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Catman (DayZ)

Catman's big fat list of suggestions

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Tools

  • Flashlight - usable as melee weapon 4-5 hits to kill a zombie, military flashlight is heavier therefore more a tad effective 3-4 hits.
  • Hunting knife usable as melee weapon.
  • Melee weapons not needing to be in the primary weapon slot to be used.
  • When using a melee weapon you should be a lot more susceptible to getting a bleed when hit by a zombie.
  • Head torches, goes in the binocular type inventory slot. Not brilliantly powerful.
  • Duct Tape! Goes to a tool slot. Allows you to duct tape flashlight onto your primary weapon (if it hasn’t already got one). Useful for other things....
  • Traps Kit. Goes into tool slot. Used to make traps/alarms (see below). Also allows the player to spot/disarm traps (small chance to spot traps, chance decreases as humanity drops?)
    • Traps Kit + empty whiskey bottle = door alarm/distraction device. Player can attach this to a door, if the door is moved (opened/closed) then the bottle drops and breaks.
    • Traps Kit + empty tin can + flare = door alarm/distraction device. just like the tin can version above but more effective.
    • Traps Kit + empty tin can + smoke grenade = just like the flare version but sets off a smoke grenade.
    • Traps Kit + empty tin can + grenade = deadly booby trap. Can be attached to a door, if the door moves the grenade is pulled out of the tin can, a few seconds later, boom! As the grenade comes out the tin can there should be a ‘ting’ and a small pop as the spoon flies off and the grenade arms, giving any poor unsuspecting player a second or two’s warning.

Weapons

  • Much higher spawn rate for pistols and their ammo.
  • Higher spawn rate for shotguns and their ammo.
  • Higher spawn rate for submachine guns.
  • Lower spawn rate for assault rifles.
  • Crossbow needs some iron sights, it’s dreadful to use when you don’t have a crosshair. Perhaps this should a reflex/red dot scope that can be zero’d from 5 to 50 metres?
  • More pistols please! Like the H&K USP in .45. The 1911 is the best gun but it’s found all over yet the Glock 17 and M9 would technically be more common place.
  • Thompson 1928 Submachine gun - takes 45acp based ammo and has 100 round drum magazines. High recoil on full auto but very effective, quite rare not classed as military, can be found in the likes of fire stations.
  • Vz 82 Skorpion machine pistol (uses Makarov ammo). A common Eastern Bloc weapon, not very powerful but fairly controllable. Has 20 round mags.
  • Weapon maintenance. Guns generally don’t like to fire a lot and lots of rounds as they get dirty very quickly, some guns cope better than others but some will start to jam up; fail-to-feed or fail-to-extract. So guns should need to be cleaned via a gun cleaning kit in the toolbelt. If/when a gun jams the only way to clear it is by pressing “reload” (which will reinsert the same mag), there’s an 85% chance the jam will be cleared

Misc Items/Food

  • Flares at night should have a larger attraction zone for zombies. During the day they’re not so useful. Smoke grenades should work in the same way but be more effective during the day, less so at night.
    how funny/great would it be to see a zombie pick up a flare or smoke grenade and the rest of the zombies go nuts at him?
  • Would be much better/more useful if the Water canteen had two “uses” before it was empty.

Player

  • Extreme Thirst/hunger (flashing red) should not cause a blood loss tick but cause the player’s vision to sway and make the player randomly pass out
  • No cursor servers are fine but really could do with showing a cursor when throwing things.
  • Being able to manually merge two half empty mags would be sooo nice.
  • Ability to drink from ponds/pumps without a canteen.
  • Throwing things should have more of a stun effect when they hit. Also should be able to confuse/throw off agro by throwing things near zombies.
  • Tin cans. If you walk over a tin can it should make some noise as if you were tapping/kicking it.
  • Not dropping ammo of any type when dropping a gun or picking up other stuff (gets kinda annoying when you have an inventory full of guns and no gun).

Zombies

  • Please fix their glitching/teleporting. They’re annoying to shoot when they do this, never mind having to hit them multiple times.
  • Cop zombies have a good chance of having a pistol and/or pistol ammo. A very slim chance of having a SMG or shotgun.
  • Soldier Zombies have a small chance of having an assault rifle. Small chance of an M9 pistol.
  • Zombies should be attracted to the location of noise/gunfire/etc rather than agro straight on to the player..
  • Clumsy zombies, lets face it these guys aren’t in the best physical and mental condition, how about sometimes they fall over when running about?
  • Zombie eyes to reflect light. The virus has mutated the eyes of the infected - got this idea when (IRL) I shone my torch into a field the other night and got felt like a hundred freaky blue eyes staring back at me (sheep), thought it’d be ace if the game had that too. Zombies should just stare into the light trying to work out what to do - in fact it would be ace if you could use a torch to dazzle a zombie so you could sneak by. (please don’t make the eyes red though, they’d be so cliched!)

Well that's about it, I'm sure a few of those have been mentioned before by others but that's the stuff/changes I'd really like to see :)

  • Like 2

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I like everything else but the zombie eye reflection and the fact that you would bleed more easily when going to kill a zombie with a melee weapon. Why would you bleed for the sake of what weapon you have in your hands? Doesn't make sense..

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i like this. Not the zombie bleeding shit though. A decaying body making you bleed to death from a scratch is unrealistic enough.

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When using a melee weapon you should be a lot more susceptible to getting a bleed when hit by a zombie.
You already ARE a lot more susceptible to bleeding when using a melee weapon, why make the melee weapons worse than they already are? That and people don't like "magical" effects in this game since one of the goals of the game is to be as realistic as possible.

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Well the idea is; I've seen and know people that go around with the axe almost constantly because it's silent and not a PITA like the crossbow can be. Currently there is a big risk of zombies breaking your leg when they hit you but I understand that's being addressed - my thinking is to make it so melee weapons are less desirable and only really useful as a last resort.

I'm sure some people would like chainsaws and katana blades in the game but in a real zombie apocalypse where get scratched/bitten and/or any zombie blood/saliva in your system turns you into an infected would you run around trying to chainsaw them all? :P

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I like suggestion threads with a single suggestion.

NO

Flashlight - usable as melee weapon 4-5 hits to kill a zombie, military flashlight is heavier therefore more a tad effective 3-4 hits.

USELESS

Melee weapons not needing to be in the primary weapon slot to be used.

WELCOME NOOBSHOOTER

When using a melee weapon you should be a lot more susceptible to getting a bleed when hit by a zombie.

WHY?

Weapons

THERE SHOULD BE LESS NOT MORE AND HARDER TO USE NOT EASIER

how funny/great would it be to see a zombie pick up a flare or smoke grenade and the rest of the zombies go nuts at him?

A LITTLE FUNNY

Extreme Thirst/hunger (flashing red) should not cause a blood loss tick but cause the player’s vision to sway and make the player randomly pass out

YOU WILL ONCE YOUR BLOOD IS LOW ENOUGH

No cursor servers are fine but really could do with showing a cursor when throwing things.

THATS NOT THE POINT OF NOCURSOR

Zombies

YES

Traps Kit. Goes into tool slot. Used to make traps/alarms (see below). Also allows the player to spot/disarm traps (small chance to spot traps, chance decreases as humanity drops?)

Traps Kit + empty whiskey bottle = door alarm/distraction device. Player can attach this to a door, if the door is moved (opened/closed) then the bottle drops and breaks.

Traps Kit + empty tin can + flare = door alarm/distraction device. just like the tin can version above but more effective.

Traps Kit + empty tin can + smoke grenade = just like the flare version but sets off a smoke grenade.

Traps Kit + empty tin can + grenade = deadly booby trap. Can be attached to a door, if the door moves the grenade is pulled out of the tin can, a few seconds later, boom! As the grenade comes out the tin can there should be a ‘ting’ and a small pop as the spoon flies off and the grenade arms, giving any poor unsuspecting player a second or two’s warning.

THIS IS AWESOME BUT TRAPS ARE ALREADY IN THE GAME SOON SO PROBABLY NOT GOING TO HAPPEN ALSO PROBABLY SUPER HARD TO IMPLEMENT

Weapon maintenance. Guns generally don’t like to fire a lot and lots of rounds as they get dirty very quickly, some guns cope better than others but some will start to jam up; fail-to-feed or fail-to-extract. So guns should need to be cleaned via a gun cleaning kit in the toolbelt. If/when a gun jams the only way to clear it is by pressing “reload” (which will reinsert the same mag), there’s an 85% chance the jam will be cleared

Flares at night should have a larger attraction zone for zombies. During the day they’re not so useful. Smoke grenades should work in the same way but be more effective during the day, less so at night.

Being able to manually merge two half empty mags would be sooo nice.

Throwing things should have more of a stun effect when they hit. Also should be able to confuse/throw off agro by throwing things near zombies.

many awesome ideas,

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Well I died the other day, spawned on the beach. On my journey back to where my buddies were I found no less than 10 Lee Enfields. There were 3 in one barn alone.

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Hell yeh, loving the ideas... in particular the trap kits and the melee weapons not needing to be in main.. i do love creeping up on the little shits and swinging the axe at em :)

All in all a huge yes, BUMP!

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