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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.

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keep in mind that all graphics are rough jobs

I suggested the white flag idea. What you say makes perfect sense! -> http://dayzmod.com/f...620#entry763729

Yeah but a white flag is gay, and it's unrealistic, and the whole 'cannot be killed' thing is lame and defeats the purpose of the game, also a bit complex. But I think you're right the solution to the bandits / shoot on sight will probably be some kind of tweak like this.

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If i was in a situation like this and shooting a gun would not be like clicking for a bandit - i would definatelly walk around with a white flag in my backpack and a lowered gun :)

Dont forget about the explorer type gamer - i want to walk around and see the nature and not be killed on sight by some trigger happy 16 year old

I think the humanity level must have a bar or something - and could make a great difference in a game like this.

post-99889-0-95873400-1345889082_thumb.p

Edited by inde

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the dayz now is only in alpha, so hackers can just rescript a simple paragraph and have their way. once the standalone is released, hacking will most likely be 100% more harder. :)

So, then they'd have to rescript TWO simple paragraphs...xD

But it is safe to say, that it's gonna be way harder than that.

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Post this once the game is actually on track to be standalone, and not while it's still in alpha. You're jumping the gun kind of a lot.

You must have no idea what Alpha means.

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These suggestions aren't really essential, but it would add so much to the game.

I'd love to see some eerie, creepy things added to new maps. Things that would give the map more character and mystery. Think Green Mountain, only actually real.

Aesthetic changes like morning fog and creepy ambient noises like owls hooting. Locations like graveyards (with an open grave or two?), old, derelict mansions in the middle of nowhere, deserted campsites, very large hospitals (with semi-functioning emergency lights?), ghost towns and the like. As well as things around the map to add flavor like car/plane wrecks, children's toys, a dog collar attached to a chain with a streak of blood on the ground or a corpse sat against a wall with a pistol in it's inventory, but no ammo.

I feel that these things listed above really give to the atmosphere of a game like this. Having these urban legends in a game is really fun. I really loved the GTA San Andreas urban legends, and the Bigfoot and Green Mountain ones already in DayZ are really fun to read as well. Like I said though, none of these are THAT important to core gameplay. Just an afterthought.

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I would like to see:

- Huey replaced with Mi 8(armmed) ,Mi 2, Ka-27(unarmmed)

- posibbility to re-arm helicopter

- plane An-2

- remove destroyed HMMV from map

- remove anti-material sniper riffles(or make tme loud, not able to put in to any backpack, only able to fire from prone)

- remove weapons from wrong era(Winchester,Lee-Enfield replaced with some hunting guns)

- in general map should be consistent. Not mixing US vehicle with Russian vehicle etc.

- posibility to move bullets from one magazine to another(not automatically, but by some option in inventory)

- ships near shore with loot and zombie crew

- NVG, GPS should require batteries, charging

- more food sources(fishing, cooking things found in stores, mushrooms in forest(also mushroom poisoning if you eat wrong kind), fruits, vegetables in villages)

- more medical stuff (water purification tablets)

- add infected animals (bear, wolf, fox, dog, rat, some birds(hawk, raven)) spawning in forests, spawning near player and tracking him when player is spending to much time in one place(camping and shooting - remeber "no safe place")

- if you kill player expect that some of his equipment may be destroyed. Night-vision if you shoot him in head, backpack and some stuff inside if you shoot in back. It should depend on type of gun you used(less damage to stuff when using pistol, knife)

- if player kills you and take your map he can see where are your tents and vehicles

- some "casual","normal" mode - after death you spawn with your primary weapon with one magazine, secondary with one magazine and one item from other kinds if you had them(bandage, drink, food,..)

- humanity should rise if you defend other player(atacked by zombie or player)

- humanity should rise if you interact with other players(trade with them, help them, talk to them)

- grass should still be visbile when looking through binoculars, scopes

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How about adding this Vehicle:

The GURKHA MPV

GURKHA_MAPV_Police_Truck.jpg

Maybe it only spawns one in the entire map, but come on you have to admit first of all it looks badass and second it would work really well.

Edited by kenny29

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My take on bases:

I feel the instanced, underground strategy is a good idea, but it does break some of the immersion of the game to jump instances, and lets face it, in the zombie apocalypse, while it would be smart, how many of us would be digging out a hole to build an underground base unless it was already there in some form of shelter.

My idea, not totally fleshed out, not absolute, and totally end game (ie it should be quite hard to accomplish) but feedback is fine-

City overtaking. Come up with a mechanic that would allow certain towns or cities (smaller ones, not like core essential cherno/NWAF type deals) to be overtaken. Start by having to gather up what we will call Resource A. It is rare, it is tough to accomplish, it is untradable, and it is highly sought after. Resource A incites competition amongst players on a server. Town A requires x amount of Resources A, B and C. These resources should contribute to starting a HQ in one of the predetermined HQ suitable buildings. It fortifies, and keeps zombies out. You continue this "building out process" until you have a section of the town/city to call your own where zombies cannot spawn.

Key Aspects-

Story/Reason Zombies cant infiltrate- Either A) whatever you resource and build randomly spawns AI soldiers that wouldnt be too awful powerful, but more alert than zombies, and armed to kill zombies, and also be a pain in the ass to the players who mass up to attack someones base. Nothing over the top, nothing like AI with rocket launchers etc. This also helps keep your base a little safe while you are logged off.

Or- the story is whatever you build is just a zombie deterant, whether that be some sorta sound that keeps them away, a smell, etc whatever. This doesn't really help with player attacks but whatever.

Your HQ- Gathering Resource D, E, F etc would allow things like better fencing, chests/dressers/cabinets for storage rather than tents, spot lights, power generators, fuel sources, etc the possibilities are endless.

This ties into the survive and gather aspects quite neatly, it creates competition AND co operation needs, and more end goals in the "omgz im done with my gear" part of the game when you are fighting to establish your base, or trying to overtake/destroy someone else And since this is in the open world, it never breaks the immersion factor.

Anyway, this isn't a totally fleshed out idea but just what Ive been thinking of as my contribution to ideas for the standalone. Thanks for reading.

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MAD NPC CIVILIANS TO BE USED AS SPAWN POINTS.

Situation:

Imagine some rare random NPC civilians running around the map. these are people that got hit by the Infection, but didn't turn into zombies.

But they got mental issues. madness. brain damage. They don't know who they are, where they are, what they are doing.

They are running around aimlessly, in panic mode, sometimes crouching out of pain, sometimes running wild.

This explains their AI.

Effect:

These civilians can be "escorted" by using a new item: handcuffs. only in walking speed.

They can be cured of their sickness, by gathering some super rare medical supplies and using them on them. only to be found in super rare military medical supply areas.

When cured, they will sit and become a spawnpoint, which can be used to spawn right there in case of death, which will turn the civilian into the players char.

So maybe we then will see survivors walking around with some civs walking in chains behind them.

i think this would be kinda cool.

and it's extreme rarity also doesnt threaten the actual dayz deth=new-life gameplay.

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For example I'd like to have to check ammo in firearms by taking out the clip, if it is possible (don't know how it works IRL, sorry for me being stupid never used a firearm^^).

it is possible on most handgun magazines because they have numbered witness holes on the back, but most rifle magazines don't. i think the best way to accomplish this would be doing it how the red orchestra games do, where holding the reload button lets you check how heavy your magazine is to guesstimate how much ammo is left.

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I think any inventory system should use a numerical measure of volume instead of a Tetris-like limited size grid.

Edited by OminousPenguin

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I think any inventory system should use a numerical measure of volume instead of a Tetris-like limited size grid.

I think it is a combination of those.

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I think it is a combination of those.

The way it is in the OP works quite well, where volume is the limit on carrying capacity, and item weight simply affects how quickly you tire and so on. The grid system when used properly is a good way of breaking down volume at a glance and in an intuitive manner

People can carry plenty of weight if needed, they just can't travel particularly far or fast when carrying large quantities of it, and that's what the game should aim to reflect, instead of the current system where a 5kg rifle takes up over half of a massive backpack, or you can fill a rucksack with a mere 12 bandages or epi-pens, or other very small items.

Edited by Photolysis

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As I've suggested previously, admittedly in the wrong place, I think something needs to be done with the grass texturing, and popping in general. I understand there are limitations in the graphical system of the engine, however I've suggested before that the current system of grass popping out only a hundred or so meters of the player is not quite ideal for long range encounters with players. It really makes spotting players who might not think they're visible on their screen, stand out like black on white on anothers who is a distance away preforming overwatch or what have you. And in the effort of realism I think its definately something that should be looked into, given that stealth and sneaking should be viable, even if you do have to cross somewhat bare fields. And also the current texture popping of trees, rocks and other things whilst running through forests etc are quite unappealing when your out looking for tents, or just being cautious of players. I believe it desensitizes you a bit to the reaction of a player actually popping out, or missing a tent that you didn't see because trees pop in and out. The same really applies for all distant objects, I can't count the amount of times i've been wandering the north and seen a tent under a tree from 500 or so meters away simply because the trees didn't load at that distance.

All this goes to say of course that players should not be able to disable the view distances of such objects, in the name of balance. Even if at lower settings its not quite as detailed, it should do its job of concealment regardless.

That point asside, I think the standalone could use some more vehicles as suggested, but similar to the armory in arma 2, there should be things like civilian helicopters from news buildings or buildings like hospitals and fire stations, which are unarmed, but still do the job of a huey, making them less prized, but still a fantastic find.

Edited by Oak
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Build of all of Chernarus. Not just the eastern province.

ArmA2_Chernarus_factbook_map.jpg

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Alot of these have good points and Bad. Honestly, I love the game no matter how much it is broken! (if that even makes sense).

Here are really my couple of thoughts.

Zombies: When one zombie aggro's on somebody, that should cause the others to look at it, and therebye increase their awareness to possibly aggro as well. Zombies are attracted to ANY noise, not just player created noise.

Mod-ability: Mod modability means more hackability. More modding means more hacking! More hacking means more delicious tears. However, I'm not a fan of hacking, and thus I saw while user-based mods sound good, it's an additional vulnerability. Therefore I would have to say highly limit the standalone as far as mods. Half the problem with the mod is ARMA's mod-ability that allowed this awesome game. Maybe have a repository that can be uploaded to for review, and possible implementation. OR... ...get ready for it... ... we let the programmers do their job and trust in Rocket's awesomness.

Radios: Have programmable frequencies (in reality it's just a set number of VOIP channels.) That way bandits can scan the waves, but survivors have a semi-private way to communicate. Imagine talking on channel 16 (generally accepted open band) and somebody says switch to channel 5. Great, now you're in your own conversation, but little do you know Joe.Bandit is also on channel 5, and headed to intercept you at the rendevous point you just agreed on.

Pointing weapons at people/Bandit Indicators: I don't do it anymore, because I'm always ready to shoot, but just hitting the (I think) CNTRL+R key lowers your weapon already. You just have to primary-click to bring it back into shooting position. So maybe it's less of a fix, and more of an ettiquette thing that needs to be adopted. Change the default key to something you can click quickly after firing, and maybe if everybody starts to run around with their wepons pointed down, and only raise them according to the second firearms safety rule "never point your weapon at anything you do not intend to shoot", we can start to prevent some of those moments. At least until the other guy realizes you're an easy kill and stabs you in the back. Other than that, a bandit looks just like anybody else. As far as friendly/team indicators, just make hats colored or logo'd, or go with arm-bands. Sure, they can be imitated, but that happens IRL all the time.

Sorry about my grammar. English is my primary language. ;)

IMPORTANT EDIT: This is the end of the world. The only two things supposed to survive are roaches and twinkies. We've got the bugs, where's my friggin' Twinkies!?!?

Edited by CNasty

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Radios have channels and can be used to communicate, like in ACRE.

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Haven't read all posts but my idea came from watching the "hunger gamez".

We all know this is game is going to be great. If possible, it will give the excellent opportunity to have clan fights in private servers. The thing is, how to administrate a clan war without being there psychically and still be able to see what they are doing in game? The possibility to have several referees who can see everyone in first or third person (like counter-strike, for those who have played it) could be the answer. Sure, this option would only be enabled if requested by those clans and only available to referees/admins - call it what you want - in public servers wouldn't be that useful I think.

This idea is pretty much a copy from HLTV (Half-Life TV) but its a good idea and a useful tool to an amazing game I believe this game will be.

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Time to unleash the storm!

Two words...

Depletable Worlds

What's the most transcendental thing about an apocalypse? Well, that things as we know them end.

What does it mean for a zombie (infected?) themed game such as Day Z?

Ammo is limited

Many people keep bringing up the fact that the in-game currency should be ammunition. This is a most realistic assertion simply because the production lines have stopped and it's most likely that even if there are a few people out there who know how to create more ammunition, the tools or "ingredients" necessary for that aren't easy to find. Even more, "high-end" ammunition like that of sniper rifles or other similar weapons would most likely require a level of knowledge not easily encountered in your every day post-apocalypse wannabe gunsmith.

Food is scarce

Granted, given the decrease in the "living" population after a zombie outbreak, the amount of food initially available for consumption (adjust this if people were able to stockpile before the infection became uncontrollable) would be sufficient to sustain the "starting" survivor population. However, as a server "ages" it will eventually run out. That means that there will be a moment where there isn't anything to be had in supermarkets or previously looted locations. People will have to go from scavenging to hunting and/or producing their own food.

Medical care and supplies eventually run out

First, think that many medical supplies and equipment require modern day technology in order to remain useful. For example, our so precious blood bags would technically need to be stored in cooling devices so they don't "spoil". Other things, like painkillers and antibiotics might be more resilient, as well as with most "main-stream" medicines (pretty much everything you can buy in a pharmacy), but serums and similar materials most likely won't survive for too long after the outbreak. Combine this with the fact that these things aren't getting "restocked" and that it isn't easy to produce them "at home" and you'll come to the realization that even though they might outlast food and ammunition, once they are gone, they are gone for good.

Vehicles and Fuel

The fact is that no new parts are being made and no more fuel is being refined. These two resources are as likely to eventually disappear as the ones I previously mentioned. You may be able to scavenge for some vehicle parts (adjusting for compatibility) and tap some fuel-tanks, stations or silos, but, in the long run, you'll end up walking everywhere. Even after reclaiming a refinery (if there is one), the refining process is not something that normal people can perform. The same way normal people cannot build new cars even if they take-over a factory previously dedicated to that purpose. Also, bear in mind that the most "priced" vehicles such as boats, planes and helicopters most likely utilize a non-standard type of fuel which will be even more scarce.

Society reforms itself

Despite me being a hardcore friendly survivor. I understand the developers' persistence when they say that bandits are as much a part of this game as zombies. And that would make absolute sense in a depletable world. Right now, there's not much point in killing people when you don't actually have a need for anything. This is just my opinion, of course, but in the current state of things, every player kill in Day Z is either out of tedium (because of lack of better things to do) or trolling.

In a world where things are starting to run out, it would make perfect sense for those who are striving to survive to fight over the little resources that are left. This would mean that players who prefer violence would actually be justified in their actions. Of course there will still be killing "for fun", but wasting ammunition, food, medical supplies, fuel, etc., will be a punishment on it's own. Eventually, I'd like for the term "bandit" to disappear and have it fused with "survivor". Because we would all be "survivors", the difference would be how we choose to face this new world. Do we break away from the pre-outbreak social order and ethics? Or do we try to stay true, and reacquire what we have lost?

Life goes on, or does it?

We are survivors because we survive. The ultimate objective is simply to live. This is currently somewhat implemented in our current way of playing the game. People with long "lives" like to boast about how they have endured the apocalypse. The problem is that it doesn't feel as if we were surviving a zombie-outbreak, but an all out, free for all, gunfight in some imaginary land.

Players on a server, as a community of sorts, should aim to have the "longest" survival attempt. What I mean is, it's not about how long a single player can stay alive but how long a server can sustain it's own population. If the players allow the food to deplete, they'll eventually starve. If they waste all their ammunition in pointless zombie or player kills, they'll have to go around with crossbows and axes until they can make some more. And so on.

***

Very well, that's the idea I've been brewing for the past days. Of course, there are some...

Problems

Lets start by saying that this entire idea is meant for the Standalone, and I don't even know if it's possible (or in the developers interest) to go for it. I do know that's pretty impossible to do it with the current mod.

Lets look at some of the problems and possible solutions to the "depletable worlds".

Character bound to server

Of course, characters will have to be bound to servers. That means that you won't be able to server-hop in the same manner that you do now. Players should be able to join any server, but they will spawn as fresh-characters when they switch, while their previous incarnation remains on the other "world". This will prevent "resource" swapping between servers and keep true to the idea of "which server can last the longer".

Given the possibility of several maps, it may be possible to establish transition areas (or conditions) that allow characters to leave the current server and join a different world, as long as it's not the same map in which they have been playing (for "reality" purposes). Of course, if they decide to go back, they should travel to the same server they left or the entire point would be lost.

I do realize that this is really complicated. But, if servers reach the point where they can host different maps at the same time, the whole server transition wouldn't be needed, making things much "dynamic".

Also, I have no idea what kind of pressure this mechanic would put on the hive. Perhaps someone with more knowledge in that subject can point it out.

Population Control, needed or not?

This mechanic would imply that there should be a somewhat static population in a server. However, if too many players where to join and leave without contributing to a particular world, it could greatly hinder the server's "survivability". This accounts both for server hoppers (who might just try a particular one and then drop out, taking away precious resources with them) or trolls (who might come in with the clear purpose of damaging the experience for others).

There are some workarounds which I can think of for this problem.

First, and most drastic. Invite-only servers. Not really a measure that I see being implemented as it would deter the experience.

Second, implement an "expire" date for characters. If a player chooses not to use a character in a particular server for a period time (say, just for an example, x times the amount of time he played on his last session*), everything that player consumed (such as food or ammunition) and holds (such as guns and other supplies) re-spawns, this should be limited to "short-lived" characters. Similar mechanics could be in place for "long-lived" characters, but only for those things that they were holding at the moment of expiration, otherwise, there could be a "flood" of consumables whenever a player who has been around for a long time stops playing, something which could be abused.

*Secondary mechanic should be implemented to allow for players with an accumulated played time surpassing X to remain "active" longer.

Third, no mechanic is needed at all and I'm over-worrying.

Early Shortages

"The Great Bean Rush of Chernogosk" could become a real event if resource spawns aren't handled correctly. What I mean is, if all loot just spawns once, this would imply that new arrivals are going to be in a really sticky situation, even if it has been only a few days since the server started. Ideally, loot will re-spawn up to a certain point, and at a slower (much?) pace.

Some sort of meter should be instated in order for players to know what amount of "old-world" resources remain in a particular server.

***

Well, that's the current state of my idea. I'm pretty sure they are several things which I haven't thought about yet. And some which I did think about, but that could use some tweaking.

Who's up for some more brainstorming?

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Build of all of Chernarus. Not just the eastern province.

ArmA2_Chernarus_factbook_map.jpg

Yes please :) If they could somehow make all of that it would be amazing :)

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I think you're taking the wounding system a bit too far.

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My idear for the Standalone,...

There should be a lots of repairable vehicles,...much more then unrepairable!

But it should be harder to repair them,...like more parts and you need tools/more tools for the repair! Like Batteri or other stuff or just different Engiens or wheels (for exemple Truck wheels)

Maybe a extra skill (if the skill thing comes)

Also there should be less ,much less fuel! The fueltanks at Gasstations shouldnt be an endless ressource! mh,...if you get the Gasstation back to electric network or something like that you get more out of the tanks or even can use it like a normal person would ^^

Vehicles it should be very easy to find them, Hard to repair them and even harder keep them running ; )

Some fight about the ressources (Fuel in this case) would be fun : )

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There should be remnants of police, such as police equipment/vehicles and police stations. Equipment should be riot shields, tear gas, batons to crack bones and so on. Imagine a group using riot sheilds and other police equipment to exercise crowd control on zombies.

Edit:

Also: It would be nice if there was clues to how police reacted to the outbreak, for example riot cars with water canons close to important buildings.

And of course, police zombies should be included.

Edited by Torpern

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Some suggestions from me.

1) Loot in general.

Food should be more scarce. It's the main resource, so world quickly runs out of it. Everything else in generic loot should stay the same.

About weapons. The spawn rate and the spawns should not be changed. But let's think about ammo. It should be more scarce, both for civilian and military weapons. People fought zeds while evacuating, so thats logical. And weapons are all that remained from survivors eaten up... Some of the weapons should spawn without ammo, just like they were abandoned.

Sniper rifles are the only thing to change. They should be rarer than nvg's. DMR and CZ should be left the same, as they have no such power. AS 50 noobkillers should be totally destroyed.

I think everyone had found military ammo in garages, sometimes even grenades. So I think that is wrong. Garages should only have industrial and trash loot. Sometimes generic. And that will be all right.

2) Melee combat system.

There should be a normal melee combat. No, I'm not gonna say that ya can beat a zed to death with your fists and legs. I would even say that such attacks should provide no damage. But they should give you some tactical opportunities, for example, a kick can make a zed fall down, giving you a few secs to retreat. Or if a zed is standing in a corridor, and there is something you want to get behing him, you can grab him and throw out of the window. That should be a minigame (ya press buttons when necessary). If you fail, you'll get bit. Also there should be some more melee weapons, for example knives, machetes, shovels, bats, police batons etc. All should have their own effects, for example shovel has a high chance to knock you down, and a machete will definitely cause bleeding.

3) Bases and trading.

I don't agree that ammo should be the currency. I think that direct exchange is the best here. Because such currency takes up a lot of inventory space which is equal to gold in DayZ. And if it will be so, everyone will be in the barracks and stary, looking for money.

About bases: people should be able to make their own bases on the ground and under it. I suppose that Chernarus should be modified, and some severs/bunkers should be added into it. People can modify those into bases, dig additional tunnels, make entrances with barricades, etc. Containers (crates, tents) can be placed in there. Bases above ground should be fortified with sandbags and wire fencing. Maybe you should be able to get some building materials from the factories, and build some advanced fortifications. Petrol generators should be added - that would give you more abilities, for example territory lighting, permanent radio chatter, cooking without wood etc. I think about two types: self-made from some parts met at the factories or before-apocalypse time generators, that should be transported by cars. First should be less effective than the second, of course.

Petrol is another aspect of the bases. Petrol stations, small and big, should be claimable. You just come and press "Claim". But everyone wants petrol. Smb will trade for it, and smb will just try to reclaim the station. You may build fortifications using the same wires, bags and hedgehogs. Also, you may bring in a generator - and you shall have the ability to get petrol from underground. Because the fueltanks can run out of fuel. If they come and kill you all - they get the statiompn with all the items you store there and the fortifications. If zeds do this - the station just becames ruined (as usual). Fortif's disappear, the generator remains.

4)Suggestions about cars.

Repair. There should be 4 types of wheels: bikes (ATV, Yamaha, bicycle), civilian cars (GAZ, Skoda etc.), light military (UAZ, etc.), trucks (V3S, Ural).

Engines should also differ, for example 3 types: light (bikes, cars), trucks, helis. Same about fueltanks, but bikes should be a separate category.

Hull repairment: Military vehicles, cars and trucks should have additional armor, that improves the hull's capability. It will be the Armor indicator (AMR/ARM), repaired with Armor lists. You'll need a toolbox.

And about toolboxes: they should spawn a little more often, and IMO you should need it for every repairment except the glasses.

About the spawns. There should be + 2-3 more light civilan cars, just as Gaz and Hilux. +2 bikes or atvs.

Bicycles deserve another conversation. There should be about 10 bicycles about the map. 2-3 of them, as now, is just stupid. IRL there is as minimum 1-2 bicycles in every village. But they should be nerfed. You will tire when driving a bic (1,5 times faster than when running), so you will drive slower and need rest.

Players should be able to shoot from the car, using the secondary weapons. Certainly, accuracy will be rather low.

5) Zombies.

They should be able to grab you and attack, until you break the grab/someone kills the zombie. They should be able to damage cars and hit you sometimes (~30% from the dmg). Also, if on a bike, they are able to throw you off. If in car, they can break glasses, sometimes (rare) pop tires and damage hull.

After reading the first post, I have nothing more to say.

Edit: I found some simular suggestions, sorry guys I didnt stole your ideas. I just havent read the theme before posting.

Edited by Kpekep2

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First off my impressions of this game is that it could(already is :P ) be a really great openworld zombie survival game, but atleast what i would like to see gamewise is..

Intro connected to game (so we get a little background)

Something is release in a city and then spread, typical ZombiApoc.

I would like to see "zombie dense" zones and those zones should be in shroud (gief a classy 3dfx fog), a dark mist of sort to reduce renderdistance in those zones so one gets the isolated feel, say max 250-350m distance.

A reduced renderdistance in ZDZ (Zombie dense zones) could give the players an increased polycount to give a higher detailed enviroment with more spaces to be entered and such. Also darker envi. would increase the dependans of alternate lightsources at the loss of exposure.

With ZDZ, defined id like to see a remapped area, where we have one "ground zero" wich would be "the ZDZ" a city on a corner/side of the map where confident playergroups can travel to and find "how it all started".

With even better loot than the outside world, with larger threats. In short that zone would typicly have unique terrain:

Subway/sewers and underground facilities

Districs, residential/industrial/commercial

Bridges over flowing water, harbour with bordable stranded cruisship

All in dark/damp ruin enviroment.

Possibly add a "story quest" to find a possible cure (wich it aint :P )

 

Other smaller ZDZ's could be mining complexes, abandoned military complexes (infected). Also ZDZ's that are temporarly purgable, cleanse the zombies out for a while.

Also on the map id like to see some flowing water, rivers and smaller streams. Bridges of various sizes.

Also a possibilty for dedicated players to "get out" as in. Suicide with a bon that they've saved a character (extremly hard - and gets a perm. score point)..

.. pfff.. now i've exausted this session.. there's more ideas id like to see but no more.. for now

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