DiscoRobo (DayZ)
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Everything posted by DiscoRobo (DayZ)
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Apparently if unattended dropped items will disappear? Burying and/or hiding items as a player stash needs to be a feature. Maybe it requires a box and a shovel, maybe you can just put a rifle under a pile of leaves. Perhaps running directly over a poorly buried stash (IE shallow, no shovel and/or no container) will alert you to the presence of it? To guarantee otherwise lost stuff is found again: if it has been left unattended long enough, the 'alert' radius increases? Like if the player hasn't been there in a week, nearby players get hints.
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A new player's review (WARNING: Rampant whining ahead)
DiscoRobo (DayZ) replied to Tvayumat's topic in New Player Discussion
Because it's still in alpha, my friends flip between "you must buy this now" to "avoid this POS", and it's 15$. I might pay 5$ for what it is right now. I don't need to try it if I've got more livestream footage from friends than I can watch. The longer I wait, the more refined it will become. The longer I wait, the more likely Steam will have a sale lower than Amazon's, and maybe a sale on Arma X anniversary edition like I've been planning to for months. -
Tents? "Oh look! A tent! Shit is stashed there!" Kind of defeats the purpose of a HIDDEN stash.
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A new player's review (WARNING: Rampant whining ahead)
DiscoRobo (DayZ) replied to Tvayumat's topic in New Player Discussion
Yet there is correlation between how veteran a player is, and how blind they are. -
Thinking about buying CO for this, but I have a few questions first. Do player stashes work? Like, if I drop a backpack full of stuff or drop several loose items, will it eventually disappear? Obviously far away from any buildings/obvious loot spawns where people will look for normal loot spawns, so under a brush in the middle of nowhere - but I see some good strategy to this: Not losing everything when you die, not looking like a walking supply closet to PKers, sending one guy to draw out a herd and he doesn't lose everything if he dies, etc. Unless of course it all disappears while I don't have time to log in for a week.
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Do dropped items disappear?
DiscoRobo (DayZ) replied to DiscoRobo (DayZ)'s topic in New Player Discussion
Tents not inconspicuous. Loose bags disappear when unattended? New feature suggestion! -
A new player's review (WARNING: Rampant whining ahead)
DiscoRobo (DayZ) replied to Tvayumat's topic in New Player Discussion
The earlier gameplay videos I've seen of this had a lot of randomly running into people, joining up, and eventually meeting one bandit that kills a few. But actual groups of survivors could spontaneously form. Bunch of my friends jumped on this and were egging me into buying CO just for this. Lately since the bandit thing was dropped and everyone went KOS crazy, I've been hearing nothing but bitching about this. Then you have people that are "I kill noobs just for the sake of it" don't care about supplies and DONT EVEN CARE ABOUT THE RP. AUGH. Paraphrased biggest complaint from steam friends playing DayZ: 'Fucking COD fest. You can't actually RP as you would IRL in this anymore. Shooting people for the sake of shooting people does not mark you or have any repercussions in any way.' Ha! Veteran players will defend everything about their beloved game to the death and vehemently oppose any changes that would chip at their elitism for being so skilled at the game. You get enough of these people and development will stagnate.Applies to any game, IE the X-series finally getting around to fixing some pointless PITA shit and elitist players bitching that the pointless PITA stuff are "features" of an "experience" and whatnot. Then they'll claim they want an even pointlessly more PITA stuff. -
Do dropped items disappear?
DiscoRobo (DayZ) replied to DiscoRobo (DayZ)'s topic in New Player Discussion
Bump Seriously want to know this. Lots of views and no answer. You'd think no one knows the answer :/ -
Bandits don't get punished, Survivors do...
DiscoRobo (DayZ) replied to leblackdragon's topic in DayZ Mod General Discussion
This is why I'm sitting on it, rather than buying CO now. THREATENING THE DEVELOPER WITH MY FEEDBACK. But yeah, I fully expect it, and the new system, to be in and out a few times. This is to be expected of alpha. -
Bandits don't get punished, Survivors do...
DiscoRobo (DayZ) replied to leblackdragon's topic in DayZ Mod General Discussion
So... blame all the players for broken game mechanics? Tell humanity to nut up and completely disregard all human nature, while they're faceless on the internet with instant respawns and no repercussions... rather than the dev just accounting for human nature? It's called feedback. I assume the dev actually reads here. The feedback reads like this: "This issue is so bad, I will not play his mod, (let alone shell out 15-30$ for the requirements of the mod.) [implying this is priority to be addressed]" -
While in shock with S.T.A.L.K.E.R. 2 being cancelled and all, I was reading about this mod and watching some gameplay. The looting and player interaction dynamics made me think "Wow, this is like a S.T.A.L.K.E.R. MMO... just without anomalies, artifacts, and mutants. Like, all the stuff that made S.T.A.L.K.E.R. better than just a vanilla zombie apocalyptic setting (which it had that too)." So I was thinking about roaming anomalies, practically magical artifacts, random special mutants, etc, and I have to wonder: Would/could any totally-not-S.T.A.L.K.E.R. elements ever be added? I'm not saying "Lets burn in the gaze of The Eye of Sauron infringement lawyers!". Lots of games have copied elements of other games in functionality without legal trouble. Also: S.T.A.L.K.E.R. is dead. I know that. But you have to admit this is THE game of any game that should have roaming anomalies, artifacts, and rare special mutants. Just the zombies as the sole catalyst for player interaction gets a bit meh after long enough. edit: Look: Anomalies: Urban exploration is actually interesting and dangerous in itself! Artifacts: Something besides ammo and beans! Something not directly required for survival that still helps! Something rare enough to be genuinely worth killing for! Special zombies/mutants: Something besides 100,000,000 identical zombies!
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Some inspiration from S.T.A.L.K.E.R.
DiscoRobo (DayZ) replied to DiscoRobo (DayZ)'s topic in DayZ Mod Suggestions
Look: Anomalies: Urban exploration is actually interesting and dangerous in itself! Artifacts: Something besides ammo and beans! Something not directly required for survival that still helps! Something rare enough to be genuinely worth killing for! Special zombies/mutants: Something besides 100,000,000 identical zombies! -
Bandits don't get punished, Survivors do...
DiscoRobo (DayZ) replied to leblackdragon's topic in DayZ Mod General Discussion
I will buy and play when it or whatever replacement is being brewed up is back in. I can't "threaten" with not buying CO. DayZ gets no money from that. I can't "buy" DayZ. Also: They've hinted that they're adding something in later with the whole "humanity" mechanic. Obviously this isn't the game for you if you don't want it and would rather play COD deathmatch shooting everyone on sight. -
Some inspiration from S.T.A.L.K.E.R.
DiscoRobo (DayZ) replied to DiscoRobo (DayZ)'s topic in DayZ Mod Suggestions
I can see it not belonging in this incarnation, so early in development, but you do realize: Eventually "flavor" WILL have to be added. You might like the game now, but you will get bored of it long before development is finished. With the living dead. That can die of gunshot wounds but never need water or food. BECAUSE THESE ARE SO MUCH MORE "REALISTIC" THAN MUTATED WILDLIFE. Just being on the ARMA engine with decent firearm physics and a bleed system does not automatically make a game "realistic", nor does it automatically outlaw equally or even less outlandish things than it already has. -
Bandits don't get punished, Survivors do...
DiscoRobo (DayZ) replied to leblackdragon's topic in DayZ Mod General Discussion
I was about to buy CO for this mod right until I heard they removed the bandit thing. I was only about to buy it because they added the bandit skin mechanic. As much as I think the devs want this to be realistic unadulterated player interaction, there's just nothing in the game to simulate the actual subtleties of such a situation. While the bandit skin thing was merely a substitute for something more desirable, it was still the ONLY substitute, and IT WORKED.