Jump to content

IzYouFaggot

Members
  • Content Count

    38
  • Joined

  • Last visited

Everything posted by IzYouFaggot

  1. First measure: 1) Make food rot The rate of decay should only be annoying to those who store food (campers) for long periods. Decaying food should make the player noticeable to zombies and be marked with flies. Johnny has to move his ass if he wants to survive and stop searching for players to loot. 2) the traumatized soldier zed A slightly more human zed that ignores the player. That is until he hears a gunshot from a non hunting or silenced (since these are hard to maintain) weapon (crossbows also ignored) or is attacked. Then he'll hunt in the direction of the shot and search for anyone with a mil weapon within an area estimated for the shooter's location. If he finds him, he'll sprint towars him and pulls a pin from a nade when he's really close. He's got a vest, so one round ain't stoppin him. If he's killed before, the nade will roll out, blowing up later. Make him jump and run a little to the side or fall and get back up to screw sniper's aim He should scream and make it clear that he's a threat, also place it strategically to avoid spawn killing. 3) The moderatly annoying mist Basically slight mist bellow hills and known vantage points that make spotting harder
  2. IzYouFaggot

    Anti bandit /camping joe measures

    OK i understand, i just wanted a slight nudge to maintain an equilibrium, not a full deter But Mists ARE realistic son, a low fog if i'm using incorrect wording. Not just a slight cloud over a player, something that hampers slightly vision in light zed areas Secondly, yes when you're infected, you're, well infected, but as far as i know no disease is immediate, or do you die after catching a cold? Also the vries and moans of normal zed are inhuman, i want human suffering, a recognition of impending doom to which the player connects. Also i'm not frustrated because of bandits, i've never been shot, i'm just trying to adress a problem raised by this forum
  3. IzYouFaggot

    READ: Lets get these Lighthouses up and running

    I LOVE THIS IDEA. Imagine a sos distress sent through a lighthouse in morse
  4. What about having raw food rot?
  5. IzYouFaggot

    Anti bandit /camping joe measures

    First, i did not mention nerfing, the mist only hampers, requiring a bit more focus, second the traumatized soldier fills in with the setting i think: It has equal vulnerability to humans since he's not fully infected (translated, one shot to the leg and he crawls, solving your quarry, one shot to the hed and he's gone, the only problem is the vest, that is going to be painful to snipers) He is supposed to communicate pain, further depressing and setting the mood (no talking though, just crying and moaning) He could hide against a fence to signal a sniper in the area The rot is included to make the game more complex, and it would be applie to raw foods Finally i just want a warning system for noobs, but a not too obvious one And i want a bit more challenge to bandits, not exactly a blatant screw but rather rasing the risk also the guns hurt the same
  6. IzYouFaggot

    Anti bandit /camping joe measures

    "I think that meat should rot. Canned food however doesn't go bad for years so it's fine to assume those would stay good." Agreed The rotting thing would be fine tuned to prevent normal people from becoming frustrated, at least that's my ideia. But you could add methods to conserve food almost indefinetely, such as salting it or placing it in vinegar. Of course doing such requires you to move to a city or village and find vinegar, or find salt water in the sea. This should break camping i hope
  7. IzYouFaggot

    AI Death squads, bullet lethality and delayed disconnect

    Not fan of the supply drops and death squads, mainly because it removes the solitude, making it more human and "warm". Otherwise agreed If you still want deathsquads make them fully clothed and conceiled and have their voices distorted so as to scare the player
  8. IzYouFaggot

    Scarier Zombies/Other Mods

    I agree, but make the main mobs slower, so that the dangerous bastards can shine, because if any zombie can reach you even if you run, there's no reason to fear a differently skinned zombie, but if mos are relatively painless and there's one always on your ass, then you'll feel the pain
  9. Well i think you should have access to the chernarus maps and be able to freely modify it, make notes and schtuff, see your current position but, most importantly!: signal areas of importance, say for example areas looted and time of looting, spot where you've place your tent, and half your gear, yatayata. Hell you could paint it and write on it how you'd like, but locations marked there would appear on both the map and the journal, along with description. Now you can go anywhere and always have a way back home. However get a cap in your ass, eaten, or such other wonderful endings, a player can casually drop by and learn the place of your stuff, or even better, newbies can learn about death zones, loot areas and so on, smoothing the painful learning curve of this game. Tents should last longer after owner death, so that one lucky/bastard/both player might find a spot to camp on. This increases both competition and strategy quality. Thoughts?
  10. oh, i wanna add somehing else, allow further specialization of the player, examples being: Defibs found in hospitals, player can revive anyone, but the battery runs dry after awhie, requiring recharge or finding another one, this could be paired up with. Reviving has chance of ocurring inversely proportionally to post mortum time (cannot be self applied) Adrenaline syringe, gives boost to speed and increases chance of sucessful revive IR binoculars (not sights), this equipment is meant to allow easier spotting of animal life, which are hotter than players. Zeds are cold and hence blacker. The point here is being the team's hunter Hunting rifles with scopes, should do far less damage against humans (we wear vests people) and more common than mil. This'll discourage the bandit mode Meat mincer, carried by anyone, compacts 2 pieces of meat into one, more bang for your buck. Possibility of creating a zed repellent, to shower upon tents and "safezones" a player whishes to create, does not work on zed intense areas Tripwires, can be used to create boobytraps, to defend a location Make mil mags smaller, increase amount of ironsights (for that you're screwed vibe), the point here is that anyone that wants to kill kill will quickly fill its inventory with mags only, so you have to make a choice; food or killing power? But you don't have to choose if your mates can carry either for you. If i'm correct this'll make specialization and team work far more profitable, as long as it is combined with OPs idea
  11. I want to only add another mecanic to your idea: There should be shacks dotted around the map, where no zeds are patrolling, these shacks must not to have food or loot. Their function is to provide shelter from harsh conditions and weather, thus acting as an unconscious meeting point between two solos, enabling cooperation. To increase the likelihood of such, these shacks shouldn't be in the center, but rather not too far from the spawns and ocasionally spawn tents to further stimulate teamwork ("hey dude there's a tent here, maybe we could use it to store stuff and make it a "safe house" amirite)
×