bears and wolves. The Alpha is less intelligent in nature, it simply functions on a basic instinct to guard the hideout in exchange for the free food the pack delivers, a highly profitable trade from a viewpoint of a zombie. THEIR HIDEOUT They will hide inside of burrows, caves, mineshaft and in general anywhere they can hide from sunlight until dark. Their hideout contains neatly picked skeletons or fresh corpses for feasting upon, items from human victims may litter on the ground. You never know who fell victim to these beasts, the question is do you DARE to clear out their den for some loot?
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