Nst
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Most of the suggestions for reducing KoS
Nst replied to Antjenks's topic in DayZ Mod General Discussion
Hej, just found that: No comment required but I still say 3 words: build civilization again. -
Most of the suggestions for reducing KoS
Nst replied to Antjenks's topic in DayZ Mod General Discussion
Some ppls are funny :) They not quite understand the topic... 1) we are talking about ways to improve gameplay in the FUTURE becouse we know PRESEN situation is not ideal and KoS is just a top of the iceberg... 2) such funny person half-understand topic and post description of the CURRENT situation and declares - KoS is optimal way !!!`1213 :>>> Forever !!@233544 That is a kind of loop in thinking... We KNOW that NOW KoS is kind of optimal if you value YOUR time and only your TIME... We know this ! But we also know that CURRENTLY there is a problem with DayZ evolution - in broad sense: Chernarus (and rest maps) evolution and game as the product evolution... And KoS is just a manifestation of the problem. So we talk about possible FUTURE changes... Becouse we care... For free! We just want to have some MORE fun... There is other common mis-understandment... There are games where you can't kill other players and there are PvP areas, even Pv2P or Pv3P areas :) But DayZ is not like that. DayZ have kind like a real world freedom... AND NOONE WANT TO CHANGE THIS ! So freedom to do 'KoS' actions will stay. So die-hard protectors of that "play style" just have massive illusions, just like that famous Don KoSote... So some do not belive KoS is a problem ? Bambi KoS is a main problem - becouse current game state FORCES to such idiotic actions: you camp some area for players and noone comes there for some time, then bambi appears... You play to have fun, right ? More: you was camping in the first place becouse game FORCES you to do exactly this - becouse there is nothing more interesting to do... There is nothing what is commonly called mid-game/end-game objective... Zombie interaction is boring, player interaction is the king ! Pity that "player interaction" means !kill him! only... I missed early DayZ described in movie above. Rare stuff can improve gameplay but it can incrase KoS stupidity - community already is devastated. And rare stuff means game is harder to play for many, that means: lower game popularity. And we want EXTREMAL popularity :) And this is a MAIN goal ! We need something interesting to do ! -
Most of the suggestions for reducing KoS
Nst replied to Antjenks's topic in DayZ Mod General Discussion
Damn right ! Making things harder will not work becouse it will send DayZ into niche where all simulators live... Game MUST BE FUN, some things once gained should be easy (kind of leveling) and there must be always something to achive. Exception is pvp situation where fair competition creates hierarchy - you can loose to player but always must be some way to win with animals and zombies-like, but not to easy. Simplest way to reduce kos is to introduce OPFOR or divide spawn points but this is not consistent with apocaliptic world where 90%+ of population is gone and only random survivors survived and are equal in their "humanity" ;) So: a) geared players KOS becouse they have nothing to do ! b) newspawns KOS becouse they wans to stop to be defenceless ASAP ! Recipe: a) GIVE PLAYERS SOMETHING TO DO !!! For now there is nothing interesting to do when you have some nice gear ! You logout or hunt other ppls! We need WORLD first and clan vs clan skirmishes can be aranged always, eg. by ESL b) this is kind of natural in situation when ppls expect troubles in foreseeable future... And "natural" for more then average lazy and egocentric humans... But at least 70% of "baby hunting" comes from problems with a)... To reduce such behaviour some society pressure is needed eg. when such behaviour is not realy needed, just cruel. It's hard to remove becouse lack of resources strengthen competition and we do not want to remove resources shortage... And there is no society and civilisation infrastructure yet so there is no alternative for hard beginnings... So, ad. a) : - I saw server with NPC fortress - this could be challenge for all players on server, if reward is good. There can be zombie-extremally-ifested fortresses too - when place is cleared out then it could be repairing shop for all that helis and cars laying there... When some point is captured zombies could stop spawning in area too. It could be temporal spawn point until area is keeped free of zombies or NPCs. - could be wandering band of zombies, walking from town to town looking for... what zombie look for. Such travels could be simulated by server and spawned only on player proximity to actual horde location. Poor military zombies are obvious candidate for such hordes ;) And horde members could carry eg. vaccine of invoulnerability to infection (for current life). In this case zombies AI should gain moving car dodging... - anyone saw "The bees" by A. Hitchcock and remember final idea for dealing with the swarm ? - the special sound/waves source... Let say zombies are animals-like and hear sounds not heared by normal ppls. Players could construct such devices working in town range or even half map range. Sounds invoking zombies or scaring zombies. Invoking zombies would be kind of C4-like trap but without explosion. Half map range devices could have tactical meaning. There can be devices making zombies fight other zombies but I saw in other game such feature removed - animals was intentionally trigged to attack other animals so players have easy win... Of course device construction/application should require players cooperation - not less then 7 ppls or such device will be new favorite bandits toy or just easy loot collecting tool... And zombies should be "hipnotized" only for limited time becouse game could start to be boring... - player constructed bases with wires connected to electricity for anti-zombie protection - could be alternative to no-pvp areas... - some hidden base occupied by mad military forces and crazy scientists ? They are the cause of zombie infection ! Base should respawn somewhere else after players destroy one ;) But in the mean time maybe zombies could be friendly ? One could talk with them, feed them to tame aggression... Good zombie, here is tin of beans... Bases defence could use tanks and artillery... No idae how players could win ;) Ghili and distraction ? But tanks used by players could destroy gameplay on whole server, just like heli with to many missiles... Anything what gather ppls together and gives them common objective to achieve will reduce KOS and improve gameplay. It must be something smarter then lootable post-military building... Something what helps society to adopt to new reality - zombies are stupid, humans are smart ! Even "press here when bulb start lighting" is to easy, zombie could adopt ! Give us computers and machinery to be controled via them ! Going sci-fi is always an option but probably it should be a mod to DayZ mod :) -
..to gain some items/resources/territories/etc. Usually.
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Hallo, Good spy work :) I think real spies after "betrayal point" takes some time off the job to rest, etc :) But technically all that story is nothing special... Even little artificial... So much time and emotions to discover some "coords"... Just try to run 2-3 days by woods and you will find all the bases all there ! And if you have heli then it takes 1 hour ! - all that cars and tents BURN YOUR EYE with white texture from incredible distances... Especially that camo-painted-tents are fun to look for from heli :> Arma strikes again ;) So actually in DayZ there is no way to do betrayal job becouse there is nothing hidden and realy unaccesible. You cannot do big betrayal becouse there is no way to create some "society" owning something and working on kind of "project" or just for their light future. Just bandits everywhere without any plans or even chances to achive something worth to fight or die for. Player constructed underground bases or repaired castles could change something. But then C4 will be a problem. Or maybe it will start to be usefull for something. And be carefull with introducing meta-gaming "features" - this "improves" gameplay for some and destroy for many... And pure "marketing" tricks eg. "This is war!!321BUM" do not create real PURPOSE of doing things. In Arma military guys work in context of world - they fight for their sides. In DayZ there is no such context. Just survivors wanting to live longer. And more comfortable too :) To achive some breaking-something actions like betrayal must be something to "brake" - some socio-technical structure. And it need to be permament across login times and even days and months. Good luck and give us that s.a. DayZ ASAP ! ;)
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Base building - Why is it so important to everyone?
Nst replied to m.cab's topic in DayZ Mod General Discussion
Everything depends... Is DayZ a try to build new civilization or help survivors last longer ? No ? Ok, some other game dev company will do that ;) Or maybe DayZ is a place where everyone is doomed to die, join zombies or be shooted by last other survivors ? So far we have exactly this. Base definition: actually place to hide things. It will be much more important when crafting will require many components... I hate Origin player owned buildings, espacially player-proof locks... It's few steps to far. Maybe common things like maps, compasses, watches should be so common and easy accesible that no one want to kill for it ? Maybe on north side of map (respawn still south coast) ? Just zombie-proof buildings. This allows to collect basic stuff in "houses" (in case of death) and allows to have realy valuable stuff hidden somewhere... X-Com like bases (BIG, underground) would be nice but maybe in DayZ 2.0 :) Still, way to hide helicopters is needed - pine-tree-camuflage ? Just axe for that pls... Fortifications could be done just with masonery tools... Castles with openable gates ? Easiest thing is just pit with roof and tunnels. Caves would be ok but everyone will know where caves are... It need to be player-done, in additional table in database, maybe with loot loaded on-enter() ? But trading zones should still be PVP zones... Or it will changes everything. Such safe zone makes playerbase grows in numbers :) And such zones usually are centers of universe. But IMHO it's not a priority now. Quarantine zones ? Maybe around safe zones but what this realy means ? Place to die, medical center or cages ? But why no underground things ? X-Com like bases, anti-robots hideouts from Terminator movie, Matrix Zion or Metro-like places, it's impossible now. But imagine: tunnels from basement to basement or into woods to escape hecliopter camp above... And maybe zombies entering tunnel chasing you (if no wooden hatch), from two sides of the tunnel :) Man, that would be something ! Tunnel TTL can be set by server admins. Nst -
Base building - Why is it so important to everyone?
Nst replied to m.cab's topic in DayZ Mod General Discussion
And you have your answer... But imagine gameplay without tents, cars, holes, etc a) you start on the coast, run a little, you die b) you start on the coast, run a little, find something, you die c) you start on the coast, run a little, someone shoot you down, you die d) you start on the coast, found something common, run a little, you die e) you start on the coast, run a little, found something common, found something rare, you die f) you start on the coast, you die (respawn becouse you want that someting rare) g) you start on the coast, you die (same) h) you start on the coast (close to rare body), you loot corpse, oops, it's already looted.... i) you start to think about bases/spots/hideouts/etc OR you quit DayZ OR you play 2 hours/week becouse DayZ is SO boring... It's good for newbie players but it is deadly for advanced teamplay... Where are the caves ????? All buildings have basements with fruits and potatos ! Moats ? Tunnels ?! Where are teams claiming NEA as their own territory/24h ??? X-Com bases and construction facilities ? Or just storage areas for crafting purposes ?? Eve Online ? Yea, good game second job :) Look here: http://myeveguide.wordpress.com/my-eve-online-guide/06-your-career/ There is nice graph with possibilities, can we have just skeleton of it here ? Pleas... There is more to do in surviver life then just camp with sniper rifle under pine tree... And system for crafting new weapons is not enought. And yes, should be possible to change ownership of bases :) Nst PS. Can I get login access to closed pre-alpha servers ? ;) -
Pit: http://en.wikipedia....ki/Trapping_pit Input(Free ground area) Output(Trapping pit) Tools(Entranching tool) FailChance 0 Enchancements = null ActionType = Build Dugout: Input(Trapping pit, 2xWood, Scrap metal) Output(Dugout) Tools(Axe/Hammer, Nails) FailChance 0 Enchancements = Trapping pit gets roof ActionType = Build Electricity generator: Input(Engine parts, Fuel parts, Scrap metal) Output(Electricity generator) Tools(Toolbox) FailChance 0 Enchancements = 0 ActionType = Construct Room lighting: Input(Wires, Bulb(s)/Latarka, Electricity generator) Output(Room lighting) FailChance 0.1 Enchancements = Room have lighting ActionType: Construct Morse wireless telegraph set (J-38 can be lootable) http://w1tp.com/perwirls.htm Input(Wires, Wood, Bulb) Output(Transmiter, receiver) FailChance 0 Enchancements = 0 ActionType: Construct