Electrolyte
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Everything posted by Electrolyte
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Vital Things Missing from the DayZ Apocalypse
Electrolyte posted a topic in DayZ Mod General Discussion
Vital Things Missing from the DayZ Apocalypse as of 1.7.1.5 Gut Animal function for dead survivors - could have unique dialog like "Gut Ex-Survivor" in case the spiritual want to feel special during an apocalypse. Without this option shooting humans is a huge waste of ammo, but then the mod currently supplies far too much weaponry so it's not so much of a waste yet (see next missing thing). Heavily protected ammo spawns for upper tier weapons including sniper rifles, as in surrounded by massive hordes of infected. These spawns should 100% require ammo expenditure in order to gain, your skill and luck determines if you come out ahead (or dead) and not your ability to run endlessly to the northern rim. Centralized locations that everyone can access where the best weapons and ammo spawn, not in the furthest northern corners of the map where you physically cannot go as a new spawn without making an hour trek on foot. Scarier is the fellow with nothing but a hatchet and some real needs than some kid snuggling his sniper rifle in a bush sitting on a stockpile of gear (does anyone really want it to be this way other than those kids?). Server-hopper warning system. When someone spawns in, have them announced with a flatulent explosion or some other noise that aggro's infected on the level of the Enfield. "Hi I'm server hopping to take your loot that you just scouted for 10 minutes! Wait the whole town isn't supposed to be chasing me, this is supposed to be free loot and murders 24/7!" Chaos for all and not just the people playing DayZ as a survival sim. This idea of clans and camps and tent cities and people building bases and circle-jerking off the map is the stuff of WoW and other facebook/social apps and elderly-friendly games. The people who hoarded a bunch of gear and stashed it in the middle of nowhere should be no safer than the fellow with the hatchet running through Cherno. This means: roaming infected hordes in perma-sprint mode hordes that can detect far off camps infected capable of ravaging camps and destroying supplies infected that can quickly dismantle vehicles and their owners moving or not random wall-hacking infected, they were way scarier than the current breed infected that focus targets instead of easily splitting aggro infected that "call for help" across towns and not just screaming at the nearby ones random infected that never lose aggro infected that devour livestock infected that randomly come back to life random infected that won't die no matter what you do to them fire - lots and lots of fire plagues rancid food contaminated lakes chemical leaks from retired machinery bears, hungry bears with thick hide (what does an eastern euro fear more?) rabid dogs and dog packs that are much smarter and faster than infected vehicles that randomly break down without reason rain storms that last for days that cause pneumonia heat waves that accelerate dehydration illness that causes dehydration disease that causes blindness or loss of eyesight requiring corrective glasses exhaustion that requires unburdening of gear in order to maintain movement speed broken arms that have an effect hallucinations that cause survivors to look like infected, and vice-versa and more.... And finally, DayZ needs someone who can decide if the mod is about surviving during a zombie apocalypse or rebuilding after the apocalypse. If it is supposed to be occurring during the apocalypse, then all masturbatory behaviors should be punished severely and any notion of an evolving meta-game should be eradicated immediately (it should play like the first two hours of Fallout 3, the part where you happily welcome any roach meat you get your grubby hands on). If it is about surviving after the apocalypse, a lot more social functions are going to be needed before DayZ ever represents that scenario and that's not what this post is about (aka the post-first-two-hours of Fallout 3 where you shift loot around in your pack and chitchat all day). Please disregard everything above if this is about rebuilding after an apocalypse, and please re-label the mod as such so I don't have to write any more posts. TLDR: Please make DayZ about surviving during an apocalypse, or re-brand it as something like "The Sims: Zombie Edition" with cool emotes like the Macarena and floating hearts over the heads of survivors when they would like to express their friendliness to others. -
Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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Strange and Uncalled for Zombie Behavior
Electrolyte replied to Swoosh Bear's topic in DayZ Mod General Discussion
This sounds like something that would happen during an apocalypse, and I like it! -
Stalker took 5+ years to be developed? I don't think it was very profitable either. Both DayZ and Stalker are great, but one is a mod and the other is a game. Not really a fair comparison even though it feels like DayZ borrows heavily from Stalker in my experience, and it wouldn't surprise me if some ex-Stalker devs are working at BIS now. I guess I see what you are getting at though. That is: Surviving in The Zone
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It's been two weeks since this was posted. Unless we are about to be surprised with a new list twice as long, BIS needs more people to support DayZ I'm afraid. One man cannot support a user base this large.
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
I remembered several of those I thought. Insanity would be freaky especially if you squad up with friends, although I wouldn't now how to simulate it aside from dropping all of your gear and running endlessly towards the coast in your whitey-tighties or randomly firing in the direction of the nearest target friendly or not. -
More people playing the mod is good for the mod and therefore good for the people playing it, even if you don't like the people playing the mod.
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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I doubt the DayZ and Arma devs are intentionally holding back the success of the mod by ignoring the evolution of Valve, but that's what it appears OP is suggesting. Hopefully there will be options down the road, but when you have something so new make as big of an impact as DayZ I'd be keen to see what its creators are trying to achieve next and reassess whether it's worth your trouble at beta. I'd love to hear there thoughts on the Valve way though!
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
From reading other posts on the forum it seems many people are suggesting that humans should be able to control the ammo spawns. This is contrary to the survival theme, since you would simply need to be a part of the group/clan that controls it in order to survive. Survival should never be simple. -
I would like to see snow/hail/sleet/iced-over ponds, and more stuff for infected to destroy and make humans sad and cry while they are trying not to get eaten and dead.
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
+1 Very grateful. Also more than one person made DayZ possible, let's not be so blatantly insulting to the many dedicated devs of BIS. In fact, you should be thanking yourself for testing this mod. -
Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
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Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion
Absolutely. They already elicit paranoia, why not pure terror? Shield thy jugular! -
Vital Things Missing from the DayZ Apocalypse
Electrolyte replied to Electrolyte's topic in DayZ Mod General Discussion