Jump to content

neetrucfuclie

Members
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

1 Neutral

About neetrucfuclie

  • Rank
    On the Coast
  1. Of course, people killed others for reward, and I'm agree this kind of killing. I think you maybe thought I want this game to be a totally friendly game, if u think so you've misunderstood me probably because of my unskilled English. What I want is neither the friendly nor the hostile, but the entanglement of these two relationships between players, a balance, a balance caused by the players' situation only in game, not offline. For example, in game, a group often have much survival rate than a solo ( well, not for some people who too expert in solo ), but it not means that the larger the group the higher the survival rate, because of the hunger, the injury and the limited food and medicine. Think about the situation that a group of three is facing hunger, but the supplies of them can only fed two until they find the next supermarket or animal, or survival. It still have many chances to make players kill each other, even their friend, but not just for fun, and sometimes it'll be a very hard decision to make just like that in the real life. I just want to eliminate the people who too like to kill, who doesn't in the game's logic: even don't want the goods from the kill, even don't care about their own lives.
  2. Nice to meet you, I read your ideas, it's very interesting. But in my opinion, I prefer the systems built by the participators, not by the supernatural powers like a god or Rocket, I really want to see the political behaviours and their influences from players to players not from the developer, it mean the less rules by program the more rules by players' actions in game the better.
  3. I understand, I think at least DayZ can seperate a new mode for this, just like the two modes of PVP and PVE in other MMORPGs, people can choose their way to play.
  4. Yes, I totally agree with you, this idea doesn't mean that people should play alone, it means people should pay more attention on their friendship in game, it'll make the friendship in game much firmer and valuable, and bring the new friendship to players. And when players losing it, it'll make players realized more importance of the friendship. Sorry for my English again.
  5. First sorry for my English. And this idea has in my mind for serveral months and for some reason I cannot play DayZ right now so I don't know if DayZ still need this suggestion. I think many offline-union, I mean the players who have known each other offline have been impacting the core ideal of this game. Players who can find companions offline will take neither their lives nor their social relationships in game seriously. It results many players are easy to decide to kill other players they don't know in real life, and tend not to join hands with other survivors. Moreover, when players died, they only lose their equipments, but not their social relationships, thus death became a not very punishment, so the players are not so cherish thier lives, an extreme example is some players even enter the game just for killing others, but this is a survival game isn't it? The essence of this multi-players game is the entanglement of the relationships between each player isn't it? Due to the above reasons, things in DayZ are not DayZ enough, sometimes it's even became just a degenerated ArmA 2 battle with zombies and humans. My idea is, abolishing server selection, making players enter servers random, fixing one "life" of a player in one server, after a player died, he/she will respawn in the other server randomly, it'll need a whole new network system I think. I think this idea will definitely make DayZ more DayZ, but whether more people like it or not is another story, it's just a suggestion.
×