pvtjohn
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This is why I'm not playing. It's pointless. I know it's a free mod, and I appreciate all the hard work that has gone into it. However, there's thousands of us out here that got addicted to this great game, then found it unplayable for what I assume would be a simple fix (roll-back the relevant tent/vehicle code to 1.7.2.4, push a hotfix out). I really feel this was grossly inconsiderate to those of us engrossed in the game. It was made worse by the complete lack of any update for a long time, and still not a date definite.
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Was the game better or worse with bandit skin?
pvtjohn replied to zalman's topic in DayZ Mod General Discussion
This, exactly. -
goodbye side chat...i shall miss thee...
pvtjohn replied to lowerplains's topic in DayZ Mod General Discussion
I'd like to see sidechat back as well. There's a lot of boring monotony in this game (punctated by moments of sheer terror, granted). The chat makes it interesting. -
Be more fun if I knew who killed me.
pvtjohn replied to mrperson666's topic in DayZ Mod General Discussion
+1 to this idea. Would absolutely love it. -
I'm getting no seeds or peers on the torrent. Got it on my seedbox and would love to help provide bandwidth. Has anyone else got the torrent working successfully?
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+1 to OP
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Thanks for your hard work. The maps are awesome :)
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DayZ has become Deathmatch / Team Deathmatch
pvtjohn replied to underpaidorphan's topic in DayZ Mod General Discussion
I agree with you completely that the players should do the punishing. However' date=' because of the anonymity of being amongst thousands of players, the bandits cannot be identified as they would be in real life. My solution below allows players to deal with the situation, and in a way consistent with the game universe. Good discussion here. I hope the devs find all the brainstorming useful. -
DayZ has become Deathmatch / Team Deathmatch
pvtjohn replied to underpaidorphan's topic in DayZ Mod General Discussion
That's a great point. We have seen many periods like this in history. In the American old West, where the law was often hundreds of miles away, people would gather up a posse, find that cattle rustler and string him up right there. I can give other examples if you like. Human beings don't like seeing their friends and love ones repeatedly killed or raped or robbed. They get together, find the culprit, and kill him. See my post above for a solution :) -
DayZ has become Deathmatch / Team Deathmatch
pvtjohn replied to underpaidorphan's topic in DayZ Mod General Discussion
I have been thinking about this overnight, and I have some suggestions. First, though, I think the spawn delay punishment is a bit dumb. It is just not respectful of people's real lives. We want people to play. It is entirely rational for someone to be a bandit as things now stand. This risks turning the game into deathmatch. However, I think the spawn delay sounds like a terrible solution. I am not fond of any sort of deus ex machina punishment system that makes a moral judgement and tries to punish. A system that makes sense within the context of this universe, hopefully mimicking real life, would be ideal. In real life, for every choice, there is a consequence. Some kind of reputation system would mimic real life best. If there really were only 50 people in an area the size of Chernarus, people would get to know things.... You'd hear things like "Those three brothers with the red hair around Vyborg are scum, stay away or shoot on site." Since that's not really possible with thousands of players who can easily server-hop, the game needs to compensate and provide some kind of game-world equivalent. Bandit skins were one attempt. If we went back to that, I'd say make it a bit harder to get a bandit skin, and also make it go away over time. Base it on a rolling 15 or 30 day average of murders/day, or something like that. An even better way to implement a reputation system would be to color code the cursor when a player is spotted. His name is green if he's relatively free of murders in the last X number of days, yellow if he's somewhere in the middle, and red if he's one of most notorious bandits. I would think of this in terms of a bell curve distribution, with green being fairly exceptional and red being fairly exceptional (perhaps the lower 15% and upper 15% in murders per hour played). There would be no consequences for shooting someone in the red -- perhaps even a benefit (as shooting a notorious murdering psychopath in a community would indeed be looked upon positvely). I think this solution would have the following benefits: 1) Easy to implement and try out; 2) Mimic real life consequences; 3) Since most people (70%) would be yellow, it would preserve the mystery/surprise/nervousness when meeting people, and thus the feel of the game would remain unchanged. Bandits would be free to play their game the way they like -- it would be a choice they make, and it would have consequences (just like being too trusting has consequences). Those that complained that the old bandit skin system was too "black and white" (and they had a point) would have their conerns addressed. It would not be easy to stay green, and it would not be easy to become a bandit. Most people would be yellow, and therefore a bit of a mystery. You'd have to work with them and get to know them to build trust. One other suggestion someone made in this thread sounded very interesting. That is, that for the very worst (think the people that just kill for fun, not to loot, not even pre-emptive self-defense), they begin to hear things that aren't there. When in the woods, perhaps they'd hear someone suddenly crashing through the forest, or in the city zombies that aren't there. Someone that made that many enemies in real life could very well start to get paranoid (I mean medical paranoia, not simply a healthy caution around others). -
DayZ has become Deathmatch / Team Deathmatch
pvtjohn replied to underpaidorphan's topic in DayZ Mod General Discussion
So, just to clarify, Ynefel, it's not just the coast now, but also the far north? So, there's a happy area in the middle where these incentives don't apply? From Ynefel: "why do I care what some random name on a server I'll never know or meet thinks of me? I'm not killing them to steal their loot, or make life hard - it's protecting what I've got, protecting my friends, and basically making sure I don't lose my shit" You would not shoot first at someone outside Pusta for these reasons, but would at Vybor? I have to respectfully disagree. The incentives simply become stronger the farther one is from the coast. Think about it. Anyway, I just wanted to throw in my two cents. I love this mod and am very thankful for the all the hard work that's been put into it. I'm sure the devs will find some way to strike a balance. -
DayZ has become Deathmatch / Team Deathmatch
pvtjohn replied to underpaidorphan's topic in DayZ Mod General Discussion
I have to agree with underscore's vivisection in post #84. Ynefel's representation of his position in his post (and the views of many other PvP-centric players) is essentially, "you should get away from the coast, that stuff only happens in Cherno and Elektro." But, of course, Ynefel's post demonstrates that the incentive to simply kill and loot is much higher in the North. And he in fact states that is exactly what he does. This is not accusatory, it is simply what the game currently encourages. Ynefel is acting rationally given the game's architecture. Someone else posted that, if this were real, we would have a tremendous incentive to team up. What if that person coming over the hill is a doctor? I'm a Cold War kid who has spent a LOT of time reading post-apoc novels. Do you know how incredibly valuable a doctor would be? Even a veterinarian or a nurse? How about a mechanic, or farmer who knew how to raise food? A woman, if you're a man (or vice versa)? Someone to watch while you slept? Point is, if realism is the goal, people should be VALUABLE. In a zombie apocalypse, the zombies would be the enemy. If the game wants to create this scenario as realistically as possible, there should be some significant incentives for cooperation and some significant disincentives for killing and looting. As to what those incentives should be, I am not quite sure. Obviously, the bandit skin was one attempt. I personally liked that approach. I think some positive incentives for co-operation would be good as well. The way it is now, a rational person would simply head up from the coast a little ways, park themselves near to some spot people will likely stop at (say, a watering hole), then pop people in the head when they refill their canteens. I could do that easily. I could survive forever, and get lots of neat stuff. Is that a game that has staying power? -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
pvtjohn replied to Slamz's topic in DayZ Mod General Discussion
New player here. Really love the game, but wish there was some tweaking to make night play more enjoyable. Flashlights standard, not as dark.... something. Just my two cents. -
I just wanted to say thank you for this great tool. It sure makes keeping DayZ up to date easy.