LookitsDante
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
LookitsDante replied to ruarz's topic in DayZ Mod Suggestions
I would like to see the sleep one. For both the players and Zombies, maybe even something like insomnia kicking in as player is forced into high stress senerios more and more, eventually causing dregration with the responsiveness even senses (vision reduced, earing reduced) as they don't sleep or no longer get the warnings they need to sleep. For the zeds, the same thing, only something like hyper sensitivity for the ones who are still awake past 2am, making them even more dangerous, possibly even waking the horde when they rush you. -
What would you like to see in the stand alone?
LookitsDante replied to NovaDose's topic in DayZ Mod General Discussion
I do really like the tool system but I do not think it is the same as the perks, but could work along side it. Perk - could be a single item or bonus that each player recieves at spawn. -Either randomly generated or selected by the player. - Will not limit the player to a role or class, but rather give them a bonus that would be benefitial to the group, or themself. - Bonus could be a extra 'tool' at spawn, like a lock pick, or more bandaids, that would move them toward building specific toolkits. - Perks can branch into two different areas depending on the players humaninity, mostly rewarding them for choosing either path. -Low humanity will give bonuses that only help you, and not a group, playing off of your own selfish nature as a bandit. -High humanity will give a bonus to help a group, reflecting how you have made it this far as a team player. So for example going back to my Navigator perk. You spawn with a map, but no clue where you are on the map or your bearings. Normally you would use enviromental clues to figure this out like everyone else, but with the compass in your tool belt, you now know which way is north and can get going. Later on as you become a bandit looting and stealing, you get markings on your map that hint toward camp sites, or supply depots, or if you have been friendly helping out people as part of a group, you get markings on your map that point to friendlies, and strongholds. There is noting stoping you from still being a gunsmith, or a medic that can treat wounds. Just a slight bonus to your ability to navigate the world. -
What would you like to see in the stand alone?
LookitsDante replied to NovaDose's topic in DayZ Mod General Discussion
Ya, I don't really like the idea of a 'class' per say, but a single skill seems nice, noting that you really level or improve. Like I said it would be something you spawn with, even making it random at spawn would be interesting as each time you die you may get to adjust your play style. I had remembered hearing in an interview that Rocket did not want to make being a bandit a blatant thing, where everyone knows you are, but something subtle. He had also mentioned a karma system to be applied to it. The skill branching as you become a bandit or survivor could be very subtle part of the karma system. Like I mentioned before with "Navigator" it would be an extra marking on your map to show other players tents, or "Hunter" would show you blood trails of other players. I am sure people already have their own play styles; with the way they loot, to what guns and equipment they look for, where they go and who they play with. The skills would just add a dynamic to help build on these unique styles of play. I am not sure what kinda regret you are referring to, but I would like to hear more about your opinon on it. -
What would you like to see in the stand alone?
LookitsDante replied to NovaDose's topic in DayZ Mod General Discussion
A simple perk system. The idea I had comes from watching alot of zombie movies and such. Essentially survivor groups were made up of 'every-men' who each had their own skill sets and abilities that they brought to the table and helped them live in the world. I believe giving a player a choice of one specialty that will give them a small bonus in game might be fun, and give it a slight bit more RPGish feel. The same perk system would then feed into a karma type system that rewards players for being good and not murdering everyone they come across or being that 'guy' who kills everyone cause he gets a thrill from it. So for instance: Perk : Navigator- Always start with a compass alongside the map. As you become a bandit, your map notes the locations of tents that you stumble across on your journey so that you could come back later to loot them. As a survivor, your map periodically updates with the last know locations of friendlies, helping you help them navigate the world. Perk : Hunter- You are able to track prey by blood stains and identify animals at slightly greater ranges. As a bandit, you can track bleeding players(their blood trails stand out more for you maybe through some highlighting method.) As a survivor you get more raw meat off of carcasses.