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Sindell

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About Sindell

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    On the Coast
  1. Sindell

    A LOT OF IDEAS

    I would argue with you there at least until tomorrow morning. Too lazy to me. I will answer at least for your first answer. zombie not a superhuman? Have you ever been in a state of adrenaline? Or mb saw Infected animals or such a harmless disease, compared to what has turned people into zombies, animal rage? You enough to cause just a little, so that you died of pain shock. Now you know what I mean? And what zombie more endurance then human..? then a lot of moo.. such as troll. P.S. and lol u just little 17'th baby, you are my sons availest <_<
  2. Sindell

    A LOT OF IDEAS

    You know the difference between a professional from the layman? the fact that the proffesional in his business is doing better. The athlete runs better, why? Because he trains, holds its shape. So in this case, the character came to the island for the first time met with the situation. And to survive it must adapt to the environment, otherwise it dead. If it survives for a long time, it will become a professional. And do not write here about elves, you a troll. i know, it's like a "mental pabulum".I think if I painted all, read it would take several hours, and writing a few weeks.
  3. Sindell

    A LOT OF IDEAS

    I love this kind of game, played in many games kind of this, so I suggest a lot of ideas for the development of the game. Unfortunately, in a rather summary, not enough time. Some ideas: Zombie: 1) Too weak zombies. Need to increase their health is about 3-5 times than the player. 2) Too many zombies in the villages and residential areas. Reduce the number of zombies 2 times. 3) Reduce the rate of movement of "walking" in the 2 times and increasing inside the building about 1.5 times. 4) Reduce the range of detection by the eyes of 1.5 times, because they needs distinguish the player from the zombies. 5) Remove the effect of "accelerating" zombies. 6) Modify the animation to more real. 7) Spawn zombies inside buildings too. 8) When player leaves from the line of sight zombie with distance about 40-60 meters, zombie trying go to a place where the last times he heard the noise and when he does not find anything there and did't hear (see) something else, AGR mode is disabled. 9) Walking zombies should have a chance to enter and exit the buildings. 10) Increasing radius which zombies appear on the player should be about 40-50 meters. (corrections to the server lags) 11) Create the effect of the presence of zombies "guarding" not only cities and villages. Add random spawn 1-2 zombie near players wherever they were about 80-100 meters (in the forrest, meadows etc.) At random intervals from 5 to 20 minutes between each spawn. Spawned zombie disappear when no one player about 600 meters. 12) The primary ability to detecting players should be noise and odor, which not specific to "undead friends". 13) Add new types of zombie creatures. it may be a dogs, bears, wolves infected with the disease. Player: 1) Character Customization in start of the game, where we choose the sex of the character. 2) Add a map. When player don't have a map, they use map in the internet by minimize the game window. 3) Add a knife in start game (as starting weapon) 4) Remove the message of near location at startup, the player must guessed himself where he is. 5) Remove ability to hiding bodies, it's unrealistic. 6) Add ability to body Carrying (it could be another player who is unable to move or any other body) 7) The effect of pain should not pass rapidly (i think about 5-10 minutes) 8) Add scale of energy (fatigue). To make movement of the player more realistic. Number of energy (fatigue) should affect the speed of movement, aiming, desire to drink. Continuous movement is the desire to snack. Desire to eat, should depend on the number of travelled distance. 9) Add fear (addrenaline) scale. Great fear, will cause the player to shout that will attract new zombies, significantly lower the accuracy of fire. But due to the increase of adrenaline reserves of endurance (energy), the resistance to damage (I see this as an increase blood count +3000 for some time (about 10-15 minutes) 10) Remove temperature counter and add immune scale, which depends on body temperature, diet, injuries and wounds. When immune scale = 0 (red), player dies. When immune scale in yellow, the player can catch the disease, the common cold. Which should influence the characteristics of the player. 11) Tents can be set not only in the meadows. 12) Broken limb is now much more difficult but the cure for broken bones a lot longer. Morphine use only as a pain reliever, but the bone itself is not fused. In theory should be put bus. Clothing: 1) Remove Gilly camouflage, because it introduces an imbalance, when it dressing is not visible a backpack. (or add a backpack to this camouflage) 2) Add more types of clothing, to diversify the exterior of players.(may be 3) Different clothing, camouflage has a different-sized equipment (like backpack). 4) Clothing can be wet after rain, required drying near the fire. 5) Divide whole uniform to clothing, footwear and headgear. 6) Add helmets and body armor (bulletproof protection, better resist zombie bites). Chating: 1) Remove all server chat and make opportunity to chat in a radius of 30 meters from the player Gameplay: 1) Change the inventory in order to simplify the work with him. 2) Add peaceful npc's in the world, who fight and trying to survive in cities, villages. Some of them died from zombies and resindents are food for zombies, they eat them (huh, pretty good atmosphere will transmit the zombie-apocalypse). Player can help, and resindents can help player with some food, medicines.. 3) Weapons can break or become clogged. Needed repairs or cleaning weapons. 4) Add the ability to stay in a tent, which can also protect the player during the rain. 5) Add indicator of the direction of air and bind it with the firing from sniper rifles for long distances, to make sniper-lives more diffucult. 6) Add chance to be infected by zombie. Add a medicine to cure, such as antibiotics. I see a system of infection as follows: After infection, if within 6 hours of game player does not get rid of the illness, he turns into a zombie (dies). Yhe longer a player is not taking antibiotics, the more it is necessary for their recovery (the disease progresses). 7) Several military bases, preferably from the field staff, military transport and the military. The idea is that in the infected area of Chernarus are rescue, reconnaissance operations, the operation to sweep the area, searching for important information. The player (team) players can assign different tasks, the reward for the implementation of which will be money. With Money can buy items, weapons etc... Bandits can't to make quests... 8) Add weight as the new value to each item. Assign a weight (load) to the physical features of the character, which may decrease or increase in different situations. 9) Add forest creatures as bears, wolves, foxes... for a variety of fauna, such as forests. 10) Some of the food tends to deteriorate...Eat the food on time. 11) Make possible to use water from the flask several times. 12) Craft system (like in Project zomboid), to make a lot of different things with different devices. 13) Add opportunity to barricade oneself in buildings, with locking doors, using planks, nails and a hammer (oh my god...) 14) At the start of the game, the choice of specific features, capabilities, skills and habits of player. Some former shooter, someone better repair techniques and etc. (like in Project zomboid) 15) Add experience system, a similar like in Elder scrolls 3: Morrowind. Player during the game to gain experience that will help him in the future. It make be speed and distance of running, crawling, climb ladders Faster, weight loads, level of fatigue, the skills of different types of weapons, tolerability diseases, resistance to cold, level of fear, the noise level and etc. 16) Ability to shoot from vichles..(may be immpisible, game engine is so bad) Sorry for my specific english, it's not my main language. Thanks, i hope it helps to make a great game.
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