MR DELICIOUS
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TLDR for those who don't want to read my essay: It's basically a list of real life features (sports fields, aircraft crashes, cinemas, quarries etc.) that should be added to the game in order to make the map engaging and realistic. There are also suggestions for each entry as to how you could make it interesting from a game design perspective. This is a cross post from the general discussion - please add a comment with any additional ideas you might have. I've played for the game and mod since release and have seen it comes leaps and bounds. I think the cities look fantastic now - much more fleshed out and better urban planning. The cars, kiosks, gas stations etc all feel and look great. However, I feel that while it's nice to navigate purely via pre-outbreak existing features (towns, forest, airfields), it would do a lot for my immersion and gaming experience if there were some interesting feature locations to reflect a pseudo backstory in the world. What I really mean by this, is using interesting topography and land features to tell a story, and allow players to tell a story. My other objective here - my main objective - is to make this world feel lived in. At the moment, it feels about halfway towards anything resembling a real human world. This serves a couple more features on top. 1. There will be a myriad of objectives for all players now. While one player might run to get a gun from a military camp, another might try to advance the aesthetics, transport or communication of their character. 2. The atmosphere and character that the following will create will go towards creating incredible memories/anecdotes and amazing content for both players, streamers and content creators. Instead of being killed by a guy in a motorcycle helmet at x town, you could be sniped from a ferris wheel, beaten to death on a soccer pitch etc. 3. The character of the game will become incredibly unique - both telling a story of what has happened, but also adding to the stories of the players. Rocket has said throughout development that he wants players to decide everything. No NPCs, etc. I completely understand that, and agree. The following features are not NPC gimmicks, but reflections of events that transpired before the player arrived (in the same vein as the abandoned military camps). As we've seen in zombie/apocalypse fiction, the static nature of human progression and development often mean things that would otherwise be temporary (a car crash) become a static landmark. Instead of meeting how players normally do in Day Z (which is like an apocalypse hasn't happened) at map name features, they would meet at interesting landmarks. Here are a couple of ideas I was throwing around: * Heaps of cars abandoned on a highway, similar to The Walking Dead - lots of food/clothing/vehicle spawns This could easily be on the road between Chern and Balota Airstrip, or more interestingly up near NWAF (now the furthest place from spawn. * Empty, huge refugee camp - this could reflect the final stage of the outbreak. An incredibly gory, bloody refugee camp north of the NWAF (a currently empty area). It could very well be built around a small town. This location should fill people with dread. It could also be a good medical/food/equipment drop. * A 747 wreck site deep in the black forest or above NWAF (massive amount of fuel to loot, lots of mixed loot with some high yield mil spawns) - lots of zombies there. The best idea would be to have a 500m explosion zone that is littered with parts and the ground blown back by the drag as the aircraft hit the forest, so the player must follow the path of destruction before finding the downed boeing. Having the wreckage spread out would also add an element of terror. Imagine being a bambi and coming across a plane seat in the forest, then following the wreckage until you find the body of the plane (and 50 zombies to boot). * A now empty creepily fortified house (similar to the one in the book of Eli) with a dug moat - something a player could take over and roleplay from. The house could be north of NE airfield. * A failed nuclear reactor northwest of Zelenogorsk (perhaps it's super deadly, radiation sickness within 500 meters of it) similar to Chernobyl. You need specific gear to go near it - anti-radiation pills, geiger counter, hazard suit etc. that can only be found in a military research/medic center. If Rocket wanted to go crazy, he could make the Nuclear reactor able to be put into meltdown, or for a player to be able to mend meltdown. * Radio station. It would be great to have a radio network you could broadcast throughout an area (through speakers in cities and from car radios). The radio station could be somewhere relatively central, with a power line up to a hill. You could have to repair the power line in order to start broadcasting. It would be a great place to troll other players from (create your own radio show, play music, talk through or whatever), or to organise a meetup, or to organise an attack, or to basically fight over. * Junk yard. A mazelike scrap yard that would serve as both a place to be fortified, as well as a good place to scavenge automotive and machine parts. Also a chance for vehicles to spawn here. * A prison. Fairly obvious and it's been said before. It would be great if the prison was an island off the very far north eastern point of the map - kind of an end game. It could be an amazing place to fortify and would be a nightmare to take. * Bus depot. There are buses everywhere. It would be great to be able to find and secure a bus depot. It could have good automotive part spawn points as well as a fuelling station and the chance for buses to spawn. It would be good if this was a pretty reliable spawn point for buses, as it would turn a fairly mundane real life location into something highly valuable, as groups would seek out a bus to drive around in. * Small military spawn areas. I think it would be great to create small areas with military spawns dotted around the map - in towns, in forests and on the road. It would be great to have blown up humvees by the side of the road, small failed checkpoints, perhaps a last stand of soldiers in barns or houses, or perhaps a destroyed encampment in the middle of the black forest. Basically, to incentivise small town exploration and to deepen the knowledge of the map ("let's check the humvee convoy near Polana"). The easter egg nature of stumbling across a military grade sniper would also be incredibly satisfying. * Burned down buildings (suggested by gregor). An obvious effect of the beginning of the outbreak and something that would add texture to the currently pristine buildings. * Mass graves (suggested by gregor). A great natural horror feature that would reveal the true side to the apocalypse. It could be surrounded by zombie hordes and would be an amazing point to discover (perhaps in the middle of the forest, complete with trucks that transported the eventual victims). They could also be featured just out of towns and settlements. It would also be interesting to be able to set them on fire - creating huge clouds of black smoke. It could also give you risk of infection. * I personally would like it if Balota airfield was converted into a civilian airport, with the hangars/barracks replaced with a civilian terminal. It would add a great sense of history to why the military camp/checkpoint was beside it, and would also explain the proximity to Chern. Would be a great place for civilian cessna's to spawn. It would also be fun to fortify a Soviet airport terminal. * Inland railway. People have already spoken at length about handcarts, but it'd be great to be able to start up an old diesel engine in Berenzino port and use it as a group transport. You could have to fuel it with an insane amount of petrol. * Have orchards actually spawn their relative fruit on the ground. * An ashen wasteland and lots of burned cars (similar to the one in Iraq) to signify the militaries drastic response to the outbreak. Again, big craters, dirt, downed trees and carnage would go a long way to creating a unique landmark for players to meet at or visit. I feel like the current map doesn't reflect the carnage of military + zombie outbreak. Creating vast differences like scorched earth would go a long way towards this. We already have the ruined village south east of Novy Sobor, why not add to it/really scar it up. * Motorbike/Bike shop. There could be two or three on the entire map, and it could resupply the necessities for keeping a bike (and obviously be a bike spawn). * Clothing shop. Sure, a lot of people in the apocalypse like to play as serious Sam, and wear only survival gear, but I'd like to kit my character out so he best resembles a freak. You know, ill fitting tee shirts, short shorts, sandals, mickey mouse ears, that sort of thing. You could put 3-4 of these clothing shops around, and the spawns could be very, very rare for the more crazy looking things. I'd also throw the masks into these shops (and maybe have wearable bandanas be the going look for bandits). It would mean that as opposed to every player running straight to get guns at mil spawns, a lot of people would search these shops for cool looking gear, or certain things to roleplay a character. * Manor House. In a similar vein to 28 Days Later, a manor house with a wall/grounds would be a really nice break to the otherwise untamed wilderness. Manicured lawns inside the relative safety of the wall, and then the manor itself would provide a great base, and a great landmark. * A wall. I can imagine the armed forces attempting to erect a wall to try to contain the zombie outbreak. It wouldn't need to be complete at all (because it failed), but perhaps 300m-1km long. It could be a cool military spawn, as well as adding some flavour to the game, and a landmark. I want to make clear that it wouldn't be a functional wall, it would be merely a landmark, mil spawn area and point of interest. https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSMOXVoXqesQd6LwUo1ZUGAUvr7na-hInhBfE7gdagDUEFDg7i0ow * A shopping center. It would look like a proper Soviet era shopping center (I've provided an example below), and would typically be in a city large enough - like Zelenogorsk or Chern, or perhaps a NW city. It could have a plethora of different item spawns, and could be easily fortified. The car park could feature as a good civilian vehicle spawn (with the possibility to spawn an army issue vehicle). It would be good if the exterior was slightly damaged already, or graffitied. http://us.123rf.com/450wm/demerzel21/demerzel211311/demerzel21131100169/23850827-ulan-ude-buryatia-russia--september-9-2013-typical-buryat-walking-across-a-soviet-style-mall--centra.jpg * Rolled oil tanker. You could have some skidmarks, a broken barrier, roll marks and then a giant oil tanker down in a ditch. People could stop by it to siphon fuel for their vehicles. * Theme park. This could be great for atmosphere. It could be somewhere east of Zelenogorsk in the flat open lands. A nice ferris wheel people could snipe from, a chance to find Hoxton masks and clown/mascot suits, soda, .22 rifles and there could be a PA system that when turned on, broadcasts a very creepy funfair sound through the nearby city. People nearby would be very freaked out to hear it start up. There are also a heap of reference images to use for this. * Mine field. This could be a fantastic addition to the game, as one of the first things the military could have done was try to area deny the zombies. A stretch of land with pressure triggered mines (much like the North/South Korea DMZ) could be an amazing feature in the game, as you either pick your way through it, or go around it entirely. There could be barbed wire and signs up warning of the danger ahead. I imagine myself being chased by bandits and picking a path I've memorised before as I run through it. I also think it would be relatively easy to implement as it would be some already implemented signs of wreckage/craters, signs, and Arma trip mines (reskinned). You would only really need 2 for every 25m square, and then spread that out so that it's a 1km square area. * Sports arena - perhaps a melted ice hockey stadium. You could even put a military camp inside. I think it would be a great location to fortify, and if it's open topped, it could potentially be a spawn point of a military huey (thinking 28 days later evac). * Monument. A big war monument (to the second world war) placed on a significant hill in the countryside would present a formidable vantage point/point of interest. The Soviet's built a whole heap of them, and it would be good to see a large structure to this effect. Similarly, you can imagine bandits and the like transforming a monument of peace into a place of death. http://upload.wikimedia.org/wikipedia/commons/thumb/3/31/Berl%C3%ADn%2C_Tiergarten%2C_sov%C4%9Btsk%C3%BD_pam%C3%A1tn%C3%ADk.jpg/800px-Berl%C3%ADn%2C_Tiergarten%2C_sov%C4%9Btsk%C3%BD_pam%C3%A1tn%C3%ADk.jpg * Zombie horde. A horde of 50-100 zombies that roamed a path until disturbed. Would present a formidable challenge to any player who stumbles into them. * Cinema. It would be nice if a couple of the big cities had a silver screen, old-style theatre. Looting them for soft drink/food etc would be fun, and it'd be a cool location to fortify. * Logging camp. Would be great to have in the northern reaches of the map. The top could be a great spot to fortify, and there could numerous things - fuel, industrial parts, perhaps a giant tree felling vehicle with a buzz saw. * Mine. Directly north of Olsha (to utilise the port nearby), this could provide a great place to fortify, explore, as well as loot for explosives. Plus, soviet mines are atmospherically fantastic. * Quarry. This could be in the far north west part of the map, much beyond the NWAF. It could provide a great environment to find explosives, fortify, land helos, find big trucks, etc. Also a great topical point of interest. You could also broadcast over the quarry PA system. * Soccer field/archery range/gun range/golf course. It's pretty common for each village to have a soccer field in rural Europe. It would be a pretty simple thing to add and just give some texture to the game. You could have players find arrows and bows at the archery range, and rifles at the gun range. You wouldn't have to have many of these (you don't want it to be unrealistic), but it'd fit in with what many of the population did with their leisure time. Golf clubs could be a melee weapon, and there could be a chance for a golf cart to spawn. Of course, you don't want it to be too ridiculous, but I think a golf cart would actually make for a novel sight in the game and would be quite a handy vehicle in a zombie apocalypse. * Substantial inland river. I mean a river that would travel far inland and is wide enough to allow moderate sized vessels to traverse it. It would be fantastic to divide the land up (create chokepoints at bridges), as well as allow for players to use boats to move inland. It would also create some amazing firefights as bandits attack boats from the shore. In addition to this, it would be great if a town could be built across the river, with a couple of bridges across the water, similar to something like the following: http://2.bp.blogspot.com/--mracJtOHd0/TrVTfws_4BI/AAAAAAAAAPo/mWfbGkAsna8/s1600/Bradford.4Nov2011%2B002.JPG * Bridges across valleys/rivers. I don't mean footbridges or tiny little bridges, I mean big, two lane stone arches that could cross steep areas of valley around the three valleys or elsewhere. You could have barbwire and wrecks on it - a former military checkpoint, and it'd add some interesting height difference to the inner parts of the map (where there are no tall structures besides green mountain). You can imagine bandits establishing a toll/check point or fortifying it. Incidentally, can we please have the ability to blow up bridges in order to ambush convoys or effectively deny areas? https://encrypted-tb...lIE19lDceej8Pmg * Goat trails/cliffs. Topographically, it would be really nice to see some proper clifftop roads similar to the roads that cross through the alps. I'm well aware that the southern areas of the map may not support this, but I don't see why the northern reaches couldn't be comprised of alp roads and sheer cliff faces. It'd be great to create checkpoints and for zonal control. It would also create a natural end to the north of the map. http://www.ski-epic....ad1280x1024.jpg * University/school. Apart from obviously stealing faculty cars, it could be cool to have a large atrium library - the big old school types where you could find books etc. It could also be good to have a big empty indoor swimming pool to fortify. * Last but not least from me, I'd love to see a city in comparable size to Chern/Zelen up in the NW corner of the map. It would balance the entire map out, and create a real sense of distance within the current map. The idea of running from spawn to this city would make the map seem huge, with so many interesting things to encounter along the way. You could add the arena/funpark/radio station to this city and all of a sudden it's a big hotspot for high intensity encounters. There are hundreds of unique features that would go a long way towards creating an incredible experience. Please add yours below and I'll continue to compile the list.
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Thanks, I hope this is seen by the devs.
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Great ideas gregor. I've added these to the OP.
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You Where Kicked Off The Game. (Battleye: Bad Player Name)
MR DELICIOUS replied to kamikaze205's topic in Troubleshooting
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Do you currently have any hacks running, or have messed with Battleye in any way? http://lmgtfy.com/?q=tylor9+hacks Often the two things go hand in hand. Must be a coincidence that most of the top google hits are about someone with your exact username hacking and exploiting. I AM SO SHOCKED. SAY IT AINT SO.
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http://lmgtfy.com/?q=contriturate+hacks Oh, what a coincidence.
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BattleEye: Global Ban #e797b5 = Cuz Fraps !
MR DELICIOUS replied to fhody125's topic in Troubleshooting
Lol at the dumbfuck OP. You guys come to the forums, make a brand new account with some shit name, have no posts, don't even make an avatar - have no actual proof of any engagement with the community, and then claim that battleeye has banned you unfairly. Also, if you want to look less like a hacker, maybe type with proper grammar and spelling and shit, because most of you cunts seem to be spasticated 14 year olds who think whinging on the forums will help you. Enjoy your ban. Have fun buying the game again hacker. Oh, and I hope you don't use this username on <SNIP>, Vile or anywhere else scrub. Please reply saying "i dont hack i just used fraps and battleye is broken because it banned me". Please. -
We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
The incredible irony here is that a stupid autoskinning system to define a "bandit" (something you can't quantify into numbers because there are so many reasons and motives people behave the way they behave in game - vengeance, cold-blooded murder, self-defense etc) would mean that OP and his friends would immediately have a bandit skin. What would that do? It would lock them further into the anal rape cycle of KOS this post was made to "fix". -
We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
Hahahahaha. You are not a good player. Full stop. You guys must be awful if everyone you meet with a weapon has tried to kill you. Really awful. I very rarely get seen first, and if I do, I'll duck into cover. I still haven't been KOSed. Let me just say that if you KOS then you deserve to get insta raped. You're annoyed by it, so why do it? It's SO easy to control a situation and let someone go than just kill them. The fact that you don't let them go tells me you haven't had the chance to, because you haven't got the drop on them. You have no power. I REALLY want to play with you to see how you play this game. What is your favourite loot run? Where do you hang out on the map? At the end of the day, this game is about skill and power. Whoever has the skill has the power. A skilful player always makes sure he has the upper hand. He sees people before they see him. He is merciful because he's in a position to grant it. You guys just aren't good at the game. -
We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
The funniest thing I find is that all the people who make these hyper anti-KOS threads always reveal at some point or another that they have been "forced" to KOS everyone they see. Take OP, for example. Plays with a "clan" or what I can only guess are bad players, who basically gun down every single person they find. Then they come to the forums and bitch about themselves. It's really strange. I haven't KOSed once in game, in 130 hours, and I've never been KOSed either. I think there might be a trend here. Also, in a map this huge with server sizes so small, it really isn't difficult to spend 97% of the current gaming experience surviving very nicely (with mil gear and all) without ever encountering another living soul. -
We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
You know how I identify myself as a hero? I don't kill the person. I approach, cautioning them, and then they cooperate (120 hours of gameplay and I've never been KOSed). The simple fact is, if you play well, you can be a hero. A hero is hard difficulty. If you play as a bandit, you're on easy mode. -
As opposed to now where it's exactly the same but without the incredibly limiting mechanics in every other FPS and MMO of all time?
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We NEED some way to identify heros and bandits.
MR DELICIOUS replied to 1S1K-Airborne's topic in General Discussion
Holy shit, this has been a recurring topic for 2 years. Chern and Elektro are not friendly places. The expectation that you can go there and not die shows that you are either really green, or don't understand the game. Similarly, in playing the SA for over 120 hours, I've never once been KOS'ed. Every single time I've encountered somebody, I've controlled the situation to peaceful conclusion. If the people I'd encountered had a bandit skin, I would have instantly killed them. Instantly. By introducing these lazy design concepts, you gut the game of it's emergent core. I don't need to do any socialising, handling or diplomacy in the game because they're wearing x thing, so I'll just instantly kill them. The easiest way to fix a problem like this, is model it on real life and see if it stands the test. Do psychopaths all look the same in real life? No. They are phenomenal chameleons. Do all heros look like Brad Pitt in WWZ? No. So obviously a set skin doesn't work. It doesn't hold up in a game modelled on real life. So how do you fix it? Well, think of the real world reasons why someone will or won't kill people in a survival situation. These reasons are often a mixture of different factors, but with some quick brainstorming you can probably peg the most obvious: 1. Collaborative survival. - the need to complete larger objectives as a group (vehicles, building, clearing zombies etc.) 2. Strength in numbers. - the ability to create a network/private army to allow yourself greater strength and easier survival 3. Companionship. - to play with friends and to have someone watch your back Now for reasons why people KOS: 1. "Survival" - by robbing you of your life and gear, this eliminates a potential threat. 2. Ability to kill people at range easily. - it's easy and fun to grab a LRS and sit on an apartment block shooting at people on the other end of a scope. Or even to shoot at people across a field. 3. The love of killing. - some people just like to cause grief. These players will continue to kill no matter what, as this is their primary motive in an FPS (as it always has been in every other FPS they've ever played). Now, I'm guessing a lot of you guys crying about the KOSing are new. The SA is the first DayZ title you've played. The next couple of months will largely lower KOSing by virtue of features being implemented. 1. Collaborative survival. - more zombies will be added - vehicles that need numerous parts and fuel will be added - base building will be added 2. Strength in numbers. - people will come to realise that a well made team is a very powerful thing in Day Z. A proper squad can move efficiently, loot quickly and communicate effectively to clear and kill threats. 3. Companionship. - killing people over and over as a lone wolf actually becomes boring quite quickly when you get hunted down by groups of people in vehicles (where quick retaliation is very viable). 1. "Survival" - some people will always kill for "survival", however, you'll find that as the playerbase matures, people begin to move away from split-second terrified "I must kill them because they'll kill me" type situations. Players work out how to encounter other players in safe ways, and where they should be careful and where they can take time to talk (ie. Chern and Elektro are never safe). 2. Ability to kill people at range easily. - if balanced properly, the average weapon an average player should be carrying will be a pistol, bolt action or short range shotgun. This is an actual game design decision. At the moment, everyone is carrying military grade assault rifles, or bolt actions with sniper rifle scopes. It is really easy to engage someone effectively. In the future, if everyone is carrying short rage weapons, there will be an increased focus on diplomacy. This is an actual game design suggestion. 3. The love of killing. - a lot of these people will continue to kill indiscriminately. However, as we saw in the mod, people who have friends and are instantly killed speak, and they give information about killers to their friends. It isn't at all rare for someone who has been KOS'ed to report the bandits location, description and then have their friends rock up in a car a short time later. In all, there are many factors that go into why people KOS, and how to stop it. With expanded wardrobe choices, bandits will find it easier to distinguish themselves for better or worse. However, if you think introducing false mechanics that remove the realism (mental health, forced costumes and all that garbage), then you don't understand the fundamental ideas that made Day Z come into creation. -
I definately agree regarding the limited availability of M4 spawns. I think that it would be good if there was a slight chance of spawn in contextually appropriate areas - such as in random towns or by random "after action scenarios". For instance, if there was a small military camp (a couple of tents complete with gored soldier corpses), or maybe a destroyed 2 humvee convoy on a road. I want it to simulate the idea that you never know what you could get, and that you should explore everything you find. It would ever be cool to find a random soldier corpse (perhaps making a last stand) in a barn, or somewhere else that you wouldn't immediately think to look. While everyone believes that you can only be rewarded for going to airfields or mil bases, I think this would be a good way of making small town exploring exciting.
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"Friendlies" are just a bunch of lamers
MR DELICIOUS replied to gamerer's topic in General Discussion
The thing is, I'd be so bored just KOSing everyone on sight. It's much more skillful to make friends, control the situation and the outcome as opposed to just killing people. Anyone can find another person and gun them down. The end game of this game, as far as I'm concerned, is building an army/group and establishing a network of friends. Now, when I play, I always have the company of 2-6 players, which will come in handy when they release group activity oriented stuff like vehicles/building etc. -
You realise that NEAF is now one of the closest (besides the shit hole that is Elektro/Chern) M4 spawns to spawn? I find it quite easy to find one there - it really is a question of luck. You can also do the Balota/Mil Camp/Zelen/Green Mountain/Vyborg/NWAF run and find 10-20 of them. Or double back to the ship above Berenzino to get one there.... I can't really believe you're complaining that server hopping doesn't work...
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What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
My point is and has always been that as long as things within the game are modeled as close to their real life counterparts as can be, then I'm happy. What I don't want is to have different objects "balanced" against each other from a purely developmental standpoint. I want my experience to mirror what I believe would happen in real life. To this you replied that your M4 is balanced, and then proceeded to say that it doesn't behave at all like real life(?). After a series of convoluted single statements that are contrary to anything I write, I can't really work out what you're trying to say or prove (other than that I lack an intimate knowledge of the exact experience of firing an M4). My original statement is that it is possible to seriously incapacitate someone with your bare hands, whether your opponent is wearing a helmet or not. That statement did not refer to anything beyond exactly that. If anything, I believe that the whole melee weapon system needs some thought (punched knocks you out, but struck with a baseball bat a single time makes you bleed to death...). The biggest thing is to work out a way the game can mimic real life, not to make it easy for one person or another. When I say reality, obviously there are some things that are immutably unable to be brought in all their reality to the game world, as this is a game developed by a finite team with finite resources, so please don't start telling me about how a canteen lid turns clockwise, not counter clockwise etc etc. -
What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
Give me specifics of how it isn't. I'd be really interested to know. And I'd guess that punches don't one hit zombies because general zombie lore says that their nervous system (and everything that goes with that) doesn't work, allowing them to take a much larger beating than a regular human being. The thing that does need fixing in this game is crowbar/baseball bat/wrench/other melee weapon damage and effects. -
What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
Around and around and around. Do you see the part where I say that the game doesn't offer (and probably won't) animations that resemble what I described, so a punching animation will have to make up for that? Similarly, when I say "neck was broken/you couldn't see out of it" do you think I'm referring to finishing off after I've broken your neck, or finishing you off after I've twisted your helmet around so you can't see? -
You realise anyone who has played the SA for more than 3 hours with one character looks like this? Mil gear + rifle... This is the part where you gotta look at yourself and realise you are the KOS scum everyone gets annoyed about. 90% of the time I encounter a player I could let him walk away without confronting him.
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What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
It is intended to be as close to it's real life counterpart (however well it does it). Rocket has stated this numerous times, as well as the wider BE/Arma dev team. It's also firing "weak" carbine rounds, verses the magnum. The FNX is also not very powerful. If you think the M4 was balanced by the BE/dev team outside of aiming for real-world accuracy, then you'd be wrong. -
I think it's always 50/50 with these types of situation. Any player walking around with a gun and doesn't actually have it at the ready would be very unwise - it doesn't mean he's going to KOS you. I probably would have shadowed him down and let your friends in town interact with him. If he doesn't reply/begins shooting, I'd then take him out. I'd also be watching closely to see if he's got company. Shooting the way you did could have meant that any friends he had would have been well within their rights to KOS you. Also, if I encounter another armed player, I'll quickly say "stop or I will kill you" first, and in a really calm voice (important), and then repeat "stay still, lower your gun please". A friendly player will instantly lower their gun/stop/talk to you over DC etc. An enemy player won't respond, will start to turn, etc. As soon as you see them disobey and start to turn/move/run they're either new or a bandit. I open fire, as a new player needs to learn how to interact in a high stress situation, and a bandit needs to die.
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Updated OP yet again.
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What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
Yeah, but they're "balanced" because it's modeled as close to its real life counterpart, not because Rocket has thought "oh wow, I can't believe this ASSAULT RIFLE is actually more powerful than a pistol - better nerf/buff it". -
What do you think of fresh spawns being able to punch?
MR DELICIOUS replied to Chungmugong's topic in General Discussion
Did you read what I wrote? The actual text you quoted and replied to. My exact point is that while it looks like punching in game, it's serving the purpose of showing all the other ways I would be assaulting you if you were wearing a motocycle helmet in a brawl. For one, I'd get behind you/trip you/whatever and then twist that fucker around until your neck was broken/you couldn't see out of it and then proceed to finish you off. I wouldn't literally run up and punch you in the helmet (although it looks literally like that in the game). Do you get what I'm saying?