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2 NeutralAbout mrwwa
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Consequences of player killing - a new direction!
mrwwa replied to heretic (DayZ)'s topic in DayZ Mod Suggestions
It's a decent idea as I say a lot, but I think there can be better things besides this. I think they should have a stress level. I would be full of guilt and stress if I killed to many people in my life. With that stress, if it gets to high you can become dizzy or sick when trying to move and things like that. There's nothing worse than trying to live with guilt and unhappiness of killing person. I also think if my idea was to be in play, your stress meter would boost up higher the closer you are, because you have to deal with more stress and guilt knowing you actually killed a person, but rather if you're further away, it's harder to tell who you're shooting; so if you don't know if you're shooting a zombie or human, then you live with less guilt. Just my 2 cents. -
Rocket Said its up to the players to do something about bandits
mrwwa replied to ThePunisher (DayZ)'s topic in DayZ Mod General Discussion
You guys are over-exaggerating this bandit thing.. IT IS A SIMULATOR. To simulate what it is like to be in a post-apocalyptic world. It is psychologically confirmed in the real world that people will kill and become crazy. If you can't even deal with it in just a game, you wouldn't last a second in the real thing. THE WORLD IS SO HUGE, that you shouldn't even be wandering into anyone for hours. You should never stick in the cities. People run so openly in the main cities that bandits are doing them a favor by putting one between the eyes for them. Stick to rural areas and you wont get killed. YOU NEED TO STRATEGIZE, that's why this game was made.. You need to learn to defend yourself and tell who's friend or foe. Not run around in the most oblivious areas to get chased by zombies and get yourself killed. When you first spawn, run into the nearest forest and hike up north, it's safer, and you can survive better. Quit making 10,000 threads about how you get killed due to someone that out-smarted you -
Maybe instead of how you mentioned it, you could just have like a civilization team in which you're both in, and you have the option to spawn closer to each other than usual if you're in the same colony/team; rather than spawning with eachother in the same spot.
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[Suggestion] Zombie Movement
mrwwa replied to lordshiding@hotmail.nl's topic in DayZ Mod Suggestions
There has been multiple interviews and Q&A's with Rocket on Youtube about Zombie Movements. The DayZ is worried about the essentials as of right now, mainly performance and getting the game to stand alone. They plan on fixing the animations, but as of now they can't do much do to the inexperience in animation. Once they pickup everything and get it out of Alpha mode they'll work on things like this sooner or later -
You mean as in the zombie being able to smell you?
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Loot washing up along the shore line
mrwwa replied to FuzzyLogic (DayZ)'s topic in DayZ Mod Suggestions
It's a decent idea, but you have to keep in mind the fairness in the game. It wouldn't be fair if you had people camping a zombie-free, spawned on beach for items while others are having to face zombies in close quarters just to find cans of food and small items that could possibly be washed ashore. -
I like the idea of the gun having a Condition level, but not the idea of Jams and things like that. Mostly because i'd rather not have my gun jam or break in mid condition while i'm trying to save my life against a zombie or another player in pvp.
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I kind of like the idea, but at the same time I don't. Mostly because I like the game to be even in advantage. I don't want someone to be able to run for a long period somewhere and simply already have food or water to break with while i'm risking my live to find that stuff. The game has a bandit system, and the only way to keep that system balanced is to have everyone spawn evenly with nothing but a flashlight and small essentials. Just my thought though.
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What exactly would you need a sense of smell for? Even if you did have the sense on the side, there wouldn't be anything TO smell in the world.. Think of actually being outside; what's the only thing you can usually smell on a weekend: barbeque, grills. A human isn't capable of smelling small-scale things from a distance, which is exactly what Chernarus is; a large apocalyptic zone. The only thing a real human can smell, like I said is typically someone grilling, in which no one can possibly do.
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I don't like the idea that much due to a few reasons. Firstly, if you're on the run from a horde of zombies, you'd have NO chance to kill and grab teeth. It's a time blazer, and it would just slow you down. Secondly, if you collected the teeth for stats, it wouldn't be right. Your stats would be less than reality because you KNOW you've killed dozens, but you were fully incapable of going back to grab teeth. Plus a zombie's dead body respawns to a new zombie every now and then. If you just wanted to use teeth as a form of TOTAL kill statistics, they could easily make a small player leaderboard that just adds on to your TOTAL kills after killing a zombie and it keeps building continuously after death. It's not that hard considering you could easy add on to the kills you have in your current life by just simply killing them.
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I really don't care too much for the bandit system, nor others killing each-other. It's meant to be a simulation survival game, and bandits and others that kill are fully apart of it. Plus the world is large enough to rarely run into anyone. Even if you do run into someone it's just a choice to pick from whether you want to kill and scavenge them.