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Mushee

Levels?

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I don't even know if it's possible to do but I was thinking the other day that I don't often have many zombie kills. And a lot of people just run through a building to avoid using ammo so they don't need to kill anything.

So here is my idea.

If you say killed 100 zombies you get like a stat point or like exp. which can be spent on minor changes to your character. Here are a few ideas I have add more if you like.

1.Faster reload

2.slightly faster sprint

3.13k blood

4. If killer by player and you have a special type of bade in your bag it blows it up when opened.

5.bigger vault to get over barbed wire and such.

6.jerry cans hold more fuel.

7.makes the fog say 1km further.

8.can use a blood bag on yourself.

9.check back for booby trap so there is a counter to the exploding backpacks.

Just some ideas and of course if you die you lose any enhancements you earned. So this kind of makes people get into the zbue killing a bit more once your geared up so you have more choices end game.

I'm a bit of a loner when it comes to dayz don't play with others help people out sometimes and I'm not a player killer unless I'm being shot at. And don't ever cry if I'm killed by one because it's part of the game. Also no I don't want it to be like COD :P

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Sorry man, this isn't something that's going to have and RPG aspects to it from the looks of it. Not sure if the Arma engine would even be able to support something like that. This is a simulator. Adding in advantages such as "Leveling up" wouldn't work well.

Edited by Dancingg

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A few of those ideas would work in a realistic "simulation." Faster reload, sprint, vault etc could be implemented without any loss to the "simulation" aspect. In reality, the more you do something, the better, faster and stronger you can become at said thing.

Stuff like exploding backpack and self blood-transfusion (which is impossible as you need a source from which to transfuse) shouldn't be implemented in a realistic "simulation."

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Love this idea. Getting better speed, less sway when aiming, etc is all stuff that you need to work for and that you don't get within a couple hours of looting cherno when you die, so it adds a lot to the "permadeath" aspect of the game. I'd like to see this implemented in a less RPG-y fashion, though, something like getting a little popup saying your speed has increased from all the time you've spent running rather than getting an EXP point and being able to decide where to put it.

A few of those ideas would work in a realistic "simulation." Faster reload, sprint, vault etc could be implemented without any loss to the "simulation" aspect. In reality, the more you do something, the better, faster and stronger you can become at said thing.

Stuff like exploding backpack and self blood-transfusion (which is impossible as you need a source from which to transfuse) shouldn't be implemented in a realistic "simulation."

You can give yourself a blood transfusion in real life, your source is the blood bag!

Edited by LatinGeek

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Huh I don't remember going into the suggestion sub-forum. But since you've posted here I'll respond.

No, you muppet.

It is, as previously mentioned. A simulator. If I kill someone in real life do you think I suddenly have more blood in my body, or the ability to see through dense fog?

Now clear off.

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Yeah I understand just an idea. Maybe not call it like a level up system more of an understanding your environment experience the longer your alive. I mean people that go to war right out of boot camp understand things and improve there battle skills the longer there out there.

Like if dayz was to happen in real life I'm sure people would be more skilled a year after the infection then like a week after infection.

Just an idea :)

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I'm pretty sure the standard-issue Arma2 man-sim is as close to all-around peak physical condition as he's going to get.

Let's look at his abilities:

Reloads makarov in about a second

Runs at a sprinter's speed indefinitely

Vaults the moon

Can zoom in with his eyes

NEED I SAY MORE?

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@Somepants didn't think about it like that XD

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A few of those ideas would work in a realistic "simulation." Faster reload, sprint, vault etc could be implemented without any loss to the "simulation" aspect. In reality, the more you do something, the better, faster and stronger you can become at said thing.

Stuff like exploding backpack and self blood-transfusion (which is impossible as you need a source from which to transfuse) shouldn't be implemented in a realistic "simulation."

First part makes sense.

As for this being realistic simulation? If anything, it's a lot more like Matrix's fast-track learning. I find the idea of a guy that can operate all sorts of weaponry, fix all sorts of machines just from scrap metals, fly choppers.... I mean, I don't even know this guy and I'm already thinking McGyver....

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I'd rather the only thing given to players for doing anything were cosmetic and not game changing in any way.

Give me my beard damnit.

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Well with the blood transfusion idea maybe if you were to have like a medical table in a medical area like the military camp/hospital. You set up te blood bag which takes time like making a camp fire it's also not instant like when anther player does it it kind of heals you while your vanrable laying down on the table.

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Stuff like exploding backpack ... shouldn't be implemented in a realistic "simulation."

I disagree. I think IED's should be implemented as another game mechanic. I would LOVE to be able to booby trap my backpack/tent/vehicles. It makes complete sense in the context of the game and if it hasn't already been suggested in the suggestions threads it should be.

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I would say do something like this but look at it more like a trained soldier vs a new recruit.

- If you can administer bloodbags to others, you can do it on yourself just as easy if not easier. (make a requirement, once you have given other blood bags X amount of times you can then use them on yourself).

- Once you have traveled x distance, your sprint becomes slightly faster (as you have conditioned your body).

- Once you have reached X days alive, your max blood increases by 2,000.

- etc. Things that make sense in a simulator, not just random crap for no reason because it sounds cool.

There should be some form of system to make players want to explore away from the coast towns and not to just be a deathmatch game in cherno.

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I agree some of the ideas were a but crazy. But i mean if the choices you were able to make were just a fraction better then what you start off with it kinda just gives that little extra of a reward for staying alive.

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go play wow or css zombie mod, what a way to break a fucking simulator, u must be stupid

Edited by HalloweeNGT

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go play wow or css zombie mod, what a way to break a fucking simulator, u must be stupid

All he's doing is voicing his opinions that looks like it doesn't fit your vision of happy land and you have to start acting so immature?

Seriously, how old are you?

I'm not saying I agree with it (honestly, I didn't even read the OP... was too long, I was too lazy to read, lol). But everyone is entitled to their own opinion.

Edited by Whattteva

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Alright, well, all dicks aside...

Most people don't make significant strides in skill or ability without months or years of constant effort. Knowledge and tactics, however, can be learned comparatively quickly. The ability to do the right thing at the right time is often far more telling of skill than base physical conditioning. It is also far more powerful. You will inevitably gain it from having the ability to respawn.

I mean, sure, you need physical conditioning and every bit counts, but Arma2-man really is pretty close to the human peak, and has a number of things that make him borderline transhuman.

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Trolls dont phase me at all. But if you do disagree with my idea which is only an ideait would be nice to get a reply with reasons to why you dislike or wouldnt want it in the game.

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TRY and keep it civil guys.

No need for insults.

Moved to the correct forum...

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