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Jorcee101
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Everything posted by Jorcee101
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Yes, let's all punch Zeds. Then they add in where there is a chance your hand goes through the Zed and gets stuck for a few seconds. Then they add where the zombies can bite your arm off. This sounds fun. :D
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A lot of threads say to punish bandits, or reward survivors. But both of them are viable play-styles, so neither should get an advantage or disadvantage. So, how about we reward both? For bandits, after a certain number of kills ( a number like 4 so it can't be mistaken for self-defense to easily) they get a damage increase. This would be like them being in more fights, so they get better with their weapons. Say, 50% more damage (Or whatever Rocket thinks is best). But now, what if you are a survivor?If you have been surviving for at-least a certain amount of time, say 30 minutes, with killing 3 or less people, you should get a max blood increase to say 14,000 ( or whatever rocket thinks is best.) Now what if a survivor starts killing people? Once a survivor kills 4 or more people ( counting the first 30 minutes' kills ) he becomes a bandit, loses his extra blood increase( so 2,000 is subtracted from whatever blood they have and the max is set back to 12,000) and gains the extra damage from being a bandit. A survivor can become a bandit, but a bandit cannot become a survivor.
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Yes' date=' good idea, as long as both play-styles get a bonus. [hr']
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And a zombie can SEE and HEAR me better when I am bloody because why? Smell is not in-game.
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How about if you tell your dog to attack, it doesn't cause any damage but grabs a players arm, making it where they can't move, and can't attack. Imagine you are a pretty fresh spawn, and lo-and-behold you find a dog.( They should be kinda rare). And you are stalking through the forest with your dog, when suddenly, a player appears over the rise. Instantly you prone, watching the player as he heads in your direction. As he nears, you see an Alice pack, sniper rifle, and silenced M9. You set your sights on him and tell your dog to attack. Quick as an arrow he shoots through the trees, zig-zagging towards the player. The player looses 2 shots, and they both hit your dog. But he is a tough little beast, and makes it to the player as he is reloading. Grabbing the player's arm, he bites on hard. You slowly swagger up to the player, who is surely shouting many obscenities at you. Now, you open his pack, and BAM! he had an extra pistol in it. Taking the pistol and it's relative ammo, you take aim on the player and shoot him right between the eyes. He falls, dead. You take everything, guns, ammo, pack, food, his NVG, etc... Now you are ready to set off. You turn to tell your dog it is Ok to release the body. But No! you see your dog is bleeding from the gunshots you check your pack and inventory for a bandaid, but finding none, you have no choice but to watch your dog slowly die. As he gets low in blood you here a high-pitched whimper. Slowly, it crawls toward you and rests it's head on your shoes...and the glimmer of light in his eyes leaves. Your dog is dead...
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Suggestions: Cannabalism, Reanimation, Inclement Weather, Player Settlements
Jorcee101 replied to pilot's topic in DayZ Mod Suggestions
I like the settlement idea, as long as it doesn't require too many or too few players to do it. A group of three friends shouldn't be able to take a city. But it shouldn't take a whole 20 person team. Also, I think that the size of the town/city should be taken into account. If say the minimum number of players it would take to take over up to a five building town was 4 then for every extra person they should be ably to claim 3 more building per extra. It would be so as to simulate them not having to guard/patrol the inside, only the perimeter. Also, you shouldn't be able to claim part of a settlement. All or none. every town should have a square perimeter. and once all zombies are killed in the square, the game should check to see if enough players are in that square. As a final note, all buildings, enter-able or not, should count. But the little sheds (enter able or not) should not count. Neither should out-houses. -
What if when you killed someone/something, your dog could run out and drag the body back. Because of low profile and high speed, they would be hard to shoot/spot from a distance. Making them a great way to recover bodies you have sniped or something.
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Probably wouldn't be that hard to implement. If the dog was just a AI player the likes of which you control in normal Arma II as squad members. I mean, they shout out when people are near so it could just be changed to a bark and the model changed to a dog. But Idk how the earning trust would be implemented.
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If it took 50 items, how does one carry all that crap to craft it with?
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What if when you pick up the tent, you drop everything but your tool slots, and can't pick them up until you drop the tent.