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ZedsDeadBaby

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Everything posted by ZedsDeadBaby

  1. I guess this is where I'm supposed to apologize for trying to treat my native tongue with a modicum of respect. I'm sorry? As for my social skills, I don't really need them anymore. My wife and kids like me just fine, and I could do without pretty much everyone else on the planet.
  2. Absolutely. As we all know, the sign of a truly visionary game designer is one who does whatever the most people shout in his face without question. :@ Do you think it's a coincidence that almost every great accomplishment in history was made by someone who ignored popular requests?
  3. Vipeax kindly shared them here.
  4. No, it's not the same. Skyrim and Fallout are all about things and progress. DayZ is about experiences. Death doesn't take away your experiences. You still have them. You will always have them. Skyrim and Fallout are open-world games, but they're not really sandboxes. You complete quests, get achievements, level up, and gain new equipment to take on new challenges in the game. DayZ has no such progression. You can spawn on the beach and your friend can pull up in a Pickup truck and give you the best items in the game 60 seconds in. That should be a hint that "stuff" is not the point of the game.
  5. Just try to focus on having fun during those 2 hours and maybe the "stuff" won't seem so important at the end of it. I just voluntarily trashed a Day 15 Survivor with an M249 + 800 rounds, NVGs, GPS and an elite backpack just for the chance to try out the new experimental patch. It was fun.
  6. Those deaths are not counted among the stats. Can we please make a sticky thread at the top of the forums that says "Respawn suicides are not included in stats"? Because I have to post this 32 times a day, every day.
  7. ZedsDeadBaby

    Rather bad PR

    I wouldn't call it rage. Just exasperation. I have never seen a development team so involved in the community. Not in 25 years playing games across every platform and genre known to man. At most you get some slack-wit office jockey posting in the forums saying "Oh, maybe I'll talk to the guys who actually do work" and nothing ever comes of it. Meanwhile with DayZ, a free mod, the developers themselves are in here every day answering questions, posting updates, communicating information, explaining their plans for the game, responding to suggestions in the suggestions forum and posting their own. The lead designer more than any of them... And what they get in return is mostly vitriol. Complaints about updates, complaints about bugs and complaints about the fact that a handful of underpaid, overworked guys can't somehow manage do the job of 250 people.
  8. ZedsDeadBaby

    Rather bad PR

    Yes. They should hire a communications specialist and a community manager with all that money nobody is paying them. How about "Thanks for the opportunity to play the Alpha and participate in the discussion of future features." How about "Thanks for a lead developer and designer who has posted in the forums over 1,200 times explaining the game and his plans for it." How about that? You entitled little shitsnack. [i have been warned for this post - Ubi]
  9. On 7th July 15.1374% of survival attempts had ended in murder - 1,599,557 murders in 10,566,935 survival attempts. Today, 11th July, 14.3012% of survival attempts have ended in murder - 1,752,632 in 12,255,174 survival attempts. Neither of those constitute a "deathmatch game" in which all attempts to survive would end in murder, and I absolutely love that the longer your ignorant ass stands around saying it, the less true it becomes. Please let this asinine thread die already. i don't know why you felt the need to resurrect it in the first place with your 7-word reply to a 6-day-old post. It was tripe when you posted it and it's tripe today.
  10. Assume whatever you want. I've played ~600 hours and have logged fewer than 10 murders total, and most of those have been people who were posturing threateningly or trying to steal from my tents or vehicles. I don't personally seek out PvP that often. But everything I do do would be a hell of a lot less exciting if there weren't people following me around all the time trying to murder me. Believe it or not some of us defend PvP not because we do it, but because we appreciate the impact it has on the intensity and challenge that the game presents. You can certainly ignore me if you want, but please don't presume to know me.
  11. ZedsDeadBaby

    Need some opinions here.

    That's only true if nobody else has been in the area recently. If someone has passed through, you can absolutely log in on top of loot piles. I have less-than-reputable friends who camp Stary Sobor all day and they never leave their tent. Just logout/login/loot. Same is true at the airfields. I know people who spend all day in one barracks. Plus, 30m is 6.6 second run. Hardly prohibitive. My suggestion requires a bit more effort than that. It would be an effective deterrent without overly burdening "legitimate" players.
  12. ZedsDeadBaby

    Need some opinions here.

    I would encourage you to check out my idea for a system to temporarily suppress players' ability to pick up loot if they log out of one server and quickly join another. It's a little less elaborate than yours, but I think that's okay. It would go a long way towards discouraging this type of behavior and improving tactical game play by reducing the number of "blink in blink out" encounters we have in the game.
  13. ZedsDeadBaby

    sandbox=douchbags?

    Oh, gee. Another thread from Lumber. Let me click on it and see if he's insulting people for not playing the game the same way he does. click Wow! Total shocker. Another brilliant treatise on the state of PvP in DayZ and how everyone who chooses to play the game in a way contrary to his personal subjective opinion on the matter must needs be an "asshole" or a "douchebag" or whatever today's insult happens to be. Another productive contribution to the forums, Lumber. Bravo.
  14. ZedsDeadBaby

    Incentive for not being a bandit?

    Why not just strongholds, and let the players decide if they want them to be faction-based? Come on, Dallas. You've been on the forums long enough to know every single one of these is a non-starter with rocket. He would rather shut the game down than put WoW style city guards and safe zones in the game. That's the same ridiculous bullshit every MMO maker has been shoving down our throats for 15 years. "You can't do that here!" mechanics will not be in DayZ. Ever. I guarantee it. So lets start talking about how we can implement mechanics that allow players make and enforce their own rules about who can do what and where? Then we will be talking about things that might actually happen, which threatens to almost turn into a productive discussion.
  15. ZedsDeadBaby

    I Can't even Play this game!!!

    Insanity is repeating the same mistakes and expecting different results. If going to Chernogorsk has resulted in your untimely, frustrating death twenty consecutive times, perhaps you ought to sit down for a fucking second and think about whether going to Chernogorsk is a particularly good idea?
  16. Sure, I'm feeling generous. Read this thread: http://dayzmod.com/f...scussion-thread Emphasis mine. Does that clear it up?
  17. No. That's not what you do at all. You ASSUME the game is supposed to be played the way you WANT to play it, and then you run around trying to make everyone else adapt to you. rocket said from Day 1 that brutal, unrestricted PvP is a core and critical part of the DayZ experience. Did you adapt to that? No, you treat it as a problem that needs to be solved. Every post you make on the forums is either complaining about the presence of "deathmatching" or suggesting arbitrary ways to remove it from the game or punish those who choose to partake in it. You're also incredibly condescending and dismissive toward people who play the game in a way that differs from your own. Calling into question their intellect and accusing them of not understanding the game. And you call that adaptation, really? :blush:
  18. ZedsDeadBaby

    Incentive for not being a bandit?

    Sounds like you should go post in my suggestion thread for adding a player identification system. You rightly identify server persistence as a barrier to long term target identification. I'm sure if we put our heads together we could come up with a work-around that would fit within an immersive player ID system without requiring the presence of a divine entity to do our observation and judgement for us. Besides, basing fundamental mechanics on the current server system is probably not a great idea. Long term it is very unlikely DayZ Retail will use the same system of distributed private servers nor support server transience in precisely the same way as we're seeing in DayZ Alpha. Okay, so just so we're clear - most people haven't killed enough people to be considered a bandit, nor live long enough to do so - but somehow they're still bandits and all the killing they're doing is ruining the game for everyone? Is that more or less the incredibly weird argument you're making here? I absolutely love this. Abandon actual figures based on what's actually happening in the game, replace it with an arbitrary number you pulled out of your ass based on nothing but your personal subjective experience and top it off with the suggestion that just because people "agree" with you it somehow becomes more true. Those are Olympic-quality mental acrobatics. It's like a cognitive dissonance salad with consensus bias dressing.
  19. ZedsDeadBaby

    Romero Zombie vs Rage Infected

    Simply running away would become a foolproof zombie survival technique? How would that ever create a compelling experience for anyone? As soon as you're out of ammo or things look to be going south you can just trot off into the sunset no worries no questions asked. Meet up with your friends for a picnic later, maybe? And no, something this fundamental to the game design cannot possibly be left to a server option. You're basically asking them to design two different games with different animations, AI, behavior routines, path finding, spawn mechanics, etc. That's a huge and unnecessary burden on the designers.
  20. I know exactly who you were talking about. It's all you ever talk about. And no, I don't think they will switch their style. What I do think is that people who want others to "switch their game style" just because it happens to not match up perfectly with their own are the ones who pose the greatest threat to the future of DayZ. People like you.
  21. I trust you appreciate the difference between "less likely" and "not possible?" I believe it's approximately half as likely as it was in 1715, but it's still going to happen.
  22. If I had an "amazing adventure" with every stranger I met in the game, they would quickly cease to be amazing and would shortly begin to feel less than adventurous. It is precisely because it is so rare that cooperating with a stranger is so exciting and satisfying. That moment of "It's really happening! We're not murdering each other!" only feels special because it is most often not the case. The scarcity of friendship, the prevalence of murder and the extreme frustration at reaching out to try and make contact with our fellow survivors only to meet with failure again and again means those quiet few pockets of human friendship we do manage to find are far more valuable and memorable. If it happened every day, the experiences would blur together. They would cease to be special. You would forget your friends. As it stands now I have played ~550 hours and I remember every. single. random. stranger. that I have linked up with and cooperated with. It hasn't happened often, but when it did it meant something to me Neat, huh?.
  23. Then go take some of their vehicles? What's stopping you?
  24. What you're describing is not testing functionality, it's testing balance. None of the things you describe are really appropriate for an Alpha stage development road map nor should we as play-testers really be worrying much about them at this juncture. The engineers need to be focusing on functionality, mechanics, bugs, glitches, exploits, performance and stability - not how often this or that item spawns in the game. As for wiping - if character data changes drastically then wiping would be prudent. If it does not, then wiping does not create a better test environment. There are tens of thousands of people every day spawning fresh on the beach to test the player starting conditions. We're getting plenty of test data from those people already. We don't need to wipe the few that are in other areas of the game or in possession of high end equipment, weapons, gear, etc. Making everyone test the exact same thing every time they patch would actually find fewer issues in the long run. It sounds tempting because everyone gets a "fresh start" but it's unnecessary, really. I would support a wipe once they close duplication of items and tents - but every patch? I can't get behind that, sorry.
  25. Let me guess, that type just happens to conveniently be people who don't play the game precisely the way you do with exactly the same motivations and methodologies? People who don't think the designer should start throwing up invisible walls and arbitrary punishments to get everyone to fall in line, lock step with your personal subjective evaluation of what the game should be about? People who enjoy PvP for its own sake? The irony of your post is that gamers like YOU are the ones who threaten to poison DayZ against it's roots and pull it back from the bleeding edge of game design toward a watered-down, status-quo borefest like every other online game that has come out in the last 15 years. You're asinine complaining and namby-pamby hand wringing has been a blight on this forum since the day you showed up.
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