-
Content Count
2650 -
Joined
-
Last visited
Everything posted by ZedsDeadBaby
-
There are jerks camping spawn sites
ZedsDeadBaby replied to crazyandlazy's topic in General Discussion
"Doctor, there's an incredibly dangerous location full of men who want to kill me, what should I do?" "Don't go there." Seriously, hold 'W' for 30 seconds and you're no longer at a "spawn point." How is it I have literally never been spawn killed and I've been playing DayZ since like a month after its inception? Out of whose control? Yours? Why should it be under control and who do you think should control it? Then go find other people who also want to do that and meet the fuck up. I'm sorry not everyone wants to RP with you, but you don't get to bully them into doing it just because they want to do something else instead. If you insist on making friends by randomly bumping into strangers in the game, then you're going to have to accept the risk that they will murder you. That's what makes the game interesting. Then you should have no problem at all dealing with a few bandits while you RP, right? What's the problem? RP someone who isn't a coward and defend yourself. Something that was said a million times during the mod. Nothing ever changed and then 900,000 people bought the Standalone so I think there's obviously some people who are willing to play a game that's about zombies, survival AND rampant unrestricted PvP. The less firearms and ammo there is, the more I'm going to want to kill you to see if you have an ammo on you, mate. Sorry. Yeah, you and every other person on these forums who refuses to deal with the "KoS problem" themselves by finding a group of like-minded individuals, grouping up in the game, and actually defending yourselves. Two cents? That pile has $4567.24 in it by now at least. -
Similar ideas here. Not sure about name tags floating over heads, but definitely more ways to identify our friends.
-
What happened to 10 -- 15buck$ alpha pricing?
ZedsDeadBaby replied to archibald tutter's topic in General Discussion
So you left CoD because of them, and now they're ruining all of your fun in DayZ? Tell me guys, how does it feel to run crying with your tails between your legs from a bunch of fucking 12-year-old's? If they're such a pack of immature idiots, how hard can it be to just straight up kick their fucking asses? "Oh, but that wouldn't be DayZ! If I have to actually beat an opponent with the brain of a 12-year-old, that's TOO HARD!" "This game's all about SURVIVAL!! But, you know, easy survival. Not hard survival. Like surviving a bunch of 12-year-olds." Holy shit change your diapers and grow some fucking balls. -
What happened to 10 -- 15buck$ alpha pricing?
ZedsDeadBaby replied to archibald tutter's topic in General Discussion
Do you think you'll ever shut the fuck up about CoD? -
I can shoot lasers out of the tip of my cock. Seriously, though, are we really trying to have this thread? LERK AT MAH SPECZ!!! Just shut up.
-
No, they won't. Next?
-
Aww, too bad. It turns out most people like both, obviously. Just like everyone always says. But, no. You're right. There's definitely PvP boogeymen out to get you. They only come out at night, after their international competitive CoD tournaments are over.
-
Dude, seriously. Just quit the game. All you ever fucking do is bitch and complain.
-
The current system seems plenty complex. I'm not sure diet planning is a particularly compelling game mechanic. You eat what you find, 'cause otherwise you die. That should be the extent of nutritional consideration in my opinion. Even the rotten vs. fresh fruit mechanic is kind of broken at this point. There's too much good food to consider getting sick on rotten stuff so it kind of loses the entire point of having it in the game. I'd rather make life and death choices like whether or not to eat spoiled food or uncooked meat rather than counting calories like I'm on zombie Jenny Craig.
-
DayZ is NOT fun for new players, which makes me worried.
ZedsDeadBaby replied to Murakamo's topic in General Discussion
Some players will be pushed away, others will be attracted. Not every game is for every person and a surefire route to failure is just trying to implement things to make the most people happy. In this case, Dean has emphasized over and over how he wants new players to feel alone, scared, isolated, threatened, etc. Don't ever expect a "spawn with buddies" option. -
Simply solved: if you die within 4 hours of spawning, you spawn in the same location as before.
-
Cerne Abbas Giant
-
Zombies should have MUCH more HP than humans
ZedsDeadBaby replied to andrestor's topic in General Discussion
I can't imagine a more pointless thing to spend time thinking about let alone debating openly on the forums, and I'm a huge Zombie fiction fan. -
The KOS conundrum, problem/solution.
ZedsDeadBaby replied to McBonkhead's topic in General Discussion
The exact same argument was made thousands of times times by thousands of angry folks just like you during the mod days, then 850,000 people turned around and purchased the Standalone knowing that PvP was a central, ever-present and core mechanic of the game. So maybe you're not such a strong authority on what will and will not contribute to DayZ's survival as a game. Yes, it's a zombie game and, yes, it's a survival game. Good on you for figuring those two out. But, I'm sorry, it also happens to be a PvP game. It is all of these things at once. A major part of the struggle to survive in DayZ is learning how to survive other players' attempts to murder you. They don't need a reason to murder you and nobody is going to swoop in with a magic wand and "punish" them for doing so. You need to learn to deal with it yourself. They're going to keep murdering you if you let them. They're not going to stop because zombies get more plentiful or powerful. They're not going to stop if you give them "skills" to practice. They're not going to "go play ARMA or CoD" or whatever other games you want to suggest. They're just going to keep shooting at you, because that's what they want to do. If you fancy yourself such a survivor, then my advice is to suck it the fuck up and start surviving. -
Certainly helpful and obviously a big part of squad tactics, but it doesn't completely solve the problem. There's a reason real world military units use things like IR Strobes to identify friendly units. Communication is no substitute for instant visual target verification. If you have more than two people in your squad, you cannot "constantly communicate" or you just end up with a bunch of unintelligible noise and people talking over each other. Even if your squad members know your position relatively accurately, all it takes is another player at roughly the same position to make that information unreliable. What's your move if I tell you I'm coming up the road from the south toward the fire station and you peek out and see two people coming from that direction? Now suddenly you're stuck asking "Left or right? Wait, my left? Or yours? You have the mask right?" *BLAM BLAM* too late.
-
You seem to be speaking almost entirely from a "current gameplay" perspective, which is fine but basically pointless. The game has about 5% of the total planned features. So, yes, currently it is boring and difficult to find fun things to do. My ideas are forward-looking, when the game is going to have far more robust systems in basically every area. Right now it makes sense to try and act IMMEDIATELY when you witness something go down, but hopefully there will come a day when you're not so willing to dive right into a dangerous situation just for the fun of it because you actually value your life as a survivor and don't want to risk it over some beachsprout and his Duracell. Also, did you never use binoculars in the mod? It's pretty hard to act IMMEDIATLEY when you're witnessing something from 1km away.
-
Dean has been heard to say he hopes players themselves will be the ones to police bandits. We are not likely to see any form of "punishment" for any choices in the game that comes from the engine itself. No "paranoia," no insanity, no skins and no dogs that can smell bad guys. If you want to punish people for playing a certain way, find groups of like-minded players and start handing out those punishments yourselves. "But how do we know who the bandits are?" A big first step will be a system of player identification like the one I suggest here which lets people recognize other players using their own powers of perception, not any magical system of bandit-identifying game faeries who fly around telling you who the bad guys are.
-
Third person view removal from SA discussion
ZedsDeadBaby replied to lev's topic in General Discussion
Or, you know, just not play on those fucking servers if it bothers you so much. Seriously why are we even still talking about this? -
Removing saline and making ammo much more rare?
ZedsDeadBaby replied to r4nger's topic in General Discussion
No. Also, why would we want to do that? Besides, it's kind of pointless to talk about ammo rarity before zombies are working. -
-
Player Identification and Classification System
ZedsDeadBaby replied to ZedsDeadBaby's topic in Suggestions
Would make sense if it faded out after a few seconds, yeah. It does seem odd, but I'm not sure how else to emulate "recognizing" someone as you would in real life. It's one of those things that's really hard to do without a HUD, because it relies on things that exist in reality but can't be recreated in the game (i.e., an infinitely wide variety of facial features and subtle bone structure differences that make actual human facial recognition possible). -
*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)
ZedsDeadBaby replied to Slyguy65's topic in General Discussion
I posted this idea for a Player Identification and Classification system in Jul of 2012. It basically accomplishes exactly this, with a bit more functionality (you have the ability to basically take notes about what you remember about someone, and put them in a "category" of your own choosing). It would let players make decisions based on their own knowledge, or the knowledge their friends have. And, since death would likely wipe your memory, it would give everyone a huge incentive to stay alive longer - something everyone has been clamoring for. -
*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)
ZedsDeadBaby replied to Slyguy65's topic in General Discussion
Exactly right. Or 20m equivalent range with a scope or binoculars. Not only would this add value to staying alive (because your character would remember more and more people the longer you were alive), but it would add value to holding people up and forcing them to take off their masks. Also, it would add a ton of meaning to masks - instead of just decoration, they would represent a real and earnest attempt to conceal your identity so wearing them, while useful, can also say something about your intentions possibly. -
DayZ is NOT fun for new players, which makes me worried.
ZedsDeadBaby replied to Murakamo's topic in General Discussion
So basically you're saying Day 1 is the only part of the game that's working as intended currently? Why the fuck would we change it then? Here's what the DayZ difficulty curve should look like. -
*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)
ZedsDeadBaby replied to Slyguy65's topic in General Discussion
Nobody ever addresses this question, because it fundamentally breaks every system like this. It's exceedingly easy to rack up dozens of kills completely in self-defense; then you start to get into weird suggestions like figuring out if they have "recently shot in the direction of a player," or something along those lines. Meh. What we need is a system to recognize people you have seen in the game before. Then YOU can do all the identifying and categorizing yourself. No need for magical "intuition" faeries to come and whisper in your ear about how good or evil someone is. It's just an invisible bandit skin at that point. If you haven't personally witnessed someone do something evil then you shouldn't know shit about them.