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Everything posted by terrvik
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I always wanted a feature in a survival game where you could find and use clothing with different benefits. Like a warm jacket that keeps you safe in a winter landscape (obviously not something for DayZ) and goggles that help you see clearer in rain and dust. Raincoats could be usable. Maybe clothing with more camouflage and so on.
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I think the popularity is awesome. Not only for this particular mod but it opens door for other projects with original ideas (well...) by showing there is a huge demand for it. Great!
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I'm just going to straight up list some thoughts I had about food, hunger, dehydration and consumables. HUNGER AND THIRST Many has suggested that blood should regenerate at different rates depending on hunger and thirst levels. I think this is a good idea since it gives players a reason to keep a good supply of food and water. I do however think there are lot of potential to add more depth to it! Say that you have two more stats; energy and focus. In my opinion they should be "passive" and not be seen on screen but affect gameplay in subtle ways. It could be noticed in how steady you hold your gun (focus), how far you can sprint (energy). Maybe even some kind of panic system; if a player is swarmed by zombies the screen will shake slightly (very!) due to panic unless the energy or focus is high. Since Soda contains sugar it could dehydrate but also boost your energy. Water will always be more effective to keep your thirst down, so it is ineffective to run around with soda cans only. Other consumables to add could be chocolate bars (energy), some kind of calming pills (don't know the correct english term, sorry :)) for your nerves (focus), thermoses with coffee (kind of unrealistic but you get the idea). They could be found in stores and residential areas. Neither energy nor focus should be vital for survival but function as a boost of some kind. Obviously there is a lot of balancing to do to make it work right! FOOD POISIONING Well, quite straightforward. A very small risk of food poisioning when eating. Canned food should of course be very safe to eat. Chocolate bars (listed above) more risky. I've seen a lot of suggestions about being able to boil and purify water. I like this idea because it would mean that careful and planning players with camps set up will indirectly be rewarded. If you refill your water bottle and drink it straight away you risk getting ill. Could potentially add some tension and add more focus on the survival aspects of the game. And what about being able to eat raw meat for a quick blood regeneration at a high risk? If you got sick you get the usual blur effects, shaking and maybe even passing out. I mentioned this in another thread but I like the idea so i'm mentioning it again: after a period of time sick you start to sneeze and cough which will attract zombies and other players. Antibiotics are in the game so my guess is that something like this is coming eventually, but these are my thoughts on it. Well, there you have it. I'm all for things that make travelling around necessary and I think if different kind of foods and fluids have different perks you would be more picky when choosing what you are going to carry around with you. Thanks for reading and please give me thoughts and more ideas on what can be added to the survival aspect of this great game. :)
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No I mean, and im only speaking for myself here, that I wold probably forget what servers I got what equipment in. :) Kind of a minor thing, but anyhow!
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I think it would also be kind of annoying with a lot of different characters with only minor differences. Hard on the servers to... I always play the same server anyway? :)
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Hey! I never were hostile, just said what i like. I even excused myself! I guess if done right it could add to the immersion but what i dont want to see is questlogs and map updates and "events". If you know what i mean. :)
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Okay, thanks. Can't really complain since it's alpha so you know the risks playing it. ;)
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Sorry for a short reply to a long well thought out post but i kind of like the idea that the game never tells you what to do or creates sidequests but rather that it is up to the players to "create" their own sidequests based on needs and such. :)
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So if I set up a tent last night and now when I log back in it is gone I am basically f****d? :) It's gone?
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Yes, you will eventually die, not play as zombie. :) But you should be able to "live" with the infection (by slowing it down with antibiotics or something) so that you can play a decent time as infected before finding a cure. It shouldn't be a death sentence, and rare enough to not be annoying.
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And when the infection is really bad you start making zombie growls and noises from time to time. Scary. A way to make other players think about the option of killing you themselves might be that if a infected player dies a more dangerous type of zombie spawns. Faster, tougher and so on. Of course, curing someone gains a lot of humanity.
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I have thought a lot about the infection feature and how to design it to work within the game and be fun as well. I think there has to be a long countdown with several stages. Being infected should bring more risks then just eventually dying. Maybe after a certain amount of time the player starts coughing and such? This would make him dangerous to bring along in a group since the noise will give away position and attract zombies. You should be able to slow down the infection with some kind of drug, but only cure it with an antidote with considerable risks to find. This way you could live with the infection but other players will be careful when interacting with you, maybe even kill you. I know some people don't like the idea of certain items only spawning at certain places but i think this would be a tense immersive feature with more dangerous hotspots. The infection thing needs a lot of work and balancing but it would be fun to at least discuss how to make it work. :)
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You mean like the smoke grenade?
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I think this is more of a balance issue. With less loot you would HAVE to kill other players to find food sooner or later, like it realistically would be in an apocalyptic world. Moral isn't worth much when it's about survival. The penalties/rewards for being a bandit or not shouldn't be decided by the game but rather decided by the players. If you are a bandit no one trusts you and will shoot you and if you are a good guy you will be recognized for that. That is simplicity.
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I like these kind of ideas because they sort of create "sidequests" without the game itself actually giving you any. You have to be on the move, keep an eye on your supplies and plan where to go accordingly. With this said I don't think the weapons should break, and "disappear" from your inventory. I like the idea that if you use a weapon for to long it will increase the risk of jamming. Use it long enough and the jamming will be more frequent. This way the player will be forced to find equipment to "clean" or "repair" the weapon to reset the percent of probability to jam. It will work mostly the same way in that the player must decide if they want to find repair equipment or pick up another weapon when the jamming occurs to often and starts being a risk. Also, it would be really tense when the horde swarms you and your weapon jams and you have to fix it with an action command delaying your defense by several seconds. Thoughts?