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Everything posted by xximrtwoixx
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DayZ Arena Competition! (Sign up now!)
xximrtwoixx replied to urspider2018@gmail.com's topic in DayZ Mod General Discussion
You will need one ref just to watch the player list. -
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@eliasr I think it's legit to try and explain why some things will not be fixed or at least should not be fixed in a POC mod. I work in development, (not game development) and I have done many POC's, its how you prove something to people up the chain that don't believe in a conceptual idea. Its thrown together with enough to show it works and enough shine to convince people its going to be successfull (These people often have no idea of how things actually work). You don't build on the POC to create the final version, it is never set up to the actual scale that a final version is and never has sufficient infrastructure behind it. (Sound like anything) They do eat and drink, they eat players and drink their blood.... I am a huge fan of realism but I can suspend that enough that I don't need to see the Z's eating/drinking to accept that they are alive and in decent shape, ie not on the brink of death from malnutrition. I don't understand why you say for so much time, the initial outbreak could have been a day or months ago we don't know... I didn't say infinite, you have again tried to argue something completely different rather than concede that I'm correct. THEY ARE LIVING PEOPLE. Yes your player character would also get an adrenaline boost, but he/she also feels pain, fear, and has a sense of self preservation, this gives the advantage to the infected. The infected while not aggro'd do not appear to be using up many calories let alone adrenaline, so I don't think you have to suspend reality that much to belive they would be/go into jacked more when they aggro. I don't mean the crazy pathing/run they do I simply mean that I don't think it is a given that your character is faster/strong than they are. I also look at what Rocket has actually said about them and how he envisions them. Look at the post below. I don't think it’s stupid to understand that in game a broken leg really represents any type of leg injury that would not allow you to walk/run. Should they have added a twisted ankle mechanic or maybe some additional animations/icons etc. That would be a complete waste of time, the game can still be authentic with one mechanic, and I think its very authentic that you could sustain a leg injury jumping from a height of 9m, especially if onto a hard surface. I do think it’s stupid to waste time exploiting a simple mechanic in order to "win" at a game rather than actually enjoy the experiences that your meant to have by playing the game. Are you really saying you would not die/take enough injuries that you may as well be dead if you were armed only with a spoon??? Or are you again trying to provide justification for cheating??? No I just recognize that one concession to the difficulty is one to many, its what has ruined countless other games, that first suggestion/whine/bitchfest/complaint about the difficulty that a dev caved into. Making your life as new spawn easier makes it suck less when you die because you are then a new spawn. I don't understand how you don't get this? Not only should you fear death, but you should fear having to go back to that starting point because you know how crappy it is. Yes make it harder, he shouldn't bother about the death matchers as this too will solve itself at the appropriate time in development, take away all starting equipment, as long as they don't attack while you spawn in I'm cool with being in the middle of the horde. Z's should spawn on you especially in towns/cities/high loot areas... wait that is where they spawn initially and in turn spawn on you. These are locations that are infested and the engine can not support this so it instead insta spawns zombies to represent what it can't actually simulate due to engine limitations.... So you will stop using AltF4 when you stop aggro'ing zombies to you.... Do you count yourself out of the category of "people with common sense that like to play the game the way its meant to be played"? I hope so because you are, and its likely so are most of the people that gave you their beans. When their lives are on the line I do think people will always be cheaters, liars, cut throats, and any other derogatory label you want to throw out there. If the option is out there to avoid pain (In this case the suck of death in a perma death game) then people will always take it. Do you really think every aggro is a bug or everyone shooting you is a hacker? This isn't the case but people always justify altF4 because of these reasons, because they can justify it to themselves, so thats what they do. Its the same with duping, if someone else is going to hack it in wtf does it matter if its duped, and this is the cycle DayZ is in. If anything these are the issues I think should be addressed by the dev's, but I understand that it would most likely be counterproductive so I'm not going to make countless threads qq'n about it. As for the melee weapon see above, no concessions.....
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Everyone would sit on the coast and kill each other for the ammo, thus they would have ammo then they would kill everyone else. I think OP is just trolling now trying to start fights, or he's 10.
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No item respawn/despawn + sleep [Standalone] [Future mechanics] [Dreams]
xximrtwoixx replied to ENSLAVER's topic in DayZ Mod Suggestions
I like the idea of persistent loot or even variable capped loot, ie the percentage of loot that exists in game already determines the probability of loot spawning. Capping loot would allow you to ensure that certain things continue to spawn ie have no cap like food/water but others are very limited like main rotor assemblies, certain ammo types, etc. This type of system could exhist on all servers, but I think that a persistent total number would have to be limited to certain servers running a unique game mode, I am all in favor of that though. I think persistent time passage would enable all kinds of interesting features, degrading power, water, gear, increasing number of infected, escape, and even bugging in. Limit a CD key to one character per unique session and have a true survival competition. Players would still be able to play normal servers after they die, or maybe they could play as infected after their death in an attempt to get to the next session faster. I don't like the idea of exhisting in the game world while you are logged out, I think your surplus gear/items should but I don't think that the players body should. I would be open to food/blood degrading while logged out especially in a "session" based server. -
A Final Solution to the Bandit Problem
xximrtwoixx replied to EggMcSexy's topic in DayZ Mod Suggestions
Rather than broadcasting a players location I think it would be better to broadcast or let players know where murders are occurring. I'm not really for this either though but it's an example of how your suggestion could be better. -
Griefer, Hacker, and ALT+F4 - Not yet another thread
xximrtwoixx replied to Sol (DayZ)'s topic in DayZ Mod Suggestions
System won't work in ARMAII because players can change their name so this would require some type of modification to track CD Keys, (Are hidden by hackers anyway) this would mean adding/changing things that at this point provide no value to the project in terms of testing or future development if a completely different approach is going to be taken with stand alone. It would be useless as there are no rules that establish a difference between a griefer and other players, also as this is totally subjective people's deffinitions are completely different. Add to this that people are angry when they die, apparently even when they have no kit which I don't understand, this system would be used to attempt revenge against their killer. As everyone knows everyone is elite and the only way they would ever die is to some hacker duche, and their tents only lose gear because of bugs/hacks never because they are hidden in some shit place. Now we get to the good part, Video evidence of someone spawning in gear, alt f4, etc, but the server doesn't have tags so WTF are you going to do with the video? Did you really not even put enough thought into your own suggestion to realize what would have to be implemented for it to work properly? If your going to use any type of visual evidence then you need to be able to recagnize players to do so, thus tags would have to be on. I know you put in some trash about a pipe dream where we have player customization like apb reloaded (Doubt its possible in this engine) but even then whats going to happen via appeal are they going to do a line up of player skins vs video evidence? There would have to be tags and tags suck so thats what I said. Don't get me wrong I hate exploits/hacks and think that they have a fairly large impact on current gameplay, I just think your idea is complete crap no offense. I understand that there is no point doing stop gaps if your trying to get to a standalone that would prevent them asap. It would be much easier to get rid of alt f4 via a log out timer, or get rid of the ability to spawn in all kinds of stuff by removing all that stuff from the engine, or removing some of the dependency on client side interaction. Hell I'm for only official servers because I hate exploits hacks so much, alot of the community is completely against this but I think it is the only way to go when your character can persist from one server to the next there is to much room for exploitation with community servers. -
Op your classes remove much of the game play that exhists now, you wouldn't need to spend hours looting and exposing yourself to risk when you can just restart with a bunch of sweet loot, and whats to be feared from death if you respawn with all that gear? Your suggestion would ruin the game.
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Like giving players svd's and ghilliez at spawn is going to reduce the number of snipers camping spawn....
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I made an updated weapon chart on gdocs
xximrtwoixx replied to Izviral's topic in DayZ Mod General Discussion
Thats why the military is trying to move away from .223/5.56, because its so great. IRL its to much of a "utility" round to really be usefull, its to fast and small for ranges >100m, ie it goes so fast it doesn't have a chance to tumble and thus entire clips are used to put someone down close range. Its also to light to be used past 200m as its stopping power greatly degrades because of its size and this also leads to problems with accuracy. This is why 6.8 has emerged and is widely used, or why many rifles are again chambered in 7.62x51 or .308 again. -
Griefer, Hacker, and ALT+F4 - Not yet another thread
xximrtwoixx replied to Sol (DayZ)'s topic in DayZ Mod Suggestions
Wouldn't stop people logging out before they take damage, ie run in aggro a bunch of Z's then logg to make them all despawn. Or see another player and log instantly. There is no way to stop altF4 without a timer that keeps a body ingame after log out for a set amount of time. This may not be possible within the Arma2 engine through a hack/mod but it should be something that can be implemented into a standalone version. -
Griefer, Hacker, and ALT+F4 - Not yet another thread
xximrtwoixx replied to Sol (DayZ)'s topic in DayZ Mod Suggestions
Look at the butt hurt displayed over people being killed now, do you think this would somehow stop if people had another avenue to seek revenge against their killer? People would be reporting people for griefing/killing all the time it wouldn't be localised to people griefing and thus would be completely useless. Also if your not teleported it can sometimes be hard to tell if you were killed via a hacker or just a single sniper round to the dome. So you would have people reporting unseen killers as hackers. Also any type of tag system greatly takes away from the game experiance as it makes it to easy to spot players so you either get crap gameplay and the ability to identify AltF4 or no ability to identify them. This should be patched out and I'm sure it will at somepoint in development. Testing is not meant to be stable and playable, playability/stability should not factor into dev decisions at this point. -
I think a skill system would be much better than a class system, there are no inherent advantages to anyone and players are freely able to create their own perfect player character. This would also increase the penalty for death in game something that I think should be done asap. Skills could be as simple as most of the avialable actions now, and provide a simple bonus like increasing/nerfing animation/action speed or increasing the effectiveness for using the skill, ie blood bag gives more health when your good at transfusions. I would prefer a point buy type of system at character creation and also for choosing skills, maybe a character would need instruction from another before they are able to lvl up certain skills this would add another legit reason for players to group up. Skills that develop through use could be used but then you simply have people farming their skills, ie you need to shoot to get better at shooting, heal someone to get better at healing. But then people just shoot/heal their friends and it becomes who has more time IG rather than who's actually good at the game.
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The third DayZ Playerbase Survey | Final Results
xximrtwoixx replied to eel's topic in DayZ Mod General Discussion
I also would like to be able to choose two or three options in the "what don't you like about DayZ". hackers Cheaters (AltF4) Even though these aren't the biggest priority now, there needs to be a major focus on them to go standalone. @login Mid game is being shot in the face and going back to early game.... -
Stop fixing minor issues or call it 'BETA' !
xximrtwoixx replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
I think you have to also considered that we are testing actual game play/balance as much as we are testing for bugs/glitches. Because there are basically no games that have the combination of hardcore features, perma death, open pvp, open world, realistic damage, etc I think everything is being looked at. Add to this the huge player base and Rocket has the ability to test for various responses when is to hard to hard basically. I also think the large player base has influenced what has been addressed, thus we have so many updates focusing on infrastructure and performance. Size and scope is something that needs to be tested though so its not necessarily a bad thing to establish the parameters you will need to work within early in a project, I just think if the true intention is to go standalone with your own source you will basically throw the mod parameters out the window. @OP a lot of the content you seem to want added seems superfluous to me, at this stage one or two examples of any given type of item are all that are needed for testing. Also expanding "Mid-game" would make playing the mod at this stage better, but I doubt the "Mid-game" content in standalone would be the same as it is in the 4 month old proof of concept. I do agree that there should be more of a focus on adding than fixing at this stage though. I think a major focus has been to keep the internet sensation ball rolling as the more exposure the mod gets the better it is for the mod. There is also a significant opportunity to establish brand loyalty for DayZ that will hopefully make it easier to weather the storm of inevitable copycat products. -
@Kebman thats what pm's are for... Maybe this has somthing to do with your english?? I don't understand what you mean by dead muscle, if the person is alive how are their muscles dead? I am telling you that the Z's in this game are living people and not reanimated rotting corpses so there is a major difference. Just as it is impossible for their muscles to keep working all the time, its impossible for your player characters muscles to keep working all the time. As they are alive and all jacked out because of the infection they should be able to push their body beyond the limits of your player character. There is a substance that allows people to become stronger/faster instantly it's called adrenaline. To make it simple what I'm trying to say to you is you do not have a physical advantage over the Z's, if anything your character would be at a physical disadvantage. If you disagree with this or think this should be changed then you want to make the game easier. I've had many experiances like this, these are the experiances that make DayZ. You have to make a decision that your life depends apon and in the back of your mind you know that your already dead. I don't think its out of the ordinary that someone could suffer a leg injury that hampers there mobility by jumping from a hieght of 9m, a twisted ankle is just as much a death sentance as a compound fracture. Either one and your mobility is limited and that means you can't run/walk. What would the point be if you were given a spoon? You would die in those encounters just as you do now, so saying you want a spoon is a lie. You want something that will make the early game easier plain and simple, I understand "easier" is relative but it still means not as hard. Besides the fact that I and many other think everything in the game should be made harder, if the ealry portion of the game were made easier it would have an even greater negative effect. It would mean death isn't as big of a deal, and death should be the biggest deal there is in this game. Don't throw up off topic measures about tents/hording etc, that would be off topic right... A starting weapon reduces the penalty for death so I am against it. I responded to each section of your post, just as I did in this post. Your post took a negative postion against 1) losing starting weapon, 2) Aggro range, 3) bleeding, 4) Running Speed, 5)Losing the ability to AltF4 (Cheat), 6) Night, and yes did say that all of these would somehow be fixed through a starting weapon. Cheaters will always cheat either you are or aren't one period end of story. As your suggestion would have no effect on the above, and because these aren't issues onto themselves I refuted the validity of your arguement rather than your suggestion. And without making derogetory remarks other than calling you a cheater, but you exposed yourself and apparently don't view AltF4 as cheating so I didn't think you would be offended.
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Use 'sleeping bags' to save session progress. Hopping/Alt+F4 fix
xximrtwoixx replied to Never's topic in DayZ Mod Suggestions
Players would still choose lost progress over death so this wouldnt work. Only solution is for a timer that keeps the players body in game after they log out. As for hoping there are several good ideas posted, my favorite is limiting login/out to areas 300km away from nearest z spawn. -
humans with dead muscle that run faster than you do They are not dead, they are infected living humans that have been reduced to animalistic actions, and they have a hatred for everyone not infected. They feel no fear, pain, emotion, and exist in constant flight or fight adrenaline jacked mode. So they should be faster, stronger, meaner, and more relentless than any other oppenent you have ever faced. Going into hand to hand combat with one or many of these would likley be a death sentance, so I personally don't care if melee combat is completley removed if your forced to fight the above with an axe/crowbar you should die. But your character is a krav maga specialist that enters body building competitions on the weekends right, so you could just push past/through all of them.... Those empty bottles have a use, try picking one up and throwing it to distract the z's. But this would still probably be to dangerous for someone who prefers running in aggroing the bunch and hitting alt f4. Stealth is not that buggy, you should be able to be seen crouching 100m away if there is nothing obstructing the view, they are alive their eyes work. If someone is in an open field or a manicured lawn it doesn't matter if they are prone they are still easily visible. Zombies spawn right in front of you, immersion breaking yes, but this like every thing else is an obstacle you have to overcome. Bugs are bugs and that is why there is testing, some things can not be fixed in the mod state or are not worth the time to try and fix/cover up. If it takes 3 hours to fix in source but could take days or weeks to fix as a mod you don't even touch it, because its being counterproductive with something that is going to go full release. I have figured it out, OP is a cheating cry baby that wants immediate gratification from both game content and the dev's. He and many others would rather alt f4, jump between servers, spawn their own gear, or take advantage of countless other exploits or hacks than actually play the game or enjoy the experiances they have.
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They aren't walking dead they are living people that are infected with a virus, ie 28 days later. They do eat as most players can attest I've yet to see one drinkning though.... I did not say the dead would rise from their graves, or people would reanimate after death. I spoke about a viral outbreak that would somehow change people into base animals with a vandetta against non infected. Kind of like being high on bath salts I guess.... They are everywhere, if you have a decent group or your own server you will amass a nice collection of "rare" loot. Add to this the countless number of no skill scripter/hackers that spawn in gear and then lose it to other players and there are to many high end weapons. If weapons in player position was measured against spawn rates we are way over what is intended.
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What I hear: "With every patch this game's early game becomes harder and harder but it was to hard to begin with so this sucks now....." The early game in DayZ, especially for new players can be equated to you surviving the initial days of the zombie apocalypse. Your unarmed, have no idea about your opposition, no idea on what to do or how to survive, and your in an inherently hostile environment where everyone wants you dead and utter chaos rules. This is why 99% of the people are now dead, your lucky enough to be able to respawn and figure it out over time though. Sounds like rather than figuring out how to survive you figured out how to cheat and are now mad that your tactic for easy success will be taken away from you. You don't want to "play" the game you want to be winning the game, IMO the game gets rather boring when your thriving so I don't know WTF your doing with your time IG. The game is "spending hours walking around avoiding zombies, finding only crap loot, and aggrowing tons of zombies." That is why people trun to alt f4 to avoid death/aggro, turn to scripts for gear, and would rather DM on the S coast. Because the game is not really for them, the game is about the experiences you have when you are "trying" to survive, you like everyone else will eventually die, you don't win, your never elite, and you can be killed as easy as the freshest respwan. This is why people flame you, because your a self exposed cheater that wants to ruin the game and cheapen their own experiences. This would be changing what the game is. Each player could have their own reason for exploiting or cheating, when dev's try to meet all these demands you end up with your typical mmo game. DayZ is the anty MMO, thats why so many people like it. It is what it is and it needs its mechanics fixed so that no one will be able to escape what Day Z is, a death trap that sucks up hours of your life and punishes you for every tiny mistake or bad decision. You don't love this mod, you love the "Walk around picking up phat loots while magically disappearing from threats mod" Who's feature list includes default night vision, an apocalypse scenario that is easy for you but some how killed off the rest of the worlds population. Yet you still don't like that enough you want the zombies to be less aware, less bleeding, and a starting weapon..... You should play DayZ the way its meant to be played, if its not for you then its not for you. In this setting 99% percent of the rest of the world checked out or couldn't make it so you shouldn't feel to bad if you can't either.
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Aborting/alt-f4 - ENOUGH IS ENOUGH. Solutions!
xximrtwoixx replied to zenshou's topic in DayZ Mod General Discussion
Logging to avoid death is a product of perma death, any game that has perma death has people trying to avoid it by logging, disconecting their internet, shut down computer, etc. People will always try to game a system and will always try to justify it to themselves and others in some way. The implications of Altf4 go beyond pvp though, players use this to escape pve encounters because it allows them to lose aggro and also avoid death if they didn't do it before they were attacked. This screws with the economy and eliminates the games balance. The balance of DayZ is that it should provide the same experiance for all players, other than that there should be no balance as it is a simulation, there is no blance IRL. Being an honest do gooder is harder and less successfull than being an in it for yourself bandit. If someone drops a 20 in front of you and you gave it back its doing the right thing, but at teh cost of your own success, your choosing this path so stop complaining about it. The DC timer should be at least 30 seconds this will punish everyone and keep people from logging out in locations where aggro/player encounters are common. -
Love how people act like you can get NVG's from Walmart or Cabella's and are just lying around everywhere IRL so they should be in game. NVG's are operated in two basic ways, One is through illumination via IR the other is through light amplification. Nearly 100% of civilian available NVG's opperate with IR this means they work to a specific range based on the IR iluminator (think flashlight) past this range they don't work. Also anyone else with NVG's would be able to see your IR beam so you would become a target. If you haven't used NVG's like this I would suggest it, they suck you can't see out past 20-30 feet with anything that you would be able to reliably find IRL. Also sale and distribution of high end NVG's is highly regulated because Uncle sam does not want the technology or hardware available to other countries for issue or duplication. Realism can be swayed to either argument because yes nearly everything should be available, but also as the server/mod has been going on for months and the setting occurs sometime after society's collapse one could also say that nearly everythign good has been looted already. I think this is a null arguement because of this. Citing rarity ie loot spawn chance is a completely false arguement. Because loot respawns it can be farmed this means that percent to drop is more of a time factor than an actual rarity factor. The fact is people/groups will spend prolonged periods of time farming high end spawns and aquire all of the "rare" equipment. This is the most legit way of getting this gear, as it can be duplicated by any other player and those farming are exposed to risk while they farm. I would venture to say that more than 50 percent of gear is not obtained from loot spawns though, instead it is obtained through scripting or organized server restarts. (Admin restarts at a time when their group will be able to scramble across server to find helicopter crashes) Because of these factors rarity is not a justification for anything being in the game, even if hacking is eliminated any type of respawning loot mechanic is going to be exploited/farmed. Because of these factors I think that the extremley high end equipment should be nerfed, I'm not for total removal but instead agree that a battery type of system needs to be implemented. I understand that they would be open to exploitation just as all gear is but if they to have a .01% chance of spawn in the same locations as the items are found some balance would be brought to the items and it would remain authentic. (There is a reason I and others pay almost 2k for a sight that doesn't use batteries, because it eliminates one more thing you need to be dependent on) Off topic but people saying the military would squash any type of infected/zombie outbreak is completely false IMO. A large segment of our active duty military is based over seas and national/guard reservists would be exposed as civilians prior to their deployment. You are also throwning out consideration of viral spread of whatever is causing people to change, direct contact (biting/scratch) is effective but a weaponized virus/bacteria (Lets be realistic this would have to be some type of weapon) would look to be more effecient and would likely be able to spread via airborn tansmission. Also the period in wich a victim is contagious would be well before symptoms are shown this is what makes a virus hard to contain. Because of these factors I think it would be safe to say that the military would not be able to handle this type of scenario, they would be overwhelmed before they even knew their was an enemy to fight.
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Suggestion: Don`t change the game, change the way you play it
xximrtwoixx replied to okami (DayZ)'s topic in DayZ Mod Suggestions
There should be no balancing of anything, only authentic values should be assigned to weapon damage, loot drops, etc. If you want to play your character as having a moral code fine and dandy its your choice, being on the moral high ground is usually lonely and not very profitable. -
Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
Sailors dilemma, prisoners dilemma, Thief’s dilemma there are a lot of these. I think its true that any decision can be judged as fitting into one of the three categories, selfish, selfless, or Troll. I'm of the opinion that everything is zero sum in everything. I think most people play games with a healthy sense of rational self-interest and will almost always act to maximize their own interests. This is why people that want an action fix will always shoot at you even if they know it will mean their death, they are valuing their entertainment more than their characters life. Also who would want anything that respawns in .0001 seconds? I think your looking to far into societies development, a better comparison would be stone age tribes they existed in the same type of environment, forage and defend. I do understand what you mean though, without additional features/content that give a reason for large groups they won't form. I think that is the answer not gamification or nerfs that would lessen the authenticity of the game world. Also for your prolonged success you are much better off foraging in a group as defense can never be separated from an action when there is no safety. Forage and defend are the basis of existence and I think the right place to start when adding features, as the mod grows so will the scope of what people or groups can accomplish and you will get what you want. I just don't want to see the environment or experience cheapened in the process. Creating the kind of content that will allow players to build back society against not only zombies but a community that has grown used to living in the state of nature is a great challenge and will take some time. All I can say is be a cave man for a while, find a tribe, post your ideas for rebuilding society or making places safer. This would be much more inline with the spirit of the mod than requesting nerfs or additional content to fix problems that need to be fixed at a much deeper level. Sounds like a bad bet to me... But I do think the discussions that occur show that the mod is successful as it generates this much thought/emotion in players. -
Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
Day Z's economy at this point is gear and vehicles, all conflict centers around these objects or where players aquire these objects. I don't think this is that far off from EVE, its just that DayZ's currency is bullets. Also there are no safe zones in DayZ as there are in eve so the player base is more violent, because there is no option to be peacefull. I don't think you understand or maybe don't appreciate what a sandbox is. In Day Z you can do whatever you want and other players can do whatever they want to help, oppose, or just shit on your experiance. Example: A group of players decides they want to become bandit overlords so they occupy all major cities and military locations. Anyone who tries to enter these locations is killed so as to keep the rest of the populace under equiped and starving. The bandits then send out groups to disburse food and notify players they can be fed at location x, now players amass at location x. The bandits now tell them they will do xyz or they won't be fed and instead will be killed. Now the bandits have a slave army. Another example would be free side trading company, they are an in game merchant organiztion the emergent gameplay they generate can be complimented by other players trading or bandits trying to steal from them. This is what a sandbox is about, allowing players to do what they want. Some player would rather know that they can do x here or y there and get z as a reward ie WOW than generate their own experiances in game. Alot of emergent game play is effected by current exploits or mechanics or lack there of. These things will be cleared up as the mod gets older or in standalone, they are a bigger problem with game play than testing so they are not a huge priority at this point. As far as the status of the mod, the fact that you say its beta doesn't make your point more valid than another person who says its alpha. Really the *mod* is a poc (proof of concept) that was not designed to be alpha or beta, but an example that could convince studios that this type of game could be successful. I could make a mod and throw it on an ftp and have it be complete crap this doesn't mean its alpha nor does the fact that you can download it make it beta. Societies are formed when people are willing to trade in an amount of their personal freedom for security. As we can all attest life in Dayz is violent, when players are willing to trade in their own freedom in game, ie your being told what to do and your actually doing it, then societies will form in game. This has already occured with many small groups and some rather large groups, (See FreeSide) Most early societys are ruled by the beast you know, ie a group or individual thats nastier than all the other nasties and thus can protect people who are to weak to deal with the other nasties. I agree that this is and should be a simulation, that doesn't mean its reality. The goal is to generate authentic interactions and emotions from players, when this occurs players behave in an authentic way that is fairly standardized as each player has basically the same experiance in the simulation. Like it or not the behaviour that *is* authentic is kill every other SOB out there so they don't kill you and if you get there stuff its a bonus. As I said once players are willing to trade in their own freedoms in game then this will change, this could be through mechanics or gamification (This would suck) or it would be because players form societies. I think most players will quit before this point and another majority will refuse to realize that they are not the cream of the gentic crop in game (they suck) and will simply continue on their current path. Also group or society size will be limited to the number of players that are usefull. If your freeside you need alot of people if you want to make a sweet tent city with uber loot you only need 4 or 5. Because its a true sandbox players are also left with the choice of how ambitious they want to be. I do agree that specialization needs to be added to the game, Rocket has talked about adding this through a skill system so I'm sure its in the works. For not being alpha there is alot of testing of how to mold a concept into a game... Read it, everything you said was said by someone else earlier in the thread. You should read it.... Since you thought long and hard about it I guess I'll take your word for it? I also think you should follow your own advice, "Don't count on others sharing your views". No one can say how a scenario would work IRL if it never happend, you can only look at the examples or scenarios that mostly resemble it. Throwing pop culture out the window and looking at historical examples of modern society collapsing or at examples prior to society existing should give us clues. How did people live prior to society- ----------Small family/tribal groups --------------- Pretty close to DayZ How did people act prior to society------------- Groups fought over territory and resources -------- Again pretty close to Day Z How violent/shitty were people to each other before society- -----Pretty shitty thats why they gave up their freedom to form societies -----We're there people just aren't ready to give shit up yet... How did people live when society collapsed- -------Small family/friend groups (Some sheep still do what the government says (See super dome)) -----Again pretty close How did people act when society collapsed- ------People were so afraid and desperate they killed each other just 24 hours after Katrina---- Sounds like DayZ How violent/shitty were people to each other after society collapsed-------- Look at the superdome, rape and murder with tons of bystanders. Look at the Horn of Africa now, we can be pretty nasty to each other.----Just like DayZ