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About Relapse

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    On the Coast
  1. Well... here is a suggestion that's probably been mentioned before: The more player kills you have the more likely zombies will chase after YOU. They're much more prone to spotting/hearing that person as opposed to the folks who don't have "fresh blood" on them. Does this mean that the non-PK'ers are immune to zombies? No. But I think it'd add an extra incentive to NOT kill other players. As for the snipers, well... maybe zombies could spawn 40-50 meters away after a particular gun-shot and eventually shamble their way over to the sniper. That way he'll need to keep moving instead of pick players off because he knows there is no stopping him. I love PVP... but I think it's just kind of a waste of time to play the game for the zombies when your biggest fear is actually the other players. Maybe there should be team-based objectives? I dunno, just an idea for you folks.
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    Remove barbed wire

    Yes and no. I think if you have a hunting knife or a hatchet it should be used to remove barbed wire. It'd make things that much easier
  3. Use the search, bud. :P.
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    A new 'status' to encourage cooperation

    Ways to encourage cooperation... that's a tough one. I am personally much more reliant on destroying everybody and everything that isn't on my ventrilo. The last time I trusted someone I found my alice pack and everything I had taken from me. I learned from that mistake. There was one time when I was completely unnarmed and yelled out "HEY i'm FRIENDLY!" I of course was met with something far from friendly. So then... what could be done to help distinguish these players as enemies and help build the idea of cooperation? I've learned to deal with the random killing, it doesn't bug me so much anymore as it can be very exciting. One thing I wish that could be done however is some kind of visual to distinguish this. I remember reading... it may have been in this thread or another something about colored arm-bands. Colored arm bands are fantastic and here is how I think they should work: -When you spawn your arm band is grey. It means you are undecided and can really just go anyway. This makes you dangerous but at the same time maybe you could be trusted? -If you've killed at least 2-5 people your arm band will be soaked in blood, it'll be completely red thus signaling 'Hey, I can't trust that fella'. -If you've used blood-packs or healed other players around 6-10 times, you could be considered friendly thus allowing your arm band to become white. This is not a perfect solution but I think it's a start. Now then onto building cooperation amongst the players. Well, Zombie Hoards for one. If you have at least 100 zombies roaming around at hot-spots then you'll need to work with others to get in there. As a zombie survival mod we should emphasize the use of the zombies to be much more then just annoyances. It'd also be a good idea that in these hot-spots are materials to create bases and other things that'd require multiple people to coordinate to collect. This would still keep the balance of PVP in play since you'd have people working together to get it while fighting one another, territorial control ect. Now these idea's are far from perfect but they certainly sound interesting, at least in theory. They do have flaws and major ones at that, especially the arm bands... but creating cooperation requires things that need team-work (Duh).
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