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Mithos

Idea for DayZ: New resource 'infection grade'

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Hello!

I have been playing DayZ and all I can say is that I love the kind of gameplay DayZ offers. It has a philosophy that is so different to other games in terms of "hardcore" and I like that. By playing the game, I came up with different kinds of ideas and suggestions for improvement and why not post it here?

So I had the idea of a new resource (like hunger and thirst); something like an infection grade.

The idea behind it is that all players are potential bearer of the virus that turned people into zombies. And to "cure" that infection for another period of time, you have to consume an "antivirus" item. So basically, it's just like hunger and thirst: You have to find an item in order to satisfy that specific stat.

The reason I think such a thing would be nice is simple. When you've looted enough items, hunger & thirst often really isn't a problem for you character anymore. With a new stat, you'd have to consider new items and make new choices. I think it would be good for item diversity as well.

When your character doesn't get the item in the right time, different kind of things could happen. The most obvious is the loss of blood. It could even go so far that you'll die if you dont consume an antivirus item in the right timeframe (that would make the items for the stat maybe the most important).

(The infection and problems for the character I mean are different of those from the tempature stat and its consequences).

Just an idea I wanted to post.

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I think it'd be better if the zombies had a 10% odd chance of infecting you from biting/hitting you. Then you have to go find treatment for the infection, or you'll turn into a zombie and all your loot will still be with you.

Edited by Forgewolf

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I think it'd be better if the zombies had a 10% odd chance of infecting you from biting/hitting you. Then you have to go find treatment for the infection, or you'll turn into a zombie and all your loot will still be with you.

i like this idea much better. Also perhaps take it a bit further and add in areas where you run the risk of infection. Maybe more dense areas have higher chances etc

The original idea would maybe make me feel as i'm playing an arcade game. Like the ones where you have to collect more time pick-ups to keep going. It'd feel contrived, i reckon.

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I can't say I'm behind this.

Though, the title made me think about something else.

How about a server wide zombie danger level.

The more zombies players kill on average per day, the less that spawns.

Inversely, if players ignore zombies too much, the spawn rate goes up, a LOT.

Making the killing of zombies something more than there-and-then only.

The problem would be finding the right balance.

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I can't say I'm behind this.

Though, the title made me think about something else.

How about a server wide zombie danger level.

The more zombies players kill on average per day, the less that spawns.

Inversely, if players ignore zombies too much, the spawn rate goes up, a LOT.

Making the killing of zombies something more than there-and-then only.

The problem would be finding the right balance.

Love this idea. Population control basically.

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Love this idea. Population control basically.

Could also be tiered by zones and town/cities.

Small towns like Gvozdno could be kept relatively clean of zombies by a group while towns like CHerno/Elektro would be nigh impossible to help the zombie spawn rates go down.

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