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bfisher

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About bfisher

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  1. Where is the DayZ population?

    Maybe. I just don't think DayZ is going to "blow up" again like it did when the Mod first came out 4 years or so ago. AFAIK, there was never anything like that. Since then, there have been all sorts of similar zombie survival games with various degrees "sandboxedness" and success (or even completeness) (H1Z1, State of Decay, Dying Light, Dead Rising 4, Dead Matter, Dead Island, etc), survival games like The Forest and The Long Dark, Rust is in there somewhere and "battle royale" games like PUBG and Fortnight.
  2. Where is the DayZ population?

    At some point, I would consider their failure to deliver on the promised gold to be what is commonly known as a "scam". Forgetting metaphors here and without discussing the quality of the standalone, the reality is that pretty much anyone who has or had interest in playing DayZ at some point has probably played the standalone. They may have even played it for a long time or are still playing it. But people don't play a game forever. Under the best of circumstances, these sort of games go through a cycle where they get a big hit of players in the beginning, player count slowly increases until it peaks and then slowly wanes as players lose interest and move on to other games. Once the player count drops below a critical mass, a multiplayer game becomes for all intents and purposes unplayable. The point being, by the time DayZ is released (assuming it ever is), most people who were interested will probably have moved on and simply won't care.
  3. Is this even a game at this point?

    Almost...
  4. Is this even a game at this point?

    I think what the game play loop is "supposed" to look like is this. You start on the beach with minimal gear a bit hungry and thirsty. You then spend a lot of time picking your way around a mostly empty, but picturesque wilderness and scattered towns looking for stuff to help you survive. Much of it will be junk. Some of it will be junk that helps you survive a bit longer. Like something you can fashion into a rope or bandages or a weapon marginally better than bare fists. Every so often you find something super-useful like a hunting rifle or large backpack. If you're really lucky, you find some military grade shit. The entire time, you have to be mindful of zombies, making every excursion a bit of a risk/benefit analysis. Ideally you get into a routine of explore, finding food/water, preparing it and repeat. And every so often, you encounter another player or players, which raises the possibilities of either cooperation or a brief firefight that sends you back to the beach. I suspect that actual game play loop is wandering around stuffing your face with apples and wearing track suits until some idiot punches you in the head.
  5. No point getting into the "DayZ is dead!" vs "it's Alpha!" debate again. I'll check back once I hear it's finished.
  6. DayZ is a bit more brutal than real life I think. There are no consequences in DayZ and few incentives to team up long term. I think in an actual post-apocalyptic scenario, few people who go it alone KoSing everyone they came across would last long. There is safety, companionship and other support in numbers. You need people to watch your back while you sleep. Or complement skills you don't have. Plus I've found that there are enough players who want more than KoS Battlegrounds play that I've had some decent interactions once we've managed to get beyond the "do I murder this fool before he kills me" stage.
  7. I've said this before, but I feel like DayZ is closer to that movie The Crazies than a traditional zombie film. What I mean is that all the other human players are really the ones infected by the virus and it's turned them all into homicidal lunatics.
  8. As a long-time player of DayZ, I feel like the ability to spawn with your friends or anywhere besides "random" is against the spirit of what DayZ is about. You should start each game in the role of someone who just washed up on a beach with no idea where they are or where their friends might be. You need to SURVIVE long enough to meet up with your friends before you earn the right to go skipping tra-la-la with them through Cherno. It also adds to the "real consequences" aspect of the game if dying means a 40 minute walk to reunite with your pals. But maybe that's just me. IMHO what makes DayZ different is that it is long periods of almost boredom dealing with the grind of survival, punctuated by moments of shear terror, followed with either celebration or throwing your keyboard in frustration. There are plenty of other games out there for just spawning in with your team and going at it.
  9. My .63 Offline Experiences

    Sounds encouraging. Did you get a sense for the survival mechanics (food, thirst, body temp, etc)?
  10. Just checking in..

    You cared enough to use one of your 16 posts on this message board.
  11. Just checking in..

    I did log on last night, but given the low traffic on any server, it seems like Bohemia has made a great "last man on earth" simulator.
  12. Just checking in..

    For the record, my wife and I have actually gotten married and produced two actual children since the SA was originally released. My dream is that someday their children will get to play a finished version of DayZ.
  13. Use of Masks

    In the mod a person's name used to appear above their character. Now the problem with this mechanic was that it was visible for hundreds of meters, even if the person was hidden. But I wouldn't mind having it in the Standalone at a range of like 10 meters. Wearing a facemask, bandana, balaclava, helmet or other concealment would disable this.
  14. Thinking about coming back?

    The problem with a lot of these "open world" early access sandbox games is that they start with an interesting idea, but you have no idea what the finished game will be, if anything at all. The Mod started off as this brilliant, if crude, concept of a brutal open world zombie survival game. Similar in tone and style to The Walking Dead, The Road or 28 Days Later. Survival times for new players was like 15 minutes on average until you could figure out how not to be immediately killed by zombies or player bandit gangs before you found your first backpack. Only THEN would you actually have to think about where to get food, weap;ons, etc. We thought the Stand Alone would just be a polished up version of that. Four years and many interface and engine overhauls later, we have a big nerfed down walking simulator on a very pretty but largely empty giant wilderness map. Zombies don't work. The loot economy is broken. But we have this new engine that dramatically simulates leaves gently landing on a pond. I'll check out .63 when and if it's ever released. But I'm skeptical that it won't just be more of the same.
  15. Let’s talk about the night-time, shall we?

    Yeah, I don't know. The problem IMHO is that since the day / night cycle is more or less "real time", no one is going to fumble around in pitch black darkness for 12 hours. They'll just switch to a daytime server. And if you make night time into a bright "TV night time" where you it's just daytime with a blue filter, sort of defeats the purpose of it being "night". A short day/night cycle forces the player to find a light source or hunger down for a time period so they aren't stumbling into zombies or players. You can create a sort of Minecraft / I Am Legend / Dying Light dynamic where you hide / fortify at night and go out during the day. Or maybe a reverse of that where the night offers greater reward and safety at the expense of not being able to see so good. I haven't quite worked out what the ideal day/night dynamic should look like on a largely open map where you only occasionally encounter people. Chazz Michael Michaels: "The night is a very dark time for me." Jimmie MacElroy: "It's dark for everyone, moron."
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