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Flawless1

Dying and the Consequences-SA

  

45 members have voted

  1. 1. Are you gonna want to punch a wall when you die in DayZ SA?

    • Yes
      25
    • No
      7
    • Maybe, but I'd rather scream in my pillow.
      16


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Each life is a new life, Players should be blocked from trying to take their stuff from a previous dead body. that or make the dead body dissapear after 10 mins. It is a game breaker for me, kills the survival aspect.

I will never understand why players run straight back to their former body for kit, when loot is widely available, You wouldn't know it was there. I did suggest in a previous post the new player after death should load up on another server and be blocked from re-joining. this would serve as a reminder to play safe and not reckless.

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But it isn't really a new life - you retain all the knowledge you have gained preiviously, be it of the map, how zombies work, or the pros/cons of different weapons. Simply stopping a player from looting their own body does little to change the fact that you are respawning.

I will never understand why players run straight back to their former body for kit, when loot is widely available, You wouldn't know it was there. I did suggest in a previous post the new player after death should load up on another server and be blocked from re-joining. this would serve as a reminder to play safe and not reckless.

This is also my sentiment. As for your soloution, I think it is totally viable - but you have to consider how other people play the game, especially those that wan't to play with friends.

It would be completely reasonable (IMO) for you to say, well they should suck it up. This is a penalty for death. Its designed to make you want to avoid it. And I'd agree, but I don't how many would. Then why not compromise? Time limited in-game penalties that can be opted out of by waiting outside of the game, or by joining another server, seems reasonable to me. Players who have friends or clan members can still play along side them, but in a humiliating gimped form :P , or decide they want to avoid that embarrasment and wait it out or go on a different server.

Edited by Hoik

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I'm not in favor of any arbitrary restriction like a respawn timer. WarZ did that only so they could sell micro transaction items for removing it.

The way I see it is that when you respawn you're a new survivor, not another you. So if you were killed in place X and you find the place again, you should be able to loot "your" old body, they're a different survivor regardless who was controlling them before. But that is inherently the problem, a fresh survivor is exactly the same as a 3week old survivor physically. There is no benefit to living longer.

That brings up several points made in this threat earlier that could be implemented in to a character, statistics that increase over time;

-Resistance to disease

-Increased stamina, ability carry more weight and move faster for longer.

-General action speedup, reloading, repairs, refueling.

-If you've been shot before, your threshold for pain could increase. Might not need painkillers as easily.

Just a few ideas there, it could be anything. Just as long as it's not too powerful.

Adding benefits rather than penalties is in my opinion a much better way to build on.

This thread inspired me to write a concept of a DayZ Skill System.

If you wanna take a look, follow this link:

http://dayzmod.com/f...system-in-dayz/

Edited by GodOfGrain
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i want myself to be trying to eat me when i try to get my loot back off myself :P

according to the AMA session the zombies are infected, not undead.

anyway... use duct tape?

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Suicide because you're infected, so you can run and pickup your gear - is rather stupid. Because your gear and body will be infected.

i rest my case

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Personally I think two things would make it a little more interesting (my humble apologies if it's already been suggested)

1. Make more spawnpoints all around Cherno (maybe not the military areas like NWA or Stary but every other town and not just the coast).. Aslo no pop-up where you spawned. It's too easy to find out where you spawned and thus too easy to find your way back to your dead body. Still you'd eventually find out by looking at landmarks but it would take more time to get your bearings

2. For example you die and you want to get back as soon as possible to get your gear back (or what's left of it). Your body will remain there, but if you get killed on your way there your 1st body will degrade/rot/despawn/whatever but your gear/loot is gone

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so the problem lies within a proper mechanism, which makes it actually desirable to survive as long as you can, therefore i think the idea of some "soft" implemented "skills" maybe working with probabilities would make sense of some sort, as mentioned by GodofGrain.

I think one, at least counteracting mechanism, would be an implementation of CPR. So give your team a fair chance to try and get your (almost) fallen comrade back to the game, maybe unconscious and heavy wounded, but a sort of cushion to the current (un)dying paradox.

problem is, that this system feels more and more like a casual fps to me.

Although solutions to this problem may be manifold, i think in the long run there's no way around to A SOLUTION as it seems very unsatisfying to me at this moment.

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