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RaRemoz
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Posts posted by RaRemoz
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The only thing that needs to be changed is zombies spawning within aggro space of you
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I fully support both burning corpses and hiding corpses otherwise zombies spawn
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I reckon running should increase temperature at about half the speed it drops at in rain, that way you would have to risk making noise to run to shealter
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back on topic (as far as I can see any way), there most definitely needs to be a skilful way for zombies to be both lost and eliminated on the run. I know you can kinda pass aggro from a chase to another person but that's not a real solution to the issue just a helpful bug
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This could be a valid solution to the infinite chase(they never stop chasing me).
I reckon they should infrequently break their legs on uneven terrain, if they are full speed and when just walking have it very rare for them to break a leg.
I also think you should be able to lose a zombie by leaving LOS and making no sound till they give up(Kinda Assasins creed like but they don't lave immediately and are still very alert).
Then if you are bleeding it should be 50% easier for the zombies to detect you so even using items would give you away meaning you'd need to get even further away.
ofcasue that would need tweaking because areas dense with buildings have alot of hiding places.
Guilty untill proven innoscent (Humanity replacement)
in DayZ Mod Suggestions
Posted
The Bandit/Humanity system as it stands doesn't work as intended or at least as understood.
The way things seem to be is everyone is guilty until proven innocent SO why not have a system like that?
Have a ratio of players killed to time played. The players will have a value placed on them based on their own ratio and if killed they will effect your ratio in a different way.
Lets say Jimmy spawns, He has a 1:1 ratio.
Banditmcgee who has been playing for about 10 minutes kills Jimmy and now Banditmcgee's ratio is 0.9:1.1
So think of the ratio as being morality(MO):timeplayed(TP)
Todd comes along and has been playing for 3 hours and hasn't killed any players, his ratio is 1:2.8
Todd, after investigating Jimmy's corpse, applies swift justice to Banditmcgee who was hanging around the corpse of Jimmy.
Todd now has 1.12:2.8
Because Todd has been playing longer than Banditmcgee when he kills a person with MO lower than 1 he gets more Morality
If Todd was to go kill someone and they WERE NOT below 1 MO and he had equipment which would state he didn't just re-spawn, he would lose much more morality than Banditmcgee did when he killed Jimmy.
Obviously those figures are totally off the top of my head but if you followed them they are consistent(ish).
As the Mod Develops I hope to see its art assets move more towards original content. As someone gets a higher MO They should get suttle(
I also saw another Idea where As your ingame time in a life increases you look different.For example you start to grow a beard and your hair gets longer.
TL: DR; Bandit system doesn't work Players killed:Time Played ratio would be better