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deweyhewson

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Everything posted by deweyhewson

  1. "I don’t know how long I’d been unconscious, or how I ended up lying on this beach, but I knew all too well the feeling of death which hung around me like a moth-filled blanket." Presenting a new story, Crescendo to Catastrophe, to those who have been following the journals. Check it out here! http://www.dayzdiary.com/2012/06/crescendo-to-catastrophe/
  2. Why does every gaming community have to devolve into the basest form of human behavior as soon as a game gets popular? It's not that sandwich jokes are offensive, so much as it is that they are so tired and unoriginal. "Haha! Women belong in the kitchen! Making me sandwiches! Cause they're women!" Seriously? That qualifies as humor these days? Attacks against anybody, be it group or individual, are little more than a direct representation of insecurity on that subject by the person making them. In that vein, I'm not at all surprised to see the level of misogyny and sexism that is on regular display coming from gamers, en masse. That being said, the people who act like this do it because they have an audience, so it's usually best not to give it to them. Personally, I usually just sigh whenever I see such an immature person make an appearance in a game I'm in, and ignore them, but it still deserves to be recognized for what it is. People certainly can take things too seriously, that is true, but it's also true that anonymity combined with an audience leads to a great many people making even the apes embarrassed to call themselves our ancestors.
  3. The problem is that those other mechanics are direct reflections of the real world: You don't eat, you get hungry. You don't drink, you get thirsty. You are exposed to the elements, you risk getting sick. It's all logical, and realistic, even if slightly exaggerated in the game (and perhaps that exaggeration should be changed). But one of the enormous reasons DayZ is so fantastic, and interesting from a psychological standpoint, is that it's all happening to you, the character, as a direct, natural result of your choices. It makes it immersive, and makes you, the player, feel a part of the game world. But when you kill somebody in the game, you feel...what exactly? Should you feel good? Should you feel bad? Something in-between? The answer is any and all of them, perhaps some all at once. This is really the essence of human behavior and psychology, everybody is monumentally different, has different motives for what they do, and will feel different emotions and reactions to those choices. A game mechanic intended to simulate real world effects would be taking that choice, and natural consequence, away from the player, and making the judgment call for them following the logic that, since most people feel this about that, you, the player, will also feel this about that. Not only is a game mechanic entirely ill-equipped to represent, or accurately gauge, the spectrum of human emotion and behavior, but it would detract from the realism, and therefore the immersion, and thus detract from the entirety of DayZ itself. The part where you say that humans are monumentally different is where you go off course and your line of thought I am sorry to say falters. Humans, aren't that different. Its the reason that companies run ads on TV for products the way they do (there are entire courses in Psychological Marketing), its the reason that people from ALL walks of life get caught up in Ponzi schemes, or get taken by confidence men. Mankind as a whole are actually dangerously similar. Want another example? Guyana South America 18 November 1978, over 900 people drank the literal cool aid (actually flavor aid but I digress) because a man named Jim Jones knew just how similar people were (these were rich people, poor people, doctors, lawyers, and laborers). And before you go thinking that the People's Temple was just some cult do your reading. Especially about the good that they did in the mid 70s in San Francisco. Rev. Jim Jones knew how to exploit people, were not that different. The way you are dismissive of my argument without fully understanding or rebutting it, and the way you throw random events into the conversation as though they stand in place of a proper rebuttal, tells me that you really should study quite a bit more of the subject of psychology before passing an absolutist judgments on its implications and effects. It doesn't matter if human beings are fundamentally similar; of course they are, we're the same species! The point is that each person reacts differently, even if slightly differently, to every stimuli and scenario. Everybody has a sex drive, right? So I guess that means we all act and react to all sexual stimuli in the same manner, right? Of course not. Everybody is minutely different in each aspect of their sexuality from everyone else around them, no matter how superficially similar they may appear. For another example, even if 99% of people experienced PTSD following traumatic events, there would still be 1% who did not; how would you implement a game mechanic reflecting that on a level that does not ruin the immersion and realism of the game for each individual player? Simply put, you can't. You seem to be trying to argue from some fallacious position of authority here, instead of presenting concise and rebutting comments to those who disagree, including myself, especially so far as those arguments relate to DayZ and potential changes to it. If you want changes made to DayZ, and on the basis of psychological science, it is your obligation to prove how those would, or even could, be effective down to the individual level without compromising the realistic and immersive nature of the game. The bottom line is that, if my character in the game experiences some consequence for their choices which follow neither logical progression (such as hunger) or individualistic response (my own emotions as the player), then immersion is immediately lost, and I no longer relate personally to either my character or the game world. Trying to implement something like human psychology, in all its scope, down to the individual level, is simply not possible without seriously compromising the game world. If you disagree, don't just throw random events at me you learned about in Psych 101; rebut my arguments and prove how they are wrong.
  4. The problem is that those other mechanics are direct reflections of the real world: You don't eat, you get hungry. You don't drink, you get thirsty. You are exposed to the elements, you risk getting sick. It's all logical, and realistic, even if slightly exaggerated in the game (and perhaps that exaggeration should be changed). But one of the enormous reasons DayZ is so fantastic, and interesting from a psychological standpoint, is that it's all happening to you, the character, as a direct, natural result of your choices. It makes it immersive, and makes you, the player, feel a part of the game world. But when you kill somebody in the game, you feel...what exactly? Should you feel good? Should you feel bad? Something in-between? The answer is any and all of them, perhaps some all at once. This is really the essence of human behavior and psychology, everybody is monumentally different, has different motives for what they do, and will feel different emotions and reactions to those choices. A game mechanic intended to simulate real world effects would be taking that choice, and natural consequence, away from the player, and making the judgment call for them following the logic that, since most people feel this about that, you, the player, will also feel this about that. Not only is a game mechanic entirely ill-equipped to represent, or accurately gauge, the spectrum of human emotion and behavior, but it would detract from the realism, and therefore the immersion, and thus detract from the entirety of DayZ itself.
  5. If you get into character, this response is already felt. Read this, for example: http://www.dayzdiary.com/2012/05/chapter-5-my-soul-for-a-can-of-beans/ And no, that's not a shameless plug; it's directly relevant to the subject at hand. In fact, I tweeted only yesterday that, having studied psychology in-depth myself, it is both fascinating and exhilarating to see how it plays out within the confines of the DayZ world. Artificial game mechanics intended to represent real world human psychological effects would be a mistake, in my opinion, because they could never come close to the real thing. I find that human psychology already is playing a huge role in the world, even from those who don't even begin to try to get into character.
  6. "You do what you must to survive. Alex had told me that, and that was the axiom now haunting the halls of my mind." For those who have been following the story: http://www.dayzdiary.com/2012/05/chapter-5-my-soul-for-a-can-of-beans/
  7. Chapter 4 is live for everyone who's been following the story. :) http://www.dayzdiary.com/2012/05/chapter-4-angel-of-mercy-or-angel-of-death/
  8. In response to the many, many complaints about bandits, or the removal of bandit skins: I hear what you're saying, and I used to agree with it, but the problem is that isn't how it works in the real world. The reality is that you can't tell on sight the type of person someone is, their crimes, or their nature. You can tell little things about them, and over time probably pick up on some of those things, but it's certainly not going to happen from seeing them cross a road a hundred yards in front of you. What I would like to see, instead, is real world communications based on players' actions. For example, last night I was part of a bandit group (but wasn't a bandit myself, and still haven't killed anyone) who took out two guys at the Balota airstrip. As we moved away, we saw people communicating through chat that a bandit group was around the airfield, to be careful; some even resolved to come hunting us. It was very thrilling, and felt very organic. So maybe there should be some method for people to leave information throughout the game. Like a note pasted outside a town, or on the ground, or paintings in blood on the side of barns naming known bandits, or something similar to those things. It would still be realistic, still be organic, and not compromise the gameplay. If anything, I think it would add to it. Criticism: "You guys just want to be able to do whatever you want and not have to pay for it." Absolutely not true. I have NEVER murdered someone in the game, and don't plan to ever start. I play a true survivalist, and I my mantra is that it's okay to shoot in defense, but better never to have to shoot at all. But if bandits were nerfed in an unrealistic manner, it would remove a huge element of danger and realism from the game, and make my experience as a survivor LESS fun.
  9. I hear what you're saying, and I used to agree with it, but the problem is that isn't how it works in the real world. The reality is that you can't tell on sight the type of person someone is, their crimes, or their nature. You can tell little things about them, and over time probably pick up on some of those things, but it's certainly not going to happen from seeing them cross a road a hundred yards in front of you. What I would like to see, instead, is real world communications based on players' actions. For example, last night I was part of a bandit group (but wasn't a bandit myself, and still haven't killed anyone) who took out two guys at the Balota airstrip. As we moved away, we saw people communicating through chat that a bandit group was around the airfield, to be careful; some even resolved to come hunting us. It was very thrilling, and felt very organic. So maybe there should be some method for people to leave information throughout the game. Like a note pasted outside a town, or on the ground, or paintings in blood on the side of barns naming known bandits, or something similar to those things. It would still be realistic, still be organic, and not compromise the gameplay. If anything, I think it would add to it. "You guys just want to be able to do whatever you want and not have to pay for it." Absolutely not true. I have NEVER murdered someone in the game, and don't plan to ever start. I play a true survivalist, and I my mantra is that it's okay to shoot in defense, but better never to have to shoot at all. But if bandits were nerfed in an unrealistic manner, it would remove a huge element of danger and realism from the game, and make my experience as a survivor LESS fun.
  10. Chapter 3 is up now for those who have been following the story. :) http://www.dayzdiary.com/2012/05/chapter-3-friendship-murder-and-a-final-stand/
  11. Spot on post, OP; the logic and rationality within it was a breath of fresh air. I think what people need to remember is that DayZ is meant to simulate how the real world would deal with an apocalyptic scenario, and part of that reality is that people will kill, steal and betray each other if they think it'll keep them alive. Some will do it just for fun. And some will avoid doing any of those things out of a loyalty to their sense of morality that they'd rather die than betray. The fact that all those things exist within DayZ is what makes the game so fantastic, and, much as I hate being murdered, or fear bandits, I'd hate to see those elements removed from the game to cater to a base that is use to being able to regenerate health, and respawn at will. If anything, the game should be even more difficult than it is now.
  12. Chapter two is now posted for everyone who has been following along in my journey! http://www.dayzdiary.com/2012/05/chapter-2-a-wrong-turn-in-the-storm/
  13. I wrote a mock journal entry last night after playing for several hours, and rather enjoyed it. So, today I created this website to continue to do so on a more proper platform. Maybe it'll turn into something larger, maybe others will want to join with me and write their own, maybe it'll bring more people into DayZ, who knows? Regardless, it should be fun. :) http://www.dayzdiary.com if anybody would like to check it out.
  14. deweyhewson

    Day Z Diary, Day 1

    Day Z Diary, Day 1: I woke up lying on a beach, unsure of my surroundings. A large city was situated just west of me, and a long coastline stretched into the distance heading northeast leaving me with a choice: should I head into the wild with only my pistol and a canteen, or brave the city, surely peppered with an unholy combination of zombies and bandits, to try to scavenge supplies? I chose the city. Creeping slowly along the coastline, I moved from bush to bush, cautiously surveying my surroundings as I moved. Soon I had reached a warehouse on the docks surrounded on either side by large shipping containers. The crane in the distance told me I was in Elektrozavodsk, one of the larger cities in Chernarus. I slipped quietly between some shipping containers, remaining crouched to quiet my footsteps. The edge of the city stood naked to me, and I could see neither friend nor foe, which gave me a deep sense of foreboding; an enemy I can see is one I can avoid. I kept moving, hugging myself close to the buildings as I moved. Just ahead of me I saw an open door in a drab building, and I darted across the street and inside hoping nobody, or no thing, had seen me. Various items were strewn about the structure - a tire here, some scrap metal there - but as I had no vehicle they were useless to me. I did find a couple cans of beans, though, which would keep me going for a while. As I started to make my way back out suddenly a low moan echoed from behind me. I spun and saw that two zombies had seen me after all, and forced a mortal choice into my brain: do I shoot, or do I run? I had limited ammo, and there was the risk that the sound of gunfire would attract more zombies than I could handle, or worse, a bandit. I ran. I could hear their footsteps gaining on me from behind as I tore back into the street, and to my horror I saw two more of the monsters awaiting me there. I quickly changed direction, and raced aimlessly down the bare concrete before I spotted a ladder on the side of a boarded up warehouse. I pulled myself onto the rungs, only barely escaping the long grasps of the undead. As I reached the top, I realized my mistake: the ladder was the only way off the roof. I lay down on the rooftop to catch my breath and listened to the desperate groans below me; the zombies growing more feverish with each growl. Suddenly I remembered the flares in my backpack, and I pulled one out, heaving it half a block away back toward the street. The flame caught their attention, and I quickly descended the ladder, sprinting away from the city with the tortured howls fading behind me. I soon reached the forest which fell just beyond the city's grasp, but I knew it could offer me little protection. With few supplies, death was as sure to await me within the branches as it was within the city; whether I was murdered or collapsed from thirst, I would still be dead. I knew a fire station existed on the opposite side of the city, so I pointed myself there, keeping just within the trees lest a waiting bandit watch my approach. As the station came within sight, I saw that fortune had smiled on me, as only a few zombies could be seen around it, and no bandits. I easily avoided the slow moving demons as I moved into the complex, and saw a half dozen dead soldiers strewn around its floors. This was a good sign: where there had been soldiers, there would be weapons. My logic was proven true when I happened across an assault rifle. I failed to find any ammo, however, but any thought I had of continuing to search was driven from my mind when I heard gunshots ring out from within the city. I was not alone. They were far enough away that I did not worry I had been seen, but I knew I could not remain stationary in such dangerous surroundings, and I moved out of the station into the hills above it. I had still failed to find adequate supplies, so much as it loathed me to think it, I knew once again I would have to make my way back into the city. Turning around, I looked down at the buildings and saw a hospital a few blocks away, and a close grocery store. I hoped I would not regret it as I told myself the medical supplies would have to wait; food was a higher priority at the moment, and with the sun sinking deeper into the horizon I knew I could not risk investigating both. It would be faster, but no different of a result, to put a bullet in my head than to find myself caught in a city after nightfall. I crept from house to house as I moved toward the store, every so often more shots continuing to sound through the desolate streets from somewhere close by. I managed to make my way into the store without incident, and saw that my risk had paid off: food and other supplies were plentiful here. I took four or five cans of food and a flashlight, and managed to scrounge up a compass, before I slipped into the backroom, where I found several piles of shotgun shells. Even though I didn't have a shotgun, I shoved several into my pack. The choice proved fortuitous as, within a closet at the back of the room, I saw a shotgun laying across the floor. I had scarcely picked it up when a rustling sound reached my ears. I turned and instantly threw myself on the ground. Where I had been standing only moments before, a bandit was now searching through a pack on the ground! I didn't move, couldn't move, and held my breath, hoping he hadn't noticed me. After a moment, he moved back out of the store, and a sigh of relief escaped my lips. I would risk no more in Elektrozavodsk tonight. Waiting until I was sure I was alone, I forced myself out the back door of the store, pushing myself toward the grassy hills, the forest, and within the open arms of the trees, safety. I allowed myself to breathe easier once I had reached them, feeling confident enough to walk openly within the branches. Zombies rarely ventured out this far, even at night, and bandits liked to camp the cities, watching for unwitting victims on the coasts. I left the trees only once, to fill my canteen with water from a pump I had seen secreted beside a barn, and ate a short dinner of cold beans before continuing to make my way north, hoping to find what I could to keep breathing. I knew the village of Mogilevka was somewhere ahead of me, and I hoped to reach it before dark. I knew there would be water and food there, and I hoped to find some wood and matches, as well. The cold was already starting to grip my bones like a desperate fear from the past, and the sun faded further with each passing step, and already I could see the twinkling of the brightest stars staring down at me from past the clouds. I had walked for what seemed like hours, and the confidence dripped from my mind as each step wore on. Soon I knew what my heart had been telling me: I was lost. The village was not this far, and I had either gone too far, or gone the wrong way. Either way might have sealed my fate. I had no choice but to retrace my steps, and I did so as quickly as I could. The light was almost gone now, and being exposed in the wild once it had faded was not a thought I wished to entertain for long. I was in luck! Moving back to the south I came across a road that had somewhere escaped my eyes on my first pass, and I recognized it as the one which would lead me straight to the village. I had given up all hope of reaching it before dark, as the last rays of sunlight clung to the horizon, but I thought that I at least could make camp on its outskirts. Soon the dull outlines of the first few farmhouses could be spotted ahead of me, and I started to look to the trees to rest for the night. Suddenly, an angry growl reached me from the field to my right. Zombies weren't supposed to be out this far from the buildings! Apparently, I had failed to inform them of this, as two of them tore from the long grass and raced toward me. I could barely make out their forms against the darkness, and I turned and sprinted away, hoping to reach higher ground. There would be no escaping them without the aid of daylight; I knew I would have to fight. I turned and pulled my shotgun from my back, loading shells into it as swiftly as my shaking fingers could load them. The creatures would be upon me in seconds, and I knew I would only get a few shots. I aimed carefully as the first zombie approached, and firmly pulled the trigger. The buckshot tore into the left side of his head, and he fell back dazed for a moment before dropping heavily to the ground. The second had no thought for his fallen comrade, and he continued to run toward me, the infinite blackness of his eyes reaching into my own as he moved. I dropped to one knee to steady my aim, then fired the second shell, which struck him firmly in the chest with a thud. There was no stutter this time, as he fell to the ground silently beside the first. I stood again and spun in every direction, fearful that other creatures had heard the shots. To my relief, the world fell quickly back into silence, and after a moment a flock of birds took flight in the distance. For some reason, their seemingly lack of care for the dangers of this dead world brought me comfort as the last light of day faded at last from the sky. The stars filled the sky above me now, and, oddly enough, I felt almost at home beneath their watchful company. I moved away from the grisly scene and up through the woods on the other side of the road. A farmhouse in the village could be seen in the distance ahead of me, and I thought it safe enough to make my camp within sight of it. I was still without supplies for a fire, and my canteen was all but empty. The new day would bring new challenges, and a new struggle for survival. I realized this may be the last night I would live through in this world, and I let it take me as I shut my eyes, and drifted into sleep. http://i.imgur.com/QhHm0.jpg
  15. deweyhewson

    FPS

    I've experienced this quite a bit, as well; more often on some servers than others. It's just bizarre; never before have I played a game where my FPS is directly affected by the server. I understand this is very much in alpha, and I'm not mad or anything, but I'm really curious what would be causing such an issue.
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