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Sindell

A LOT OF IDEAS

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I love this kind of game, played in many games kind of this, so I suggest a lot of ideas for the development of the game. Unfortunately, in a rather summary, not enough time.

Some ideas:

Zombie:

1) Too weak zombies. Need to increase their health is about 3-5 times than the player.

2) Too many zombies in the villages and residential areas. Reduce the number of zombies 2 times.

3) Reduce the rate of movement of "walking" in the 2 times and increasing inside the building about 1.5 times.

4) Reduce the range of detection by the eyes of 1.5 times, because they needs distinguish the player from the

zombies.

5) Remove the effect of "accelerating" zombies.

6) Modify the animation to more real.

7) Spawn zombies inside buildings too.

8) When player leaves from the line of sight zombie with distance about 40-60 meters, zombie trying go to a

place where the last times he heard the noise and when he does not find anything there and did't hear (see) something else, AGR mode is disabled.

9) Walking zombies should have a chance to enter and exit the buildings.

10) Increasing radius which zombies appear on the player should be about 40-50 meters. (corrections to the server lags)

11) Create the effect of the presence of zombies "guarding" not only cities and villages. Add random spawn 1-2

zombie near players wherever they were about 80-100 meters (in the forrest, meadows etc.) At random intervals

from 5 to 20 minutes between each spawn. Spawned zombie disappear when no one player about 600 meters.

12) The primary ability to detecting players should be noise and odor, which not specific to "undead friends".

13) Add new types of zombie creatures. it may be a dogs, bears, wolves infected with the disease.

Player:

1) Character Customization in start of the game, where we choose the sex of the character.

2) Add a map. When player don't have a map, they use map in the internet by minimize the game window.

3) Add a knife in start game (as starting weapon)

4) Remove the message of near location at startup, the player must guessed himself where he is.

5) Remove ability to hiding bodies, it's unrealistic.

6) Add ability to body Carrying (it could be another player who is unable to move or any other body)

7) The effect of pain should not pass rapidly (i think about 5-10 minutes)

8) Add scale of energy (fatigue). To make movement of the player more realistic. Number of energy (fatigue)

should affect the speed of movement, aiming, desire to drink. Continuous movement is the desire to snack.

Desire to eat, should depend on the number of travelled distance.

9) Add fear (addrenaline) scale. Great fear, will cause the player to shout that will attract new zombies,

significantly lower the accuracy of fire. But due to the increase of adrenaline reserves of endurance (energy),

the resistance to damage (I see this as an increase blood count +3000 for some time (about 10-15 minutes)

10) Remove temperature counter and add immune scale, which depends on body temperature, diet, injuries and wounds. When immune scale = 0 (red), player dies. When immune scale in yellow, the player can catch the

disease, the common cold. Which should influence the characteristics of the player.

11) Tents can be set not only in the meadows.

12) Broken limb is now much more difficult but the cure for broken bones a lot longer. Morphine use only as a

pain reliever, but the bone itself is not fused. In theory should be put bus.

Clothing:

1) Remove Gilly camouflage, because it introduces an imbalance, when it dressing is not visible a backpack. (or

add a backpack to this camouflage)

2) Add more types of clothing, to diversify the exterior of players.(may be

3) Different clothing, camouflage has a different-sized equipment (like backpack).

4) Clothing can be wet after rain, required drying near the fire.

5) Divide whole uniform to clothing, footwear and headgear.

6) Add helmets and body armor (bulletproof protection, better resist zombie bites).

Chating:

1) Remove all server chat and make opportunity to chat in a radius of 30 meters from the player

Gameplay:

1) Change the inventory in order to simplify the work with him.

2) Add peaceful npc's in the world, who fight and trying to survive in cities, villages. Some of them died from

zombies and resindents are food for zombies, they eat them (huh, pretty good atmosphere will transmit the

zombie-apocalypse). Player can help, and resindents can help player with some food, medicines..

3) Weapons can break or become clogged. Needed repairs or cleaning weapons.

4) Add the ability to stay in a tent, which can also protect the player during the rain.

5) Add indicator of the direction of air and bind it with the firing from sniper rifles for long distances, to

make sniper-lives more diffucult.

6) Add chance to be infected by zombie. Add a medicine to cure, such as antibiotics. I see a system of

infection as follows: After infection, if within 6 hours of game player does not get rid of the illness, he

turns into a zombie (dies). Yhe longer a player is not taking antibiotics, the more it is necessary for their

recovery (the disease progresses).

7) Several military bases, preferably from the field staff, military transport and the military. The idea is

that in the infected area of Chernarus are rescue, reconnaissance operations, the operation to sweep the area,

searching for important information. The player (team) players can assign different tasks, the reward for the

implementation of which will be money. With Money can buy items, weapons etc... Bandits can't to make quests...

8) Add weight as the new value to each item. Assign a weight (load) to the physical features of the character,

which may decrease or increase in different situations.

9) Add forest creatures as bears, wolves, foxes... for a variety of fauna, such as forests.

10) Some of the food tends to deteriorate...Eat the food on time.

11) Make possible to use water from the flask several times.

12) Craft system (like in Project zomboid), to make a lot of different things with different devices.

13) Add opportunity to barricade oneself in buildings, with locking doors, using planks, nails and a hammer (oh

my god...)

14) At the start of the game, the choice of specific features, capabilities, skills and habits of player. Some

former shooter, someone better repair techniques and etc. (like in Project zomboid)

15) Add experience system, a similar like in Elder scrolls 3: Morrowind. Player during the game to gain

experience that will help him in the future. It make be speed and distance of running, crawling, climb ladders

Faster, weight loads, level of fatigue, the skills of different types of weapons, tolerability diseases,

resistance to cold, level of fear, the noise level and etc.

16) Ability to shoot from vichles..(may be immpisible, game engine is so bad)

Sorry for my specific english, it's not my main language.

Thanks, i hope it helps to make a great game.

Edited by Sindell

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15) Add experience system, a similar like in Elder scrolls 3: Morrowind. Player during the game to gain

experience that will help him in the future. It make be speed and distance of running, crawling, climb ladders

Faster, weight loads, level of fatigue, the skills of different types of weapons, tolerability diseases,

resistance to cold, level of fear, the noise level and etc.

Oh geez please no not again a stupid MMO... and then after what ? add horse add quests add little elfs ? or big boss zombies geez -_-

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You should take a look at what has already been done and other suggestion posts before posting a wall like this.

Many of your suggestions have already been implemented, read the patch notes and revise your list

6) Add chance to be infected by zombie. Add a medicine to cure, such as antibiotics. I see a system of

infection as follows: After infection, if within 6 hours of game player does not get rid of the illness, he

turns into a zombie (dies). Yhe longer a player is not taking antibiotics, the more it is necessary for their

recovery (the disease progresses).

one of many things already in the game, more or less.

The majority of the things you have said cannot be done due to limitations with the ArmA 2 game engine such as smoothing out zombie animations, they won't ever be as smooth as, say, Left 4 Dead. Also wind direction on bullet drops, inventory changes etc are all part of the engine.

Edited by Aftershok

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Oh geez please no not again a stupid MMO... and then after what ? add horse add quests add little elfs ? or big boss zombies geez -_-

You know the difference between a professional from the layman? the fact that the proffesional in his business is doing better. The athlete runs better, why? Because he trains, holds its shape. So in this case, the character came to the island for the first time met with the situation. And to survive it must adapt to the environment, otherwise it dead. If it survives for a long time, it will become a professional. And do not write here about elves, you a troll.

i know, it's like a "mental pabulum".I think if I painted all, read it would take several hours, and writing a few weeks.

Edited by Sindell

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Zombie:

1) Too weak zombies. Need to increase their health is about 3-5 times than the player.

2) Too many zombies in the villages and residential areas. Reduce the number of zombies 2 times.

3) Reduce the rate of movement of "walking" in the 2 times and increasing inside the building about 1.5 times.

4) Reduce the range of detection by the eyes of 1.5 times, because they needs distinguish the player from the

zombies.

5) Remove the effect of "accelerating" zombies.

6) Modify the animation to more real.

7) Spawn zombies inside buildings too.

8) When player leaves from the line of sight zombie with distance about 40-60 meters, zombie trying go to a

place where the last times he heard the noise and when he does not find anything there and did't hear (see) something else, AGR mode is disabled.

9) Walking zombies should have a chance to enter and exit the buildings.

10) Increasing radius which zombies appear on the player should be about 40-50 meters. (corrections to the server lags)

11) Create the effect of the presence of zombies "guarding" not only cities and villages. Add random spawn 1-2

zombie near players wherever they were about 80-100 meters (in the forrest, meadows etc.) At random intervals

from 5 to 20 minutes between each spawn. Spawned zombie disappear when no one player about 600 meters.

12) The primary ability to detecting players should be noise and odor, which not specific to "undead friends".

13) Add new types of zombie creatures. it may be a dogs, bears, wolves infected with the disease.

1) Zombies are not "zombies," per say. They're "rabies"-infected humans, and making them superhuman in regards to health would be annoying and unrealistic.

2) REDUCE the number of zombies? Are you kidding? Currently, there's a maximum of 500 or so zombies per server. Chernogorsky ALONE should have had a population of at least twice that. The game already feels empty in regards to zombie counts, and you want to halve that? No.

3) Make zombies slower I can understand, but no slower than a player. Additionally, zombies are slated to be made to run in buildings, it's currently an AI hiccup that isn't high priority enough to fix.

4) No. Zombie aggro is fine at this point, we don't need them to go back to the blind/deaf zombies of pre 1.7.2

5) What accelerating effect? The zig-zag? That's just an AI hiccup, slated for fix.

6) Well, how about you make some movement models and animations. If you can make something better, by all means, show us. Until then, don't complain about "unrealistic" animations, especially when they're perfectly acceptable.

7) They do

8) They do, most of the time they can still hear you running, which is the source of the line-of-sight bug misconception

9) They do

10) If it was possible, zombies would be perma-spawned. The current radius is the temporary range Rocket found appropriate without causing major lag.

11) As in, zombies in the countryside? Already suggested, Rocket has already said he's going to do it in the future.

12) No. They're still human, and human hearing/smell sucks. We're visual creatures.

13) Already suggested, already on Rocket's to-do list (dogs are coming)

Player:

1) Character Customization in start of the game, where we choose the sex of the character.

2) Add a map. When player don't have a map, they use map in the internet by minimize the game window.

3) Add a knife in start game (as starting weapon)

4) Remove the message of near location at startup, the player must guessed himself where he is.

5) Remove ability to hiding bodies, it's unrealistic.

6) Add ability to body Carrying (it could be another player who is unable to move or any other body)

7) The effect of pain should not pass rapidly (i think about 5-10 minutes)

8) Add scale of energy (fatigue). To make movement of the player more realistic. Number of energy (fatigue)

should affect the speed of movement, aiming, desire to drink. Continuous movement is the desire to snack.

Desire to eat, should depend on the number of travelled distance.

9) Add fear (addrenaline) scale. Great fear, will cause the player to shout that will attract new zombies,

significantly lower the accuracy of fire. But due to the increase of adrenaline reserves of endurance (energy),

the resistance to damage (I see this as an increase blood count +3000 for some time (about 10-15 minutes)

10) Remove temperature counter and add immune scale, which depends on body temperature, diet, injuries and wounds. When immune scale = 0 (red), player dies. When immune scale in yellow, the player can catch the

disease, the common cold. Which should influence the characteristics of the player.

11) Tents can be set not only in the meadows.

12) Broken limb is now much more difficult but the cure for broken bones a lot longer. Morphine use only as a

pain reliever, but the bone itself is not fused. In theory should be put bus.

1) Already have this

2) So what? If they want to metagame, let them.

3) Already suggested, no. The average joe doesn't carry a switchblade on him at all times.

4) How about no.

5) Hiding bodies is unrealistic? Sure, the "sink into the ground" animation is "unrealistic," but it's a placeholder for the complex process of hiding a body in the environment by other means (shove in a barrel, bury, hide in a bush, haystack, etc).

6) Already in game, not in DayZ due to some bugs and the fact that it's so limited in use as to be not worth the effort to add in.

7) It doesn't pass rapidly. "Shock," which is an anti-PvP mechanic, is the only thing that passes. Pain needs painkillers.

8) Already exists. You run faster after standing still than after 5 minutes of running. When you stop running, your aim is shaky. If you run, rather than walk, your hunger bar drains faster.

9) How about no? What use would this be, besides being arbitrary difficulty? The player, not the character, is the source of emotion - it's unrealistic to enforce a "Your character is frightened!" mechanic. If I'm freaked out by zombies/players, my inaccuracy or haste will be the result of my adrenaline, not an arbitrary game mechanic.

10) No. Temperature is realistic and makes sense, an "immune" bar makes... very little sense whatsoever, and would just be an arbitrary change. Why remove temperature? What's the point of an immune bar?

11) Tents placement is currently bugged, but with the right experience you can place them anywhere. Only noobs such as yourself think that tents can only placed in meadows, and this serves to show that you haven't played the game much.

12) Already suggested, debated to hell and back.

Clothing:

1) Remove Gilly camouflage, because it introduces an imbalance, when it dressing is not visible a backpack. (or

add a backpack to this camouflage)

2) Add more types of clothing, to diversify the exterior of players.(may be

3) Different clothing, camouflage has a different-sized equipment (like backpack).

4) Clothing can be wet after rain, required drying near the fire.

5) Divide whole uniform to clothing, footwear and headgear.

6) Add helmets and body armor (bulletproof protection, better resist zombie bites).

1) No. Ghillie suits are perfectly fine. If you're close enough that a backpack would give them away, you're close enough to see them, anyway.

2) Already suggested to hell and back.

3) What?

4) Already simulated by temperature mechanic.

5) No.

6) You complain ghillie is overpowered, then suggest military grade body armor?

Chating:

1) Remove all server chat and make opportunity to chat in a radius of 30 meters from the player

So... exactly what we have now?

Gameplay:

1) Change the inventory in order to simplify the work with him.

2) Add peaceful npc's in the world, who fight and trying to survive in cities, villages. Some of them died from

zombies and resindents are food for zombies, they eat them (huh, pretty good atmosphere will transmit the

zombie-apocalypse). Player can help, and resindents can help player with some food, medicines..

3) Weapons can break or become clogged. Needed repairs or cleaning weapons.

4) Add the ability to stay in a tent, which can also protect the player during the rain.

5) Add indicator of the direction of air and bind it with the firing from sniper rifles for long distances, to

make sniper-lives more diffucult.

6) Add chance to be infected by zombie. Add a medicine to cure, such as antibiotics. I see a system of

infection as follows: After infection, if within 6 hours of game player does not get rid of the illness, he

turns into a zombie (dies). Yhe longer a player is not taking antibiotics, the more it is necessary for their

recovery (the disease progresses).

7) Several military bases, preferably from the field staff, military transport and the military. The idea is

that in the infected area of Chernarus are rescue, reconnaissance operations, the operation to sweep the area,

searching for important information. The player (team) players can assign different tasks, the reward for the

implementation of which will be money. With Money can buy items, weapons etc... Bandits can't to make quests...

8) Add weight as the new value to each item. Assign a weight (load) to the physical features of the character,

which may decrease or increase in different situations.

9) Add forest creatures as bears, wolves, foxes... for a variety of fauna, such as forests.

10) Some of the food tends to deteriorate...Eat the food on time.

11) Make possible to use water from the flask several times.

12) Craft system (like in Project zomboid), to make a lot of different things with different devices.

13) Add opportunity to barricade oneself in buildings, with locking doors, using planks, nails and a hammer (oh

my god...)

14) At the start of the game, the choice of specific features, capabilities, skills and habits of player. Some

former shooter, someone better repair techniques and etc. (like in Project zomboid)

15) Add experience system, a similar like in Elder scrolls 3: Morrowind. Player during the game to gain

experience that will help him in the future. It make be speed and distance of running, crawling, climb ladders

Faster, weight loads, level of fatigue, the skills of different types of weapons, tolerability diseases,

resistance to cold, level of fear, the noise level and etc.

16) Ability to shoot from vichles..(may be immpisible, game engine is so bad)

Ho jesus

1) Already suggested to hell and back, on Rocket's to-do list

2) Technically impossible due to limitations of servers being unable to support 50 players and 500 zombies. NPC AI would be impossible to support while maintaining playability

3) Weapon durability is rated in the tens of thousands of rounds (an M4 carbine is rated at around 3,000 rounds before jamming in a desert environment). On the scale that DayZ occurs, any weapons degradation would be so hyper-accelerated as to be unrealistic.

4) Already exists. Crawl in the open flap.

5) Windage already exists, but would cause too many technical issues and lag with the servers.

6) No.

7) AKA, quests? Fuck no. This is a survival sim, not goddamn WoW

8) Suggested to hell and back, is in game, not used in DayZ due to technical issues

9) Dogs are incoming and other animals may be on the way, too.

10) Cooked meat can last for over a week before spoiling, canned goods last for years. Food spoiling would be an arbitrary mechanic with no real application due to the scope of the game.

11) Suggested to hell and back

12) Suggested to hell and back

13) Barbed wire, sandbags, tank traps. Zombies are just currently bugged and can clip through them, will be fixed eventually.

14) No.

15) FOR THE LOVE OF GOD, NO.

16) Arbitrary, though I wouldn't complain if it was added.

In summary:

  • Like 2

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1) Zombies are not "zombies," per say. They're "rabies"-infected humans, and making them superhuman in regards to health would be annoying and unrealistic.

I would argue with you there at least until tomorrow morning. Too lazy to me. I will answer at least for your first answer.

zombie not a superhuman? Have you ever been in a state of adrenaline? Or mb saw Infected animals or such a harmless disease, compared to what has turned people into zombies, animal rage? You enough to cause just a little, so that you died of pain shock. Now you know what I mean? And what zombie more endurance then human..?

then a lot of moo.. such as troll.

P.S. and lol u just little 17'th baby, you are my sons availest <_<

Edited by Sindell

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zombie not a superhuman? Have you ever been in a state of adrenaline? Or mb saw Infected animals or such a harmless disease, compared to what has turned people into zombies, animal rage? You enough to cause just a little, so that you died of pain shock. Now you know what I mean? And what zombie more endurance then human..?

Adrenaline rush doesn't prevent hydrostatic shock - aka, the pressure wave in your blood after a bullet impact that essentially shuts off your brain (this is what happens when someone is killed instantly from a bullet). Adrenaline only dulls pain, heightens response time, and allows for bursts of energy. That's discounting the fact that a zombie with permanent adrenaline flooding would probably die from cardiac arrest.

As for the rest... No, I DON'T get what you're saying, I don't understand one sentence. And very mature, mocking me on age. Care to explain what your son's "availest" is?

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Lol Im sure you didnt even played that game firstly.... you just want to make a WoW Dayz or a arcade game.. go play your skirym or wow if you want to have xp and quests. Leave Dayz for adults.

Thanks Bye

Edited by DiXiE

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