GeneralZeroZX

u/GeneralZeroZX


r/h1z1•

I apologize for the log article. Most of the text is filler which advocates my suggestions. If you don’t feel like reading the whole thing (which is perfectly understandable!) then feel free to get a general understanding by reading the summary section(s).

EDIT: I also saw that melee headshot multipliers were added. Melee finishers are slightly different, but melee headshot multipliers are still very nice!

Player Value

Before we get into the meat of the text I want everyone to ask themselves this question and answer it before continuing: In a [zombie] survival game, what goes through your mind when you see another player? For me the following 3 questions that move me to either a

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r/h1z1•

One of the biggest factors in survival games that allows for dynamic outcomes is the concept of actions creating consequences. These factors help create a sense of immersion that ultimately give gamers the experience they day dream about. Now, I’m not talking about story driven consequences. I am referring to the price you pay for taking the time to do certain things in the world.

For example, let’s say that you have been lucky enough to find a vehicle, but are getting shot at. The first thing you do is defend your vehicle. You duck behind it for cover and hope you can get in the vehicle fast enough to get to safety. Currently, this escape plan is almost full proof because one button telepo

33

r/h1z1•

I've previously submitted this list of traps for DayZ developers, but it never got any attention. Knowing the talent that Sony has and the power behind the engine being used for this game I think offering many kinds of traps could help players control an area and protect themselves from zombie hordes. Traps would be great for securing bases and player crafted content. Traps would need balancing such as making the resources scattered or scarce, letting the players figure out how to make and place the traps, limiting the range of trap damage or activation, not allowing trip wire to be placed across a doorway, allow players to set the height of the certain traps so they can avoid them, require

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