LancerG2 369 Posted October 10, 2013 (edited) EDIT MK1. Welcome. Short Idea, just to sum it up dying will happen a lot, the point of handcuffs is to restrain players, players can struggle though, the player struggling might think though that they "may as well die trying", so I'm thinking we could change that mentality by making them think "we fight another day", so my plan is that the longer you stay alive you can build up something known as chance, it doesn't appear to the player but it builds from 0 - 3%. Chance can be built up when you: - LIVE! Chance goes up by 0.1% - 0.2 % after every 10 minutes.- Find something, depending on the item it can go from as little as 0.5% - 1%- Kill zombies, giving 0.10% chance- Killing players give -0.15% chance Chance will go down whenever being shot at but not hit or being hit with a bullet / zombie claw / etc. Being shot at, swiped at will take off small - medium amounts from the meter. However being shot at can take huge amounts from the meter, chances are you might be unlucky and it ends up resetting it. The idea of chance is that once it's full at 100% (which takes a lot of playtime) you have a 50/50 chance at not taking damage if shot/swiped at, you can over hype in order to give a higher chance at the odds, For example if you wanted a 70/30 you would need to gain 223%. While this can provide more protection to the chest this exclude the head because it's just not fair to survive a bullet to the face, also it's really, really, really tiny to survive such a thing when we place odds. Also the bigger the firearm, the more chance it will deduct. Also during gunfights there is a chance people will have to shoot more bullets to make sure that whatever they kill is dead. People would have to make their shots more precise and make them count. For example, the AS50 is gone, if it where still here it would deduct a good 10% just because how strong it is, a Makarov may take like around 20 chance though, Chance doesn't stop every form of attack. Be it a bullet, fall damage (Which could prevent breaking something) zombie swipes or the titanium tin can being thrown at your face. Chance can also go negative. When it goes negative and player re-spawns player will have half that negative chance when they die. For example, I die in-game and I get sprayed, I only had 0.13 percent chance. I get shot in the head by a MP5, this takes away -0.30% chance, When I re-spawn I can't see it I have 0.15% chance. This will take longer and people will realize they will have to do more and try to stay alive, if you are a hostage in real life you would beg and plead for life (Unless your an emo and you praise death), basically this would be the same in DayZ. If you die often and quickly and your negative meter doesn't go positive in a set time, lets say an hour of real-time it would be reverted to zero. If it also crosses a negative boundary like -0.15 it reverts to zero, because we all knew what our first game of DayZ was like, getting spawn killed or dying in the first few minutes. You could be saving up till 3 percent chance until to walk in front of a guy with an AK and he shoots you, you thought you where invulnerable? No. All your chance is waste, yer mad? You could be doing "Epix 360 noscope 420 parkourz LIKE A L33T king", you jump from one building balcony from a high height to a lower one, you have 3% chance and you break your legs. Idiot. You run head on into a horde of zombies with a full 3% chance and a fire ax, you kill 6, miss a swipe losing your chance and the zombies have you on the menu, Leroy Jenkins is not a suitable idol. Here's an example. Meet Mason, our test dummy, he starts DayZ and spawns, things are relatively peaceful, Mason spends 10 minutes walking north, every 10 minutes adds to 0.1 Soon after he makes it to town he goes into a barn to find a Double Barreled shotgun, some ammunition and a little food, his chance raised by 0.5 Mason has played for a good week, hes decked out and so far his chance meter is 2.85, soon after a KoS/asshole decides to hold him hostage, (We're in standalone, k?). He handcuffs him and leads him to his shed, doing that he tells him to stay inside and if he moves he will get killed, Mason waits for a good 10 minutes, slowly struggling when he isn't watching. Soon after mason busts from the shed, he has only ammunition and a compass, a map and a can of beans whichhe was left so he didn't starve, The "bad gai" shoots at him, being a typical KoS player and not sticking to what he's good at (which is jack shit) he attempts to fire at Mason, he pulls out a M4A1 and lands a shot near masons lower back as he's running. It looked like a good shot in his perspective... Mason still runs leaving the bad guy stunned and shaking his head. Mason didn't feel a thing, the bullet grazed him, mason hides in the forest. His luck went down tremendously as it took most of the shot for him, he feels a bit of pain as a piece of lead just scrapes his skin, if his luck was any shorter, he would of felt that ripping though his flesh and the pain causing him to drop and play dead forever. Mason walks out of the forest alive, his chance is deducted from 2.85 to 0.34 percent, it starts to get dark and cold and quickly mason is forced to find shelter or a vehicle or a town, he finds a booby trapped car in the dark, it has full fuel, quickly mason balls in and turns on the ignition and the lights, Right in front of him two people stand with AKM's and open up with full auto fire. Masons chance gets dropped to -5.94%, he's already dead. half of that chance Carries on after death so when he starts with -2.97 chance, taking him longer to recover to 3% / desired chance level. Yuri and Arthur smile as they take down a successful target. They begin looting the corpse in the car and taking the loot and transferring it to their pickup truck, while Arthur sits and watches Yuri move the gear he sits and enjoys himself like a total ass. It takes a good 4 minutes until Yuri comes back to Arthur to tell him that they can go leave. They got a nice 0.3% chance each for killing a target, they're chance increased rapidly with the killing of players giving a nice 0.10% and killing infected a nice 0.3%. Although that's not what their smiling about. before Arthur found a can of food in the can of food Mason had on his corpse, greedily Arthur snatches the can of food and shoves it into his pack Arthur's Night Vision Goggles runs out of batteries and he turns on a road flare, several zombies spot it and begin to sprint towards it, Yuri runs away into the darkness while Arthur stands surrounded, Arthur's chance goes down to -0.1, Yuri runs while exclaiming "You're fucked!". Arthur pulls out his gun and begins to spray his rounds, The Infected basically makes a mess of him. While Yuri drives away making sure he doesn't become the next meal Arthur is just screwed. ~ Fin ~ So that was my example and my suggestion to help you gain an understanding, please post responses, be it praises, constructive criticism, questions, comments etc. Edited October 10, 2013 by LancerG2 Share this post Link to post Share on other sites
Zanders 65 Posted October 10, 2013 Or you impose a penalty for killing someone else.There really is no reason to kill someone unless you have to anyway. 1 Share this post Link to post Share on other sites
SFRGaming 718 Posted October 10, 2013 (edited) I like the idea, but not for Standalone. Seems a bit gamey and to me it screams perks, which I would never want to see in SA. Great idea though. Maybe when we start getting some modded versions of SA (ex. Epoch, Origins, etc..) you could presemt this to them. Kudos to you for the time and effort put in though. Edited October 10, 2013 by Shadow134 1 Share this post Link to post Share on other sites
Korsbaek 1778 Posted October 10, 2013 (edited) Wat? .15% for killing a player and .10% for killing a zombie. 30 zed kills and you're done. I would just go zed killing spree in Elektro. There you go. 3% "chance". No, i don't like it. At all. You also kind of asking people to KoS to get more "chance". Also; KoS'ing is not keeping people hostage, it means Kill on Sight (It's in the name). How can his "chance" only be 2.85% if it goes up .1 for every ten minutes he survives, and .5 for the gun he found. Getting it to 3% would take an hour. Tops. Edited October 10, 2013 by narkoman14 1 Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted October 10, 2013 (edited) I don't... I just can't see how this makes sense. Bullet accuracy is dependent on the skill of the shooter. I don't really feel like playing a game that is going to allow me to shoot someone and then just not count the hit. I might as well be having an imaginary gunfight with a child. "I shot you!" "No, you missed me because I have force-field!" Furthermore, your maths don't seem to add up. I'm not trying to be rude, but I just don't see how "3% chance" correlates to a "70/30" chance. 3/100 = 3%70/30 = 233% Edited October 10, 2013 by SalamanderAnder 1 Share this post Link to post Share on other sites
Inception. 9443 Posted October 10, 2013 Indeed...'tis not something that would suit what the Standalone is attempting to be. 1 Share this post Link to post Share on other sites
enforcer1975 1111 Posted October 10, 2013 Short Idea, just to sum it up dying will happen a lot, the point of handcuffs is to restrain players, players can struggle though, the player struggling might think though that they may a swell die trying, so I'm thinking we could change that mentality by making them think we fight another day, so my plan is that the longer you stay alive you can build up something known as chance, it doesn't appear to the player but it builds from 0 - 3%. Chance can be built up when you: - LIVE! Chance goes up by 0.1% - 0.2 % after every 10 minutes.- Find something, depending on the item it can go from as little as 0.5% - 0.60%- Kill zombies, giving 0.10% chance, killing players removes 15% chance. I think this is better... 2 Share this post Link to post Share on other sites
LancerG2 369 Posted October 10, 2013 I think this is better... I'm going with that. I don't... I just can't see how this makes sense. Bullet accuracy is dependent on the skill of the shooter. I don't really feel like playing a game that is going to allow me to shoot someone and then just not count the hit. I might as well be having an imaginary gunfight with a child. "I shot you!" "No, you missed me because I have force-field!" Furthermore, your maths don't seem to add up. I'm not trying to be rude, but I just don't see how "3% chance" correlates to a "70/30" chance. 3/100 = 3%70/30 = 233% I'm not good at maths, excuse me while I go have a sad just because you said my maths is bad, Pardon me even if you said you wheren't being rude but I tried, however though Pm me if possible, I could use some help, And I know your against the idea but perhaps some people might be into it and it's not worth leaving it a pile of trash for others. Share this post Link to post Share on other sites
LancerG2 369 Posted October 10, 2013 (edited) How can his "chance" only be 2.85% if it goes up .1 for every ten minutes he survives, and .5 for the gun he found. Time passes. I would just go zed killing spree in Elektro. There you go. 3% "chance". Cause that's just wise to do and then you get every single zombie/bandit/sniper on you and you die, You think your being smart by going for an easy solution but have you actually tried that ingame? Prob's not. Edited October 10, 2013 by LancerG2 Share this post Link to post Share on other sites
And_Rey 0 Posted February 13, 2014 When you stay Hands Up and don't move your opponert cannot shut you down but (zombies can) you accepted for looting and blood transportation (to death). On Russian:Если персонаж поднял руки и не двигается, его оппонент не сможет (зомби могут) его застрелить или забить предметами, но может лутать и брать кровь (полностью до гибели). Share this post Link to post Share on other sites
enforcer1975 1111 Posted February 13, 2014 When you stay Hands Up and don't move your opponert cannot shut you down but (zombies can) you accepted for looting and blood transportation (to death). On Russian:Если персонаж поднял руки и не двигается, его оппонент не сможет (зомби могут) его застрелить или забить предметами, но может лутать и брать кровь (полностью до гибели). When i raise my hands i can still be shot IRL...so i guess that's a niet? Share this post Link to post Share on other sites