graliv 1 Posted October 11, 2014 Just some bullet points, some may already be pipe lined, but just giving my tuppence worth for final release or future mods after release (assuming the dev team reads the forum) :) Sewer Systems/Caves/cellers - New travel options in large towns plus exploration, defensible positions, persistent camps on user dedicated servers (make torches essential, not just dead weight on spawn). Spawn with random Items. Random furniture generation on server restart - houses need to be individualized for better realism. Openable cupboards/wardrobes etc Crowbars usable or locks for locked/blocked doors, all rooms should be accessible/mapped Character specialization on spawn - Military (Hardier) - Hunter (more accurate) - Engineer (Specialist Crafting Items) - Athlete (faster movement) Non Player non Zombie sprites - Should be possible to create random wandering/static (i.e. behind closed doors) guys/gals that run away from Zombies and players (carry loot) some interactivity options other than "kill" would be good maybe: follow? Zombies carry loot Players can volunteer to be searched whilst conscious - may cut down on banditry executions - Also a guaranteed knockout (3 minutes) when prone would help Greater range of Fruit trees/Berry bushes/Mushrooms/Roots/Crops - recipes (I know we have cooking pots and stoves) could be interesting Player mapping tools and model kits for map creation on private servers Anyway May come back later got more run out of time. Love the game BTW Don't lose the atmosphere its perfect!!! Graliv Share this post Link to post Share on other sites
Tegla (DayZ) 112 Posted October 11, 2014 Random furniture generation on server restart - houses need to be individualized for better realism. Don't think that is possible, and it would result in so many furniture clipping through the wall. Also, the load on the server would be massive. Spawn with random Items. Been suggested. People would kill themselves until they spawn with the items they want Zombies carry loot There was some word on that. They carried loot in the mod, i don't see why they wouldn't in the SA. Character specialization on spawn - Military (Hardier) - Hunter (more accurate) - Engineer (Specialist Crafting Items) - Athlete (faster movement) A huge NO to player classes. Players can volunteer to be searched whilst conscious - may cut down on banditry executions This is actually a pretty good one. I like it. Share this post Link to post Share on other sites
Evil Minion 943 Posted October 11, 2014 Mostly good ideas but I don't like the character classes (if anything you should get skills by playing), the human NPCs (humans should either be zombies or players) and the guaranteed 3 minute knockout. For starting items you should only have very basic clothes (shoes, shirt, pants) which might be randomized though (maximum: Shirt+Jeans+Jogging Shoes) giving you 2-6 inventory slots. No other gear but a flashlight+battery (as gimmick for being able to spawn at night - not to be replaced with anything). Share this post Link to post Share on other sites
graliv 1 Posted October 11, 2014 (edited) Replies on comments:Random furniture generation on server restart - houses need to be individualized for better realism.Don't think that is possible, and it would result in so many furniture clipping through the wall. Also, the load on the server would be massive. I understand some programming concepts, as far as clipping is concerned you map a zone for furniture then create say 5 items that fit that mapped area, then if you have 3 zones in a room you only have to rand*5*3 * rooms, that should be OK. In theory if server load is an issue you could only map furniture if a player comes in sight range which would mean item creation/assignment could be staggered. At the very least linen could be different colors on beds and pictures on the wall could have different images. It would just have to be an extension of loot creation. Spawn with random Items.Been suggested. People would kill themselves until they spawn with the items they want Its a replay-ability. On spawn, you have 4 slots, you would be giving people two 1 slot items, from a carefully controlled list for example: torch & battery, Can opener & beans, Water Bottle(empty) & bandages, Sprite and Apple, Matches & fishing hook etc. Zombies carry lootThere was some word on that. They carried loot in the mod, i don't see why they wouldn't in the SA. Its guaranteed its gonna happen as it creates a rather than avoid zombies, which is a good new spawn tactic before you get a fire axe, it would put pressure on confrontation making the risk and encouraging the zombie kill skill. Character specialization on spawn - Military (Hardier) - Hunter (more accurate) - Engineer (Specialist Crafting Items) - Athlete (faster movement) A huge NO to player classes. Shame, I think its a good idea. Names would also be nice as it makes you invest and makes "death" a lot more difficult to live with :) You could broadcast with body types making a greater diversity of characters coz lets face it they are all clones no individuality beyond kit. For starting items you should only have very basic clothes (shoes, shirt, pants) which might be randomized though (maximum: Shirt+Jeans+Jogging Shoes) giving you 2-6 inventory slots. No other gear but a flashlight+battery (as gimmick for being able to spawn at night - not to be replaced with anything). Random clothes would be good, anything that creates an "individual" that's not exactly the same as the last guy you got killed through stupidity would improve the investment in the character, I don't know about you but first time I kept a guy alive for an hour I was quite upset when he got shot in the head by a sniper. I also remember crawling for half an hour in the woods until I found someone who I begged to kill me. Edited October 12, 2014 by graliv Share this post Link to post Share on other sites