Profit Melons
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7 NeutralAbout Profit Melons
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On the Coast
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I think there should be one premise that leaves the player starting with only the clothes on their back, spawning with guns would take a considerable amount of survival gameplay away. I was thinking that a cruise ship is making it's way around the Mediterranean when the infection becomes rampant and a storm hits or heli crashes into the ship which would explain why all the players spawn on the coast. Don't know why a cruise ship would ever be in the vicinity of Chernarsus though lol.
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Sorry but all this idea would do is cut down on the steps you take for survival which is the whole point of the game. I like the idea of spawning with nothing but the clothes on your back. I do think that since this is aiming to be a gritty survival simulation you should be able use all of tools and objects like you would in real life, for example if you are desperate you would shove a zombie or use any available weapons like a brick or board to buy time or brutally kill a lone zed. The problem is this is a mod for a military simulator so these features are extremely hard to implement until a stand alone game is developed.
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[WIP]DayZ Character selection screen(new interface!)
Profit Melons replied to nexXtec's topic in DayZ Mod Suggestions
Wow nice touch with actually showing the interface and good ideas.If a publishing or developing company acted intelligently and saw the potential and success of this game we would have all these awesome features and wouldn't even need this page, but sadly I think all of this is in the far future. -
Remove all chat options, replace with banjo tune communication... you can use banjo as bludgeon if survivors tune sounds suspiscious.
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I actually love the bandit and distrust aspect, I just think zombies should be a bigger threat.
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Yea, it is pretty obvious, I just included so it would support the other ideas.
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Thanks, I'm totally pro rocket I'm just spewing my dreams for the distant future if a standalone is ever developed.
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Profit Melons started following Zeds are the solution.
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It seems like after an hour or two of learning the ropes most of the difficulty and focus on zeds is removed. When you enter a loot area the zeds are more of a slightly irritating obstacle than a massive threat and they don't even appear in the wilderness which takes up most the map. They only really ruin your day if you get caught off guard at the worst possible time and place or if your leg is broken. I know this is just alpha and the game is still great, but here are some ideas for the (probably far) future that could make the game alot more intense and interesting. - First, the zeds should not be restricted to just an unaware and aggro state. If an investigate stage was created that is easy to trigger along with making full aggro a little easier to avoid, the game would be more tense. For example if you are glimpsed at from far a way or make racket in a town, groups of zed start to slowly make their way towards you, forcing you to relocate and making shooting players alot more risky. Also, they could be easier to dupe by creating distractions or hiding. - For the above method to work well, zed count should be increased (although it would take alot of work for servers). By having hordes of zed in towns and cities, the gameplay would change from easily dodging zeds, but fearing other players, to tactically killing and sneaking your way through an infested area with other survivors like a real zombie apocalypse experience. Also, zeds should dot the wilderness and maybe have a chance roam the map in large packs which would discourage campers from duck hunting other players. - Special zombies! Not like the overused LFD boomers and such, but special zeds that result from killing a player. The danger posed by these zed would be determined by the humanity of the player you kill. For example if you murder a saint, after a short amount of time he will become a creapy stalker zombie that can invesigate and follow your general area based off of smell and are much harder to kill. On the other hand if you put down a bandit they become a pathetic wailer zed that attracts other zombies after giving you a good amount of time to loot the body. - Finally, incentives should be given for killing zeds. Maybe if you clear an area you buy yourself a good amount of time from the zed threat. Another possibility is by going on a zed massacre there is a much higher chance that the bodies will yeild cool and rare items. By beefing up the zombie factor cooperation would be greatly encouraged, surviving would be alot more intense and player murdering would be riskier. Plus this is a zombie apocalyplse game so it should really feel like one.