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Everything posted by ZedsDeadBaby
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Because you're not playing Counterstrike. /thread
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I'm not patronizing you, brother. I promise. It's genuine advice. If you keep dying, try something different. I swear to you it's not hard to avoid people who want to kill you. Travel quietly, stay in the trees, stay low, stay off the coast, etc. If you really want to survive, you can. No matter how badly someone wants to "KoS" you, they have to see you first and if you play your cards right by the time they spot you, you will be able to defend yourself. Because, with all due respect, of those half-million players, quite a few are a damn stretch better at staying alive than you. They're out there setting fire to everything you can possibly imagine. I promise.
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Focus on the survival aspect AKA stop asking for guns
ZedsDeadBaby replied to omgwtfbbq (DayZ)'s topic in Suggestions
With respect, combat and travel & exploration are just as much "core elements" of the game as the survival mechanics. I don't think you can just separate them. A huge part of the survival mechanics in the game is the ability to survive the weapons and armaments that other players are going to throw at you. So, I think these things need to be developed in tandem, not one neglected in favor of the other. Especially since adding new guns uses existing systems and can probably be done largely by designers and artists at this point. Whereas adding completely new features like hunting, fishing, etc. would require development in addition to content creation. We do agree that zombies need to be fixed ASAP though. -
*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)
ZedsDeadBaby replied to Slyguy65's topic in General Discussion
So not only are there magical faeries flying around whispering into people's ear about who the good guys are and who the bad guys are, but now they work through binoculars too? I like this about 1000x worse than the original idea, which I already hated. -
There's really no "need" to gun anyone down, ever. The game would work perfectly functionality-wise if we were all friendly all the time. We could just go around gathering up Tuna and shooting zombies like fish in a barrel. Killing is not about need, it's about want. You don't have anything I need but what I want is the satisfaction of watching you bleed out. If you've really been killed 30 times before getting the basics, then you need to start learning from your mistakes. Stop trying the shit that's not working. It's getting you killed. Move inland to the midland cities; explore there and the midland military compounds. You should have no problem safely acquiring the supplies you need to then go do whatever it is you're going to do afterward. It's an Early Access Alpha, so the point is to test while playing, actually. The developers want game play feedback in addition to bug testing. Testing the PvP mechanics is just as important as testing anything else. If you want to survive long enough to test other things then just stop dying. It's really not that hard. Try not testing this functionality in the middle of Chernogorsk and you might find more success.
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Yeah, it is. Just because it's not the sort of banditry you like doesn't mean it's not banditry.
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are people trying to make the SA to friendly?
ZedsDeadBaby replied to dgeesio's topic in General Discussion
"its all about choices. and i simply refuse to PK." "I will, however, gladly call random strangers about whom I know absolutely nothing "douchebags" on the internet because they choose to play a game with slightly different priorities than me." Refuses to kill people in a game specifically designed to allow it, but no problem at all profanely disparaging actual real human beings in reality. Your priorities are definitely straight. A real stand-up guy. A Hero for sure. So glad the game has folks like you to teach us all how to play or we might have to decide for ourselves. -
Please, leave anyone who is not you alone. Don't be a "tell other people how to play" douche bag when it's none of your business.
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What happened to 10 -- 15buck$ alpha pricing?
ZedsDeadBaby replied to archibald tutter's topic in General Discussion
I'm pretty sure if BI was just looking to cash in, they wouldn't have let rocket tell people not to buy it yet. -
Similar suggestion & others here: Squad Identification.
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Yes, there is a way around it. You don't do that. If your definition of "greiver" is "someone who doesn't play the game like I do," and your definition of "ruin" is "requires me to do something I wasn't planning on doing" then, okay. But, that's not what either of those words mean (actually one of them isn't even a word). No, it's because most developers were too lazy to figure out a better system and were afraid to scare away pantie-waist consumers and their cold, hard cash. Dean, by all accounts, has a set of balls so he's not going to do what "every game" does.
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Solving Both End-Game/Meta-Game and KoS Problems At Once
ZedsDeadBaby replied to Pendulum Effect's topic in General Discussion
We do. "I hope I don't miss." -
FYI private hives are against those same rules.
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Vastly over dramatizing. 3rd person doesn't make such a big difference that they will have to balance differently for the two options. Really. Pick the one you like and play. End of discussion.
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So they're perfect for DayZ then?
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That's a major assumption. Private servers were allowed in the mod, but they are expressly against server hosting rules and I would not be surprised at all to see a future Standalone update simply stop listing servers that aren't authorized to connect to an official hive. Here's hoping they do this; private hives are bullshit.
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I'm not a big fan of the defibrillator as an item, period. They do nothing for flat-lined hearts or unconscious people. Both uses are equal amounts of bullshit.
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Not even one tiny chance in Hell.
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PvE servers is never going to happen. Let's try not to waste time talking about it.
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That helps but doesn't really fix the problem. Even if you only join one server, you might get unlucky and pick one that's not hive connected or which isn't yet white-listed. They just need to correct it so if a server isn't connected to the hive, it doesn't accept new connections.
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Not a thread for discussion; just a place to compile my idea and suggestion posts so I can put a link in my signature. Thread: Player Identification and Classification System Summary: A system allowing players to remember, recognize and categorize other survivors. Why: Unlike the bandit skin, this system puts the power and responsibility in the hands of players instead of the game engine. Players must make their own visual identifications, and can make their own judgments about player behaviors. Thread: Squad Identification Summary: Give players more options for uniquely identifying visual accessories: armbands, headbands, facepaint, masks, etc. Why: Quick visual identification of allies and friendlies in high-pressure situations. Thread: Rivers, Canals, Bridges: Survival Resource, Transport Medium, Natural Chokepoints Summary: Suggestion for addition of rivers, canals or waterways to Chernarus+ map for Standalone. Why: Bridges create natural focal points for player encounters and interaction; variety of vehicles and transport options go way up; fishing could eventually be added to the game. Thread: Fog, Weather and Building States: Visual Variety & Disorientation Summary: Suggestion for enhanced weather effects, seasonal changes and building decay. Why: Dramatically increase visual variety in the game; make it more difficult for veteran players to get and keep their bearings when exploring the wilderness and towns of Chernarus. Thread: Enhancing Fall Damage: Leg Injuries & Treatments Summary: Enhanced fall damage system with scaling injuries based on height of fall and a variety of healing requirements. Why: Fall damage in the game at the moment is simplistic and uninteresting. Thread: Loot: Mysterious and Unpredictable Summary: Suggestions for loot spawn and re-spawn mechanics in order to keep players guessing about loot and reduce the repetitive feeling of "loot farming." Also, ideas about random loot events such as helicopter crash sites. Why: Loot acquisition should feel more mysterious and unpredictable, as well as requiring more travel and exploration. Thread: Survivor Stories: Authentic Leader Boards Summary: A huge variety of leader boards upon which players may be ranked after dying. Why: Primarily as a motivation to survive longer. Also to build memories of past lives and share experiences and accomplishments with other survivors. Thread: End Spawn Suicide Summary: Players must survive for at least three hours in order to be assigned a new spawn point. Otherwise, they spawn in the same location. Why: Suicide should be a last resort, not something people do to "choose" their spawn location. My old ideas & suggestions from the mod days.
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That's one of the suggestions I posted in this thread on Squad Identification. In addition to patches, and military facepaint like this dude:
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Solving Both End-Game/Meta-Game and KoS Problems At Once
ZedsDeadBaby replied to Pendulum Effect's topic in General Discussion
Aircraft are okay, but in the interest of development effort vs. pay-off, I think they should just spawn crashed like they did in the mod. The added benefit of having them "fly over" first, while cool and all, would require a ton more development just for some atmosphere, noises and pretty explosions. Again, would be neat, but would make this 100x more complicated to implement than just random crashes. For bases, I think the answer to making them feel dynamic is to make them makeshift - either dugout trenche and bunkers or very rickety construction jobs with boards, barbed wire, etc. This way, you can believe that they are blown away by weather or destroyed when they "despawn." Otherwise I think it's an okay idea. If players can dig trenches and bunkers, then having them randomly appear won't be so shocking. Island Raid? Okay. Seems like you're getting ahead of yourself. I mean it's a nice idea but there are so many steps between here and there it's almost insane to even imagine a mechanic so complex. Let's get zombies spawning, then roaming, then maybe some random groups out in the wilderness, then start thinking about "zombie events" but that's 6-8 months down the line. I posted a bunch of ideas about how to make the game/loot more dynamic here. Some similar notions. -
Would does "survivor" means at front page of website?
ZedsDeadBaby replied to gotr1ght's topic in General Discussion
What did you expect them to lol do lol (lol)? The game is completely unfinished; of course people are going to take breaks. Says nothing about the game.