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Everything posted by xximrtwoixx
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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
Or buy/rent a server and post it in survivor thread and let everyone know that friendlys should play there, then people there will be more likely to be friendly. -
Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
I agree that server hopping allows people trolling the coast an easy way to aquire gear, but I think that will be worked out its a bad mechanic that really effects "playing the game" but has little effect on "testing" the game. Loot is zero sum because everyone judges it at the same rate, Time. Yes you can go find anything given enough time and the associated risk, but if you shoot someone and take it you not only steal their gear but all of the time they spent aquiring it, thats why even though there is an infinite supply loot is still judged as finite because everyone only has a finite amount of time to play the game. The "I need to Shoot first to not get shot" sense is your death enabling somebody else to survive from their POV. Look at the Bandit to survivor numbers, the everyone is a mass murdering d bag argument just doesn't add up. A much higher percentage of players would be listed as bandits and not survivors if this was the case. I have 10 murders and only 2 bandit kills currently, and most of them have come via group v group combat, this experiance accompanied by the numbers makes me believe that the horrible bandit clans with epic gear stored in giant tent cities that only troll cherno/electro are a complete falicy. They spend most of their time at NW. I also believe that your humanity/heartbeat carries over after your death because after my last respawn my crew told me I still had a crazy heart beat but I only had one murder. This would infer that players remain listed as bandits even after they respawn, so I think the numbers posted are accurate. Also whenever anyone in our group dies they conduct a mandatory hospital loot run in Cherno or Electro, this way we don't risk all of our stuff going back there. When these occur there will be random griefers trying to snipe sometimes but most of the kills we get or times we are killed occur in close quarter stumble into encounters. You hear/see someone coming to the building your in or want to go in or you bump into them inside/exiting a building. Either an ambush occurs or gun fire is exchanged and someone's dead. I think these can easily be considered conflicts over loot as most people going to these locations are going there to get stuff and gtfo. In my experiance I get many more murders than bandit kills when this occurs. When i get killed I also like to check the standard sniper spots to see if I can get an easy kill on a sniper looking down range, and most of the time the trolls sitting there have rather low end gear standard packs with enfields or AKs. Its gotten be a waste of time as the players never have anything good, to find the good loot on players you still have to go N to stary or NW. I was trying to make the point that becaues players respawn an interaction is the sum of all their previously experianced interactions in game. Before we had so many in our group I talked to people, now I don't as they serve no purpose to me, I think this is a common mindset. This is because the subset of players that are most concerned with realism and keeping DayZ hardcore are the same players that played Arma for an extended period of time before DayZ. They are much more experianced with all of the clunky mechanics, ladder/door bugs, shooting with realisitic balistics, and most importantly spotting other players. They are members of Arma based gaming communities or have friends that also play, and are usually PC gaming vets that only use third party chat clients as their group owns a server. Basically they are better than the chumps they are slaughtering IG... -
Care bears calling for weapons to do more damage? I don't think this makes sense, there should be no balance to anything in this game only realistic values associated to the weapon systems caliber/powder charge. This update nerfed that and created a first tear weapon class by nerfing the most common weapons found in game at the cost of authenticity. Now all you newb survivors stand even less of a chance because your weapons will do less damge but the bandits can still one shot kill you with their 7.62x51 and 12.99 weapons. You may be able to survive the random griefer who only stays on the south coast and tries to kill unarmed players but when you first go north with your crappy civilian guns you will get owned at starty or NW even worse than you do now.
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Any gun that shoots the same ammo should and does do identical damage, the gun doesn't matter its the round and to a lesser degree the distance to target. The damage compared to round is all f'd up now though slugs within range are devastating now they suck. Lee enfield should do damn near the same thing as the 7.62x51 used in all other small arm sniper systems. And the Ak74's shoot a 5.45x39 nearly the same as the 5.56 found in the AR style rifles (M4/M16), but it does 75% of the damage?? This is a sim there should be no balance or tiers only "authentic" values. They did balance it in your favor by making common weapons weaker at the cost of authenticity. There should be no balance on rarity or on damage, there should only be realisitic damage numbers based on the rounds used by the weapon. It should be all about player skill and planning as long as a player has a gun if they are better and smarter then you then your dead, thats the way it is IRL. I think someone on the Dev team has a hard on for black rifles because in reality the 5.56 is rather worthless inside 50m and outside 200, IG its the tits now though.
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Just to make things clear - weapons nerf is not a DayZ patch.
xximrtwoixx replied to davidecibel's topic in DayZ Mod General Discussion
How do people think that the arma patch had nothing to do with DayZ, BI announced that the 1.61 patch would contain content for dayz specifically, it was their official endoursement of the game. The president/ceo was interviewed over at kotaku like a month ago about it. Now all of the first tier weapons, ie pistols, shotguns, and AK-74's are nerfed to reduce damage. I don't care about the zombies I think they should be harder to kill but I do care about killing other players its complete BS to that you need to shoot someone close range with a shotgun four times. And the 74 fires a larger round, but with less powder, than the ar style rifles. It is known for causing horrific wounds and is a major reason the US has started using 6.8 SPC rather than 5.56. And the lee really eats it, it shoots damn near the same bullet as DMR, M24, M14 Aim but does 2k less damage?? WTF The worst part is the fact that all of these weapons are the easy to find weapons, there should be no balance based on weapon rarity, location, ammo availability. Weapons should do realisitic damage across the board at realistic ranges. This reeks like a nerf for balancing released by the studio. -
dayzmod.com - Aug 2012 - Q&A with Rocket
xximrtwoixx replied to Max Planck's topic in Mod Announcements & Info
I've edited my post by removing what you've deamed belittling descriptions. I also believe both questions are completly valid due to the number of duplicated threads on the forum and recent update. -
Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
I guess we have a fundemental disagreement on this, I do believe this is "realisitic". Part of this stems from available actions in game, there is no point to a group much larger than 10 in the game. After that its diminishing returns for all of the members. Also when looking at primitive societies or going back in history social groups are much smaller for pretty much the same reasons as above if your hand to mouth and greater works are beyond your abilities/knowledge a large group becomes a detriment to everyone's survival. These groups are in conflict over resources just as they are in DayZ, so violence between them is a given. This stems from a concept called "zero sum", ie everything is finite. In this type of scenario someone elses success is comes at the cost of your own success, this is why no mercy is shown. Each encounter is a war of attrition with other players or groups, its why you destroy someone's camp/vehcile if you aren't able to take it youself. If the less success they have mean the more success you will be able to have.In confict scenarios things do become black and white especially when the time to asses the situation is greatly reduced. When you meet a random one player either has initiative, ie they are unaware of you, the greatest advantage in combat or they both see each other at the same time. So a player chooses to throw away their advantage or their time to choose shoot or don't is litterally 1-3 seconds maybe less. There is no time for shades of gray. The difference between players is that some do not look to take advantage of initiative, ie stalk and shoot, and some do. I agree that having items you stored in the game world persist after your death does lessen your fear of death, I'm not sure if I believe it is outside the scope of "hardcore" realism though. If everything you were able to store away disappeared that would be rather imersion breaking as other people in your group may be depending on the items inside your tent. I also think this is balanced out by the fact that nothing is safe in game everything is accessable by other players. I also don't think a mechanic could be implemented to disallow a player from aquiring the gear they've stored in some way, it could be stored in someone elses tent, they could go into your tent etc.I also view this as a benefit from being successful in game, if you are able to beat the risks associated with amassing alot of gear then it is there to reward you, its like after your first character your second was a "prepper" before shtf. I also think the arguement against gear storage is a red hearing in terms of KOS, DM, Bandits, etc. Everyone has the same oppertunity to store gear, players that want to dm will dm with a mack if thats all they have the gear doesn't matter, and the gear advantage is really a false argument to me because gear isn't balanced in the traditional sense. An AKM, Winchester, Lee enfield, CZ, or handgun is just as deadly as an M4 CCO, M14 AIM, MP5SD, DMR, AS50 etc. Player skill is far more important than the gun you have. It's true some weapon systems have capabilities greater than others (range, optics), but a skilled player can easily overcome this through planning and awareness. I have killed plenty of well geared players with a whiny, 870, and even a mack. If I respawn and see an alice pack I'm going to try to kill you for it period. They don't shoot each other for cutting in line they shoot each other because they went to the grocery store. If I'm going to the grocery store and your going to the grocery store more items don't magically appear there. If you get a compass, food and handgun I don't get those things. This is compiled by the fact that if you already went to the firehouse and school I get all of that stuff if I shoot you too, and avoid the risks you took going to those places. My caloric/risk coefficient just went through the roof. The mentality in game isn't the shock just after shtf where people are still holding on to society, its the brutal state of nature, much more like 3 days past katrina whre people killed each other for food....If someone showed up on Tom's island and stole his gear/food shit on wilson then left, then this happend again 7 times, I'm sure by the 8th he would have been eating that guy.Also if your walking around chern with a painted volleyball because no one will play with you I strongly advise joining the ts channel on the server or making a need group post in the forum. See above for how tents/gear is a red hearing.The bandit skin was scrapped because eventually everyone would have a bandit skin as you need to defend yourself in this game. Thats how counters work, they count each thing, and you can't arbitrarly count a dynamic action. If they count on your account everyone becomes a bandit over lives, if they count on your character people become bandits because they shoot bandits that are not yet bandits on that character. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
xximrtwoixx replied to Time Glitch's topic in DayZ Mod Suggestions
You forgot butt hurt, I think its one of the major factors with the KOS DM mentality. Players get pissed when they are murdered because they loose their gear and the time they have invested, and in turn want revenge against the community so they make it a point to shit all over as many people's fun as they can. This is a product of perma death always has been and always will be, just like people will always try to escape it by by alt-f4, disconect internet, etc. People are both cowards and dickheads and I don't think thats going to change anytime soon. -
dayzmod.com - Aug 2012 - Q&A with Rocket
xximrtwoixx replied to Max Planck's topic in Mod Announcements & Info
I asked two legit questions, that you belittled. Q1: Why was damage reduced in the last beta patch? BI has allowed beta patches with content for DayZ, this was discussed in an interview a month ago with President of BI, Arma 1.61 was BI's endorsement of DayZ and would have content specifcally for DayZ in it. Now the beta patch reduces weapon damage for many of the most common weapons in day z, creating more of a first tear weapon group. Not all of these changes fit into reality, the 7.62x39 ie AK74 one of the most common assault rifles now does less damage than the AR style 5.56 rifles when in reality it should do more. The Lee enfield damage should be the same as any other full caliber rifle but it was also reduced. All handguns have been reduced to the point that it takes near a full clip to kill a player. Shotguns have been reduced when their slug round should be just as effective as a .50 out to 150m. The fact that all of these are the "common" weapons makes this stink of balancing which has no place in an authentic setting. If Rocket had nothing to do with this beta batch then BI did, does BI want this balanced? Thats why I asked this question, Rocket should know why this occured, if its part of his grand experiment or part of making zeds harder to deal with fine, but I would like this answered. Q2: (Related to validity of Q1) Will any of the games hard core features such as realistic damage, perma death, eating, and open pvp be dumped to appeal to a more casual mass market audience like many other existing persistent world products?? If the damage reduction was forced by BI, or if was for balancing then this is valid question, will many of the games hard core features such as realistic damage or perma death be dumped to appeal to a more casual mass market audience? -
Friendlies in Day Z .... never seen one
xximrtwoixx replied to v3c1c's topic in DayZ Mod General Discussion
I agree that thriving is currently not that fun, ie you have the mother load already. All there is is DM after this now, and getting more loot because people can always steal it or you can lose it due to bugs. I don't think this requires changes its just going to happen because of the low development time, as more content is added then theres more to do. Rocket has talked alot about skills, this will make life more valuable for high level players and should make life more valuable in general because people will specialize. Hopefully it will be implemented in a way that punishes death also even on short lifes as this would help discourage the S coast bean wars without directly going against a play style and instead punishing death only. I don't think there should be any balance the bigger the group the more risk (Backstab, moles, theft, etc) there is so the bigger the advantage is and that pretty much the way it is. A group of 20 going against a camp with 4 should easily win and the game should reflect this. I also think the game can reflect that a few good players even one can be very deadly even against a large group. -
dayzmod.com - Aug 2012 - Q&A with Rocket
xximrtwoixx replied to Max Planck's topic in Mod Announcements & Info
Why was weapon damage reduced? Are you going to cave to casual mass market cry babies? -
Friendlies in Day Z .... never seen one
xximrtwoixx replied to v3c1c's topic in DayZ Mod General Discussion
This, random encounters are always going to be dangerous. Bad example, you don't need mommy there to make you chicken soup and antibiotics are already hard as hell to find. I agree that most other med treatment should be easier with others or require other players like blood transfusions do. Strength in number is already implemented its an inherent part of combat. More people make more eyes and more targets for your enemy this means your more likely to see them before they see you and if you do take fire there is someone else around to eat a bullet. Also gives you more fire power and the ability to run overwatch, which is probably the most important thing when your dealing with spaces as big as we have in Day Z. A good sniper is worth their weight in SD mags or antibiotics. Pro Tip for OP: Find other players via meta game (TS or survivor/bandit forum) instead of creating another pointless thread crying about getting shot via a random encounter. -
Change in Blood Levels, due to new Beta Patch.
xximrtwoixx replied to Zeromentor's topic in DayZ Mod Suggestions
I'm sure as hell not cry'n. Nor am I posting endless duplicate threads about rolling back content, nerfing playstyles, nerfing actions, nerfing loot, nerfing weapons, or making changes that make the game more inline with whats already out there. I'm simply telling the truth. Damage values don't change in a mil sim that has been out for this long without intent. And they don't change only for the weapons that are the most common drops in DayZ, creating more of a tiered weapon class system that doesn't fit reality. As DayZ is there keeping the doors open I'm sure this update was focused on DayZ. Hell they even said 1.61 was BI's official endorsement of DayZ, so this is all about what they want who even knows if Rocket had a choice in the matter. All this bitch'n seems to have paid off so hopefully there will be enough people willing to bitch about the mod getting taken over by casual mass market cry babies after the next appeasment is rolled out. I will play through the patch to see what its like, post my thoughts same as always. Hopefully it will make dealing with zombies harder but as far as I can tell headshots still kill in one shot. -
Should we be able to find bullets? not just magazines?
xximrtwoixx replied to WarpNinja's topic in DayZ Mod Suggestions
Theres several posts about this already, I even made one of them. I think it would be great and add more to inventory management/planning and also add more value to some of the lower tear weapons and weapons that use the same ammo. -
Removal of "zoom"? [in standalone?]
xximrtwoixx replied to bluerising's topic in DayZ Mod Suggestions
Luv me some mo'easy pking with my robot eyes, wait till I get my range finder and TWS upgrade.... I love that the ridiculousness of this is totally lost on op, and I love that the nerf bandits crew has gotten to the point that they advocate sight removal. Chernerous Day 1: And the OP said "We should be blind lest we murder each other" and therefore the community decreed, "GTFO LTP Carebear NEWB", and the dev team gets a good lulz. -
Change in Blood Levels, due to new Beta Patch.
xximrtwoixx replied to Zeromentor's topic in DayZ Mod Suggestions
This is the first of many changes to appease the casual mass market crybabies that have infested this mod. -
What if I sit in the Red zone and shoot into the Greenzone? Or I fly my chopper over and throw out pipe bombs and then detonate them outside the zone? Can I farm the NPC soldiers for endless amounts of loot and food or are they some how immune to damage? Can I block off the town and starve them out, or cut off their supply routes for ammo? What about their raiding parties can I kill them off steal their gear and deprive the town of food/ammo? This is why there can't be NPC's because it breaks the economy and immersion, there is no way to implement them without detracting from players freedom or contorl over the game world.
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This is the best game I have played in my 31 years on earth
xximrtwoixx replied to RunningScared's topic in DayZ Mod Suggestions
If weapons are made weaker it is the first vicotry for mainstream casuals, I hope this is a bug and not a fix.... -
Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
As I said before bugs and or crappy mechanics will be corrected over time. You don't fix bugs or crappy mechanics with new features or mechanics, you fix the problems. I would also argue that many players fighting the S coast bean wars don't go back to tents but instead server hop locations in the south coast, its true some groups return S for lulz but they are not the ones always there. 1) I think its safe to say that people playing only to DM would continue to only DM even with another meter to fill. 2) I'm not saying the game will stir the same amount of emotion as being trapped on a desert island IRL, I'm only saying the game should and I think does convey through current play enough emotion/frustration to make players want to group up. I'm not saying this solves KOS/Bandits/DM at all only that it does somewhat suck to play by yourself already and theres no need to have an in game bar telling me this. I think most players do group up already, as I've said in other posts instead of complaining about getting killed in a million posts people should make posts in survivor/bandit forum. WTF group to play with M,w,F 9-12 CST Newb LTP, problem solved. I think thats pretty much what I said, random encounters are always dangerous because someone can shoot and kill you in one shot, people realize this but still complain about forming groups. So people should group up via the forums and team speak and stop complaining. I don't see the relevance of your comment, i guess maybe its supposed to be a snarky remark that DayZ falls into the no persistence category? Persistance is when you play the same character each time you log in to the game. Your gear, xp, location, etc, carries over. You persist in the game world. Non persistence games would mainly be FPS type games, racing, sports etc. Though most games now do some basic types of persistence it is not true persistence focused on your player character but rather rewards for your account. True persistence is mainly only found in MMO games. Of course this is refering to Multiplayer only. So here is what I said again: MMO's or games with persistance do not contain perma death, they are not full open pvp, they don't have realistic damage (Most FPS games don't even have this), games rarley make you eat/drink/stay warm, they are not an open sandbox w/no rules or hand holding. Games w/out persistance are not full open world, have no significance to death, and have nothing to do with survival. So DayZ 's features are persistence, giant open world, perma death, full open pvp, realistic damage, survival, sand box zero rules. As you can see niether non peristent or persistent games provide the same feature list, basically no game provides the same feature list. This is why I get frustrated by all of the bitching, whining, and complaining about features that make DayZ completely unique. DayZ is unique in these features because studios don't have the balls to make a game like this because communities/player bases are full of bitches that can't handle perma death by itself let alone a combination of it with PVP. -
That was rather stupid of me... My focus was more on the preception of what they are, naming is naming but I think from what Dev's have said and how they act it is clear that the infected/zombies are not the brainless rotting corpses people usually think of when they think of zombies.
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The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
xximrtwoixx replied to Time Glitch's topic in DayZ Mod Suggestions
I think that DM is here to stay to a degree as no matter what groups will only need to be a certain size, after that you may want/need some slaves but you don't really want them in your group. IE if you want to build something large you don't want to provide for all the people needed to make it but you need help building it. I think it can be lessened by making other characters more valuable than their gear to another player, and making death a bigger problem. Loot will always be replaceable so I think adding skills would be the best approach, losing skills you built up in game could be very painfull. Skills are controverisal but I think they could be implemented w/out stopping people from doing things, a get better as you go kind of thing with a cap at 100% for each. Rocket has already mentioned adding skills in interviews so I think they should be the main method of reducing shoot on sight. Examples: Chopper Pilot: You know how to opperate a helicopter. (100% When you get into the chopper its as it is now) (0% when you get in there is a timer before you are able to start it because you don't know how to work the controls and preflight) This wouldn't effect flying the chopper at all. Gun handling: (This could be specific for each weapon in the game or types or whatever) As your skill grows you are faster at reloading, unpacking, readying, maybe less aim wobble. At a very low skill level you take longer than current time to do the above. Bullets: At 0% you can't tell similiar amunition apart and see a generick rifle/handgun/shotgun bullet in your inventory. If someone unfamiliar with shotguns looked at a 10, 12, 18, 20, 28 guage shells they would probably struggle, even worse for handgun loads .38, .40, 9mm, .45, 10mm. Mechanic: Reduces number of parts to fix car or time taken to complete animation for fixing car. The crux is effecting people that die quickly before they have a chance to build any skills have to make them butt hurt over dieing too. The answer is adding a pre spawn skill selection with point buy. But once you spawn you only get more points back in your point buy que by a timer, this could then be set to 24h or whatever to go back to full so if you die right away your next character will be worse off still and you won't be able to spawn a "normal" starting character till the next day. ((This could be a progressive decline also, or setup with a formula.)) Also you could be rewarded for your character staying alive in game, so each day alive in game you get more points for your next characters point buy que, this could help take the sting out of a month old character who is master of everything dieing, it would still suck but also reward you for your success. Say the total max skill is 2k 20 skills at 100 each so your point by could be 200 normally but your "bank" or que is degraded by 50 or 100 or fully after you spawn in. So if you die in 5 minutes your next character has 150, 100 or zero or whatever. If the penalities for having low skills in gun handling/ammo were harsh this would also help to deter the DM on the south coast as player characters would be starting with no skills after a few deaths and would be limited in their capacity for conflict. -
Side chat is a fail as using it w/voice would only get you flamed or people would be ranting and raving so you can't hear anything (probably reason for flaming), and using the actual text distracts to much from playing, ie watching and or shooting. I've had zero issues using direct, some people just don't have a mike so can't talk back or they don't care to respond to your commands so you shoot them. I'm for radios with different channels in game and also for direct chat being always on, this way if you have a mike you will always be heard if your talking even over vent/ts/skype. If you want to talk to other survivors or make plans in game to meet people make them on the forums or chat clients almost ever server has a TS server also. If a player isn't on the forums they are not contributing to Day Z at all because they are providing zero feed back so I really don't care about them.
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Lock out doesn't work because it is to harsh against new players. Despawning gear doesn't work IMO because those are all items that are now a part of the world, a whole group may depend on them and finding a tent out in bfe is always fun so I think they should simply stay once put up, maybe have a week w/out login despawn. As rocket has talked about adding skills into the game I think this would be the best approach, losing skills you built up in game could be very painfull. Skills at all are controverisal but I think they could be implemented w/out stopping people from doing things, a get better as you go kind of thing with a cap at 100% for each. Examples: Chopper Pilot: You know how to opperate a helicopter. (100% When you get into the chopper its as it is now) (0% when you get in there is a timer before you are able to start it because you don't know how to work the controls and preflight) This wouldn't effect flying the chopper at all. Gun handling: (This could be specific for each weapon in the game or types or whatever) As your skill grows you are faster at reloading, unpacking, maybe less aim wobble. Bullets: At 0% you can't tell similiar amunition apart and see a generick rifle/handgun/shotgun bullet in your inventory. If someone unfamiliar with shotguns looked at a 10, 12, 18, 20, 28 guage shells they would probably struggle, even worse for handgun loads .38, .40, 9mm, .45, 10mm. The crux is effecting people that die quickly before they have a chance to build any skills have to make them butt hurt over dieing too. The answer is adding a pre spawn skill selection with point buy. But once you spawn you only get more points back in your point buy que by a timer, this could then be set to 24h or whatever to go back to full so if you die right away your next character will be worse off still and you won't be able to spawn a "normal" starting character till the next day. ((This could be a progressive decline also, or setup with a formula.)) Also you could be rewarded for your character staying alive in game, so each day alive in game you get more points for your next characters point buy que, this could help take the sting out of a month old character who is master of everything dieing, it would still suck but also reward you for your success. Say the total max skill is 2k 20 skills at 100 each so your point by could be 200 normally but your "bank" or que is degraded by 50 or 100 or fully after you spawn in. So if you die in 5 minutes your next character has 150, 100 or zero or whatever.
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I don't think we need to assign arbitrary values to anything, but I'm sure if you were lucky enough to meet someone willing to trade with you bullets would be accepted. Also most of the "unique" bullets you have listed are really the same type of bullet, I really hope that all bullets of the same type will be able to be converted changed over like the current system for DMR/M24 7.62 and the Revolver/1911 .45acp.
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Post apacolyptic greifing simulator for D-bags
xximrtwoixx replied to skyter's topic in DayZ Mod General Discussion
Survivors have the ability to amass gear and store it the same as "bandits" do, I think that people are down south killing people because 1) they know people will be there and 2), they have already mastered surviving, they are thriving, its first world problem for people that have been playing the game for an extended period of time. 1. Blood/Food/Water/warmth all represent physical things that a player character requires just as you require these things IRL. A mechanic that represents some meta-phycological guage is pointless because the point of the game is to make the player feel those emotions. Being alone should make you feel loanly, and convey how difficult it is to survive alone. Being shot at should make you scarred because you know if your hit only once you could die. I'm not a huge fan of blood packs not because they force you to group but because they heal you instantly and anyone can administer them. 2. See above, it doesn't represent a tangible thing, its an emotion the game should already be conveying. 3. Grouping up with other players doesn't represent a danger being in a group is great and represents a safety and power. Random encounters represent danger or playing with inexperianced players, as there is no grouping mechanic in game players need to use meta game to group up. Random encounters should and always will be dangerous because an individual holds the tools to end your life within seconds. Working on stop gaps is a waste of time, anything that is not A)testing things for final release, B)Fixing things for final release, or C)Adding things for final release is a waste of time. That is development or any project management, you don't waste time on things that are not going to be in the finished project. I wasn't specifically talking about your loneliness mechanic, but rather all of the mechanics that have been suggested that seek to change the core of DayZ. MMO's or games with persistance do not contain perma death, they are not full open pvp, they don't have realistic damage (Most FPS games don't even have this), games rarley make you eat/drink/stay warm, they are not an open sandbox w/no rules or hand holding. Games w/out persistance are not full open world, have no significance to death, and have nothing to do with survival.