Aphex (DayZ)
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It was ArmA 2 that nerfed the weapons, not DayZ. So changes would be made, and personally I like the whole 'Zombies are harder to kill' thing. If they reduced the speed on them to a hobble, I think it would work well.
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Pre-Apocalyptic Life / Role / Profession
Aphex (DayZ) replied to Aphex (DayZ)'s topic in DayZ Mod Suggestions
I did say the cosmetic changes would be slightly more difficult and aren't important, the main thing is the items you do start with. Like the Fire-man. He sacrifices early game medical supplies for an early game (Melee) weapon, and is designed for people who like the risk, or are damn good with an axe. -
A kill tuning mechanic from a PVPer's perspective.
Aphex (DayZ) replied to Lady Kyrah's topic in DayZ Mod Suggestions
It is a good idea, but why punish bandits all the time? What did they do wrong? Other than. Erm. Killing people. And stuff.. But what I mean is, DayZ is a game with no rules. And to have anything that puts down bandits creates rules. I do, however, think the idea should be taken as a whole. Like, everyone gets a 5 minute respawn no matter what. This would stop people unrealistically running to their corpse, or respawning to spawn in a 'better' location. -
I think the point he is trying to make is the flies from bodies to be heard by bandits? Or something? To annoy them?
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This is why I shoot other players.
Aphex (DayZ) replied to She'llberight's topic in DayZ Mod General Discussion
I actually only shoot people because of the 4 'friendly' random's I have met and trusted, I've been shot in the back by all of them. Now I fend for myself and my buddies, and shoot on sight. And then loot them. Profusely. -
I think for the above ATV scenario, that the game felt you run within spawn range, but it was still processing the loot and spawns etc. I've had the same happen to me, however I walked there.
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Realistically, nobody can just pick up an AKM / AS50 / Even a handgun and know how to use it as well as you do in the game, it should be a learnt process.
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I think the fact that if you're nowhere near buildings there are NO zombies is a little unrealistic, even one or two would be fine. I mean, zombies are supposed to be stumbling all around the world, and they don't care, they will walk in one direction to their life's extent, which would mean they end up in a forest.
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Hacker killed me, Spawned with as50
Aphex (DayZ) replied to AltonaJS's topic in DayZ Mod General Discussion
I really hope you got rid of the hacked gear.. -
It is to prevent server hopping, but it is a little frustrating when you blatantly run into town only to discover the loot hasn't spawned yet... So you have to turn around and come back, hoping it finally does.
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First of all, Yes, I have searched through the forums for this idea, and it has come up numerous times, however most of it revolves around progressive skill trees / stats / points, which is completely unrealistic, but what about the past lives' of the people who found themselves upon a beach of zombie infested Soviet Russia? Shouldn't that come into effect? Essentially the idea I thought of is to have different, as the title shows, professions, which directly correlates to the player's profession / hobby before they found themselves washed up onto shore from unknown means. Now this would have minimal effects. I chose them to be either all unlocked for everyone to create balance between veterans and new players alike, or to them unlock-able, which would distinguish veterans but not give them a superior edge over new players either, for obvious balance. With the unlock-able, you would unlock them by reaching a certain feat that somehow relates to it. For example, to unlock Fire-Fighter you would have to kill X amount of zombies with a hatchet. Or a Lawyer would have to rack up X murders. ( ^_^) Now, I am against of the most generic ideas like "Run Speed", "Maximum Blood Increase" "Noise reduction" etc. because this can give survivors a game-breaking edge over other survivors, which is never fun. Instead, how about just some common items that relate to the profession / hobby that you would start with at spawn, just for that quick 'jump' into surviving again? Also this would be able to be implemented with the ARMA 2 engine without too much difficulty, similar to the Male / Female selection. Also, they could wear clothes specific to that profession, either for clans / friends to be able to distinguish between themselves, for players to distinguish each-other, or for just that little extra bit of role-play. Now obviously this could be a pain to code and stuff, but everything can be changed. Examples: Civilian Starting Items: Painkillers, Bandage, Flashlight. Wearing current default clothes (Normal Top + Jeans) Unlocked from the start. Fire-Fighter Starting Items: Hatchet, Flashlight. Wearing a (Russian) Fire-Fighters uniform. Unlock: Kill X Zombies with a hatchet. Lawyer (Purely cosmetic) Starting Items: Ecst- Erm. "Painkillers", Bandage, Flashlight Wearing a (Sexy) black suit. Unlock: Murder X people. Happy-Camper Starting Items: Assault / Czech Pack?, Flashlight, Map (Czech possibly too OP) Wearing warmer clothing (Tracksuit). Unlock: Set up X tents? Make X Campfires? Either would do. Doctor / Nurse Starting Items: Painkiller/s, Blood bag?, Morphine? (Possibly too rare) Wearing either scrubs or just dressy clothing (Hospital Doctor / P.D.) Unlock: Use X Blood bags on different players.Now obviously these are just examples I've brainstormed myself and there could be better. Now the obvious drawback to spawning with such items is the fact of either spawn killing, or getting loot to friends. That's why I avoided any military / police sort of professions and avoided giving weapons to any of them. There's also a small range of common items to work with. Nevertheless, comment your thoughts / ideas / rage, I want to hear it all! Please :)