RedPuma
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Now that 1.7.7 is out starting items seem to be a bit unbalanced. What I would suggest: - New (low damage) melee weapon (for example a screwdriver) to give new players at least a small chance to cope with the stronger and harder to loose Z's. Also, who in hell would start out to a zombie apocalypse without at least something to defend themselves. - A chocolate bar and a can of soda to balance the much rarer loot, especially rare food. I know hunting is the only long-term solution to the food-problem but finding a hatchet/hunting knive/box of matches takes much more time now (again because of the stronger Z's and the rarer loot). And who in hell would start out to a zombie apocalypse without at least a chocolate bar in the pocket and something to drink Antibiotics should NOT be included since this would just encourage hunting new players at the coast to get some of that rare stuff. Those changes would make it much fairer for new-spawned to survive. I have the impression the most difficult part of dayz is just the beginning, once you have made it to some basic loot it gets much much easier. This starting-out-with-nothing-phase just isn't fun. Games (yes, DayZ isn't a simulator) should start out easy and get more difficult over time.
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Restore power to (temporarily) cure the infection
RedPuma replied to RedPuma's topic in DayZ Mod Suggestions
Used search function. Did not find the comination of restoring power, world event and infection curement. Dont wonder if people hold their ideas back when you are forced to use the search function for 30 mins before posting. -
No, horns work just with air which flows through them by the force of god. //Just had to do this trollpost Ontopic: agree
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Restore power to (temporarily) cure the infection
RedPuma replied to RedPuma's topic in DayZ Mod Suggestions
Guys, its an idea. I didn't say that it would work out right now (with all the server hopping, hacking, duping etc.), but wanted to tell it others. Of course they are no real force right now but maybe they'll be patched in the future. Remember this is alpha and everything is subject to change. -
Restore power to (temporarily) cure the infection
RedPuma replied to RedPuma's topic in DayZ Mod Suggestions
1. you'd have to gather materials first 2. you'd could implement some kind of state in the hive which globally says: ok this player restored the power today, so he cant do it again for today. -
I recently wondered about all the useless powerlines in chernarus and thought: What if you could actually restore the power? This could be combined with a temporal curement of the infection (e.g. all zombies die and dont respawn for 2 hours or sth. like that). The full story goes like this: - 20 survivors or more work together and gather materials to repair all power stations in chernarus - There are a couple of buttons at the stations that have to be pressed simultaneously (by e.g. 20 players) to fully restore the power in chernarus (only locally on the server of course), this needs excessive teamplay and would be like a giant world event - now that it has enough power the green mountain facility starts to spray some kind of pesticide/chemical in the air which kills all zombies in chernarus and prevents them from respawning for 1 or 2 hours. This would be a really good reward for all the teamwork - The power stations start breaking down after 1 or 2 hours as they where only fixed provisorily, green mountain is out of power and the zombies respawn, everything goes back to normal Maybe people will kill each other after the power is restored (to have all the free loot for themselves), but this would just add a special kind of thrill to the whole thing. I mean working together to reach a goal and killing each other later is normal in DayZ, but this would be a new dimension. Wouldn't this be a great feature?