thecrawly
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The goal in Dayz should be survive, not pvp
thecrawly replied to ElysionField's topic in DayZ Mod Suggestions
Just wanted to add thats its equally important to keep pvp a viable tactics for the true lone-wolfers. -
The goal in Dayz should be survive, not pvp
thecrawly replied to ElysionField's topic in DayZ Mod Suggestions
Many wise words have been said, but I still want to add some: I think the trick is to make games that span across several dimensions, thus setting fuzzy goals even though it's a sandbox game. We have a deathmatch kind of game in a ai zombie enviroment. Survival is to sketchy a goal to even be called fuzzy, and should be regarded as part of the deathmatch game. The lootchain is focused on pvp equipment, and kind of reinforces the fuzzy goal of dominating the places where said loot can be found. Possibly the future hold sustainable bases, which would provide more of a fuzzy endgoal. Zombies are scary at first, but after you learn how they work pose less of a threat. I think making them harder to kill might be a good way to go. Keeping it traditional, headshots might be considered the only way to kill them, even though this would assume some kind of crossbreed from Romeros undead zombies. Other things that might make grief-pvp less attractive: * Make human contact beneficient by introducing the "sanity meter". Being close to another human should be comforting just like in real life. Low sanity make your character cackle with glee and mutter to himself or something similar. Comfort should also be a factor. The warmth of a fire, good food and drink should all be beneficial. Getting wet and cold should be very bad and possibly make you sick, dishearted and slow. Comfort is hard work to create on your own (or should be). * Enable adrenalin when you get in fight with other survivors or zombies. A buddy to share your experience with would be beneficial here. * Increase the loot respawn time and make high-end military weapons really rare. In real life loot would run out, forcing survivors to start producing fresh good or control areas where larger amounts can be found. * Add a combat point command enabling someone to add a fading marker at wherever they are pointing. Only visible to the people close. This would benefit people working in groups in terms of tactics and make them more dangerous. * Provide fuzzy goals that require cooperation. It might be building and constructing, or simply places so infested with zombies a lone griefer will have trouble getting there. * Make cities so infested with zombies that it pose a real challenge for anyone getting in and out alive. * Bit of odd idea, but a possible solution might be to introduce ai-griefers. Effectively bands of ai survivors that roam the countryside, looting and killing. Make these bands sometimes have access to cars and trucks. -
Ok. I think I understand it somewhat better then. The big question is why anyone does this(?), but I suppose that need to be answered by a shrink or similar. Still a bit frustrated by my last (almost) five hours geting spoiled, but think I will give it another go soon anyway.
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First post here as well! Been playing for a while now and got killed a few times by hackers as well. This last time I got teleported into the sky somewhere and fell to my death. This after carefully scavenging the countryside for almost four hours and finally starting to get the basic gears in place. It wont make me quit, but sure is frustrating and keeps me from telling other people to invest in A2:CO for this. Now: Can anyone explain to a non-programmer how it could be impossible to stop the server from accepting anything but valid commands from the clients? Seems to me (again: non-programmer) that it would be quite easy. Is it because the mod can't control all aspects of the server, or what not?