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  1. I too would think that would be neat to get the trains up and running. Although regarding the detail, one thing kind of bothers me: If you check out the wrecked ship or the harbors, they are all filled with standard 20' intermodal shipping containers (maybe some 40' as well, I don't recall). And yet I don't think I've seen any rolling stock equipped to handle intermodal containers. Mostly I've seen these old box cars that look like they are left over from the Battle of Stalingrad. I'd expect to see lots of flatbeds or well cars, some loaded with containers.
  2. What would be the point? So my character can wake up from his coma years from now and no longer recognize the world he once knew?
  3. 44 Magnum here (world's most powerful hand gun. I've been playing since the middle-ish days of the Mod. Don't have much time these days, as I didn't have a wife and two kids when I started. Putting it that way, it kind of makes it seem like development is taking a long time. I guess there isn't really a way to put it to make development not sound like it's taking a long time. I hope some day when my son (or daughter) is older, they might get a chance to play the Beta.
  4. So it sounds like the obvious answer to "why is it harder to have interactions" is that there are less people actually playing to interact with! My personal take is that there are two main reasons player interaction is becoming more rare. Bigger map and lack of zombies. By bigger map, I mean that even though the total area is about the same as the mod, all the new locations and buildings create more places to go and more space to not see another player. You can hide 50 people in Electro without them ever running across each other. Back in the day you had like 5 buildings in the largest cities that you could enter. There was always a bottleneck at Balota airport, the fire stations and the hospital where players would run into each other. And of course having lots of zombies gives players something to shoot other than each other. And they provide a bit of a warning when players are around so they don't just surprise each other and shoot each other in the face.
  5. To be honest, unless you had a large clan of dudes (and dudeettes) where at least someone was around to guard the base, I never really saw the point of having one. To me, bases make sense in an Minecraft Project Zomboid Dying Light I Am Legend scenario where it's relatively dangerous to venture out for half the day, so you go out scavenging during the other half. During the dangerous period, you hide in your fortified base, sleep, count your beans and bullets and wait for the sun to rise (or set) to do it all over again. DayZ doesn't have those cycles. I just don't see the point of spending an hour walking across the map to get a couple cans of beans, walk all the way back to some fixed base and hope my shit is still there. To me, much better to be mobile and live out of a car so I can take my stuff with me where I go. But I'm not against base building and DayZ should allow all sorts of play styles. I just don't want to see Cherno become a shanty town of bunkers and watchtowers made from plywood and HESCO barriers.
  6. Had an interesting encounter today. I'm minding my own bussiness, running in the Solnichniy to Tisy 20k and I hear a couple of gunshots in the distance a few clicks northwest of Alter Radio Station. Their in my path, so I investigate. I start hearing more shots, which I eventually determine to be coming from a small cluster of houses about a click away. All of a sudden, I see movement coming towards me off in the distance. On closer inspection, it appears to be a bunch of wolves, spread out in two groups of 2-3 about a thousand meters apart. I manage to book it out of there without them tracking me. Never did find the source of the gunshots or what happened to them. I like those little touches when you encounter evidence that there are actually other players on the server. I mean besides when you encounter some other asshole in an airbase going for the same weapons cache.
  7. No, it was more an impromptu test of the "dinner bell" effect of firing a rifle in town. I got killed by another player a short time later anyway. And in a typical shitty glitchy DayZ manner. I could hear the guy approaching so I pulled out my AK. As I'm waiting, I just silently fall over and a few seconds later hear some out of sync gunshots. So looks like some work is still needed.
  8. I've been playing a bit and here are a couple of thoughts: The zombies are better, but the game won't be anything but a PvP fest until they can create zombies that are numerous enough and dangerous enough that they pose a threat to a single player. I did run a bit of an experiment in one of the towns that worked out pretty well: From the doorway of a 2 story house, I dispatched several zombies with a silenced pistol. Pretty decent distance shots IISSM. The zombies went down without drawing attention. Then I went upstairs, shut the door to the room and killed a couple more with single shots from an AK-101. That drew every zombie around. I could hear them all running around and inside the house on the other side of the door, which they noticeably did not teleport through.
  9. I had eaten some cooked (not burnt) chicken too.
  10. Seriously, can someone explain the "sickness" mechanic? How does one get "sick"? Drinking pond water? Getting hit by a zombie? Eating undercooked chicken? Did I just catch something in the air? I felt like I was kind of sick (yellow) for hours. I had a full stomach (highest "energized" and "hydrated" levels). Predictably, I needed to constantly drink, but fortunately I was right by a pond. After what seemed like hours, I thought maybe the pond water was making me sick, so I decided to travel cross country and find a well. Big mistake. After about 10 minutes I because dehydrated and VERY sick (red). I did manage to find another small pond but couldn't drink fast enough and died. So can someone please enlighten me on "sickness"?
  11. Came across this mess near Tisy. bunch of wolves taking down a zombie. Chased me into a nearby house.
  12. Personally, I've always felt that DayZ is best represented by long dull stretches of tense lonely boredom, punctuated by short periods of terror, followed by either frustration or victorious elation.
  13. @maxhewitt- Actually, I think the fact that there is no "instruction manual" and the constant threat of PvP is the best part of the game and is completely in the spirit of what Rocket had in mind when he created the original Mod. The intended effect is that you are dropped into this hostile and unforgiving environment with no gear or survival knowledge and hope you don't get killed by the steep learning curve. A bunch of new players should very much be the "blind leading the blind", similar to Season 1 of The Walking Dead or the first 20 minutes of any zombie movie where people are just running around trying to stay alive. Having the Community shape the play style is sort of the whole point of an open world survival game. I think the problem is that gameplay mechanics are underdeveloped so you almost don't need to do anything to survive. I seem to remember the early days of the Mod where average survival time was something like 15 minutes. Now, once you've found a pond and an apple orchard, it's pretty much until you accidently kill yourself or run afoul of another player.
  14. The landscape looks very pretty. But world also feels pretty empty. There are more zombies, but they really don't feel like a threat. At least not the way they could be in the Mod if you accidentally agroed a whole town of them. And the fact that you can never outrun them is pretty annoying. I'm experiencing lots of rubber-banding again as of the 2/13 patch. That wasn't there before. I saw wolves for the first time by Tisy military base. Their howling was a bit unsettling. I still don't like the "I feel [blah blah]" alerts. I feel like the mod gave you more visual cues and the food/thirst/health icons were better. Overall, my impression is still of a very pretty, but largely unfinished game with a dwindling player base and not a lot of interaction with the environment.
  15. I don't know why people downplay the PvP aspect of this game. PvP has been a major part of DayZ since the early days of the Mod. And the concept has deep roots in both zombie specific and more general post-apocalyptic fiction. Maybe it was less of an issue in the Mod where you needed most of your bullets to kill zombies (which attracted more zombies and wasted more bullets). There are a couple of things that make PvP fun in DayZ: * The constant tension that unseen someone(s) might be watching you and might attack you at any second. * Finding evidence that unseen someone(s) might be watching you and might attack you at any second (bodies, distant gunshots, discarded broken loot) * Stalking an unsuspecting player, trying to decide if he's worth approaching and striking up a conversation with, killing outright or avoiding altogether * Striking up a conversation with another player, and deciding that it's time to kill them because they are acting suspicious, weird, annoying, or you just feel like it. * That satisfaction of killing some jerk who just tried to kill you and failed. * Making a new friend and the two of you kill someone else together!