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ZedsDeadBaby

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Everything posted by ZedsDeadBaby

  1. ZedsDeadBaby

    I'm Now a Deathmatch Player

    This was certainly worthy of a thread.
  2. Without sounding overly dramatic, I will note that a great deal of the evil that is perpetrated in this world is carried out by people who feel that if they don't understand something that it should be done away with by any means possible. You don't understand it? That's fine. Your understanding is not a prerequisite for their enjoyment of the game, nor is it necessary for you to learn how to adapt your play style to deal with it. I don't understand people who don't shower regularly or wear antiperspirant. You know what I do? Go stand somewhere else. Who is "they?" Why "they?" Why not you? If you think it should be discouraged, why don't you go discourage it?
  3. While bandits only account for ~18% of players, they account for over 40% of deaths. Death is a pretty big downside, wouldn't you say? Bandits are constantly putting themselves in harm's way. Their lifestyle is naturally more dangerous and therefore they die far more often. And what are their advantages, pray tell? Because 99% of the time a bandit kills someone that player has no loot the bandit could use. Most experienced bandits have the gear and items they need. They kill for pleasure. Their only "advantage" is playing the game in a way that is interesting and compelling for them. And calling them "assholes" for doing so reveals you not as someone who is overly concerned with DayZ's core concept or particularly interested in improving the game, but just as someone who dislikes people who enjoy PvP. DayZ might not be for you? I don't know. That's up to you to decide but "asshole bandits" are a big part of the game, and a big reason why the otherwise mundane tasks in the game take on an element of extreme emotional intensity, uncertainty and risk. Most DayZ veterans understand that without the presence of bandits and their "asshole" behavior, the game would quickly become a stale loot collection pinata.
  4. ZedsDeadBaby

    L85A2 gone, snipers will reign supreme

    I really don't understand the debate. If the L85 is a powerful tool for survival, get one. Find one at a helicopter crash or find someone who has one and chew their windpipe out with your teeth and the take the goddamn thing while they choke on their own bloody vomit. What's the problem? I don't understand why it's taking so long for you people to come around to the notion that maybe this game isn't meant to be perfectly well-balanced in favor of all possible styles of play, items, load-outs, team configurations, and dietary needs. Certain combinations of certain weapons are going to confer a strategic advantage over your opponents. Long-ranged weapons will allow you to attack from long range. Camouflage equipment will permit you to camouflage yourself. Vehicles permit travel at rates far greater than foot. And, yes, maybe having someone in your group of friends (you do have friends in the game by now, right? You're not engaging in a discussion about high-end weaponry when you haven't even taken the step of making a couple friends in the game to watch your back, right?) who carries an L85 maybe might be a good goddamn idea. Maybe even required for long term, consistent success? Maybe that's okay? Maybe it's not so bad that you need to get off your lazy asses and get the fuck out there and find one if you think it's so important and critical to your success in the game. "Oh, no. It's really powerful. Better take it out." Like, okay, if we follow that rationale to it's logical conclusion we're all going to be riding around on fucking unicycles shooting each other with slingshots. The gun is good. Okay. Established. Now go get it and put it to good use, you whimpering lack-wits.
  5. We're both. rocket has made no bones about it. This is a collaborative design effort. He's listening to our ideas and has already shown a willingness to incorporate them into the game. Why do you think we're playing an Alpha? If he thought he could design it on his own he would have just waited for Beta and spared himself listening to all the bitching and moaning from people who don't know what an Alpha is. Obviously he has final say, but I think it's pretty clear that he hasn't designed the game yet and he's working with us to do so. I'm not sure why we're arguing, but yeah. Good thread anyway. Cheers.
  6. ZedsDeadBaby

    Im all for ultra hard rocket.

    Tell that to my wife. The selfish bitch.
  7. ZedsDeadBaby

    Having to eat every hour....eh..what?.

    I'll try. Authentic: You have to eat and drink. Realistic: You also have to shit and piss. Authentic: You move at believable human speeds. Realistic: After a 15km run with 225 lbs. of gear on your back' date=' you would pass out and die of cardiac failure. [b']Authentic: Guns exhibit realistic ballistics behavior, effective ranges, recoil and noise levels. Realistic: Guns constantly jam because they fill with dirt, water & sand, are old & rusted and generally fall apart. Occasionally they explode and blow your ugly face off. Authentic: You can sustain injuries, some of which are life threatening. Realistic: In a world without medical care, antibiotics, and soap w/ clean water, 25%+ of wounds would become infected resulting in fever, sepsis and eventual death in bed while you hallucinate fevered dreams. Authentic: Vehicles require repair before they are operational. Realistic: You seriously think you could fix a broken down vehicle on the side of the road with spare parts you find in a nearby lumber mill? It is the difference between something that resembles reality, and something that attempts to accurately recreate it. It's a subtle difference, but hopefully my examples have helped illustrate that there is, in fact, a difference.
  8. ZedsDeadBaby

    Playing with friends = good for the community?

    We're all parts of minorities, bad_mojo. The beauty of DayZ is that rocket is not trying to take us all and put us into "Group A" or "Group B" and dividing our wants and needs and desires and hopes and dreams into two crude categories that are far too general and limiting to really represent the diversity of the player base. Embrace it. You can have your DayZ, I can have mine, and as much as we might both hate it, the mouth-breathing, slack-jawed yokels get to have theirs too. And we all have to figure out how to exist in the same world together. And yes, that gets messy. Really messy. But maybe it's time for messy? Maybe messy is what we need for a change? Ever since EverQuest said "PvP goes over here and PvE goes over here and RP goes over here and never the twain shall meet" the gaming industry has followed suit. Surely a game can't exist that does all of those things and more in a single world, right? Well DayZ is doing it and so far succeeding like gangbusters. I say lets stand back and see what happens. Calm down. Let the wind fill the sails and see where we end up. Stop worrying so much that maybe it won't be exactly what you expected or maybe just maybe we'll end up adrift forever until we starve and eat each other.
  9. ZedsDeadBaby

    post-apocalyptic state

    I already do that. I spend most of my time playing and/or thinking about games in my room with the blinds drawn. If the world ended I probably wouldn't know for about a month when I finally went out for groceries and was like "Oh, shit. Milk's really expensive right now and why are you biting me?"
  10. Good advice but not for everyone. Some people will have more fun using maps and skipping right to the juicy loot.
  11. ZedsDeadBaby

    Having to eat every hour....eh..what?.

    The goal of the mod is not to recreate reality. It is to create a compelling experience. If one can of beans and a sip of water fed me for an entire day, I would never need to gather resources and hence would never need to place myself in danger. By artificially accelerating hunger and thirst, rocket compels us to approach settlements and acquire new supplies, thereby encouraging encounters with zeds and other players, thereby creating an interesting experience with interesting choices. Don't worry so much about what's "real" worry about what creates interesting situations.
  12. If you don't trust rocket to handle building the foundation, then you probably ought not to be playing DayZ. There's not much we as a community can do to facilitate 1.0. It's technical stuff. Making the database work. Preventing hacks. Fixing exploits. Stopping dupes. Getting collision to work. We can point out issues and say "Look! Icky stuff!" but how much of a help do you really think that will be? If he can't make it to 1.0 without us holding his hand, we're lost at sea anyway and DayZ will die on the vine.
  13. ZedsDeadBaby

    Zombies are back in charge - good job

    Oh, my sweet naive child. If you think a few angry zombies are going to stop my group from murdering you, you have another story coming. A sad story. A story that involves my two favorite companions dealing with any zeds in the vicinity with their 1600 combined rounds of M249 ammo while I deal with your silly face with my AS50 anti-material sniper rifle. That material is your face. My gun is anti-your-face. Maybe we will spend a few more bullets than we did before the patch but please don't think you're safe.
  14. ZedsDeadBaby

    post-apocalyptic state

    Your post rambles somewhat but I'll try to respond reasonably. First, I'll say that the goal of the mod/game is not necessarily to recreate reality. rocket himself has said that worrying too much about what is "realistic" or what would really happen in this scenario is not productive. We cannot hope to predict the social and psychological ramifications of a worldwide extinction-level event, nor do we have a lot of accurate information about how far removed we are from the outbreak of the infection. It could be "28 days later" or for all we know we could be two generations removed from the outbreak. Maybe we all grew up in a world knowing nothing but death and loneliness? How can we hope to understand what impact being raised in a world such as that depicted by DayZ would have on infants, toddlers, children who then grow into men having never known the world of today, only the after-world of DayZ? The pain, the emptiness, the constant threat of death? These things shape people in ways we cannot possibly hope to understand or predict. Second, I can tell you that I already do no trust strangers. If the world were ending and any can of beans might be my last, I really do not think that my love of people I have never met before would somehow take a turn for the better. I think the opposite would be true. I would seek out my trusted friends - those who survived - and do my best to build a self-sufficient zone of safety and security to wait out the disaster. If some random Joe Schmoo came waltzing up the gate brandishing an M16 and asking to be admitted, I do believe I might seriously consider opening a hole in his brainpan the size of an immature coconut. If things were really desperate, I might preserve and cure the body for potential future consumption. Say what you will, when shit hits the fan I plan on being the fan.
  15. Just some issues with the patch, hive, and some anti-hack measures they tried to implement. It's really not a big issue. Gear is out there waiting for you. I know it hurts temporarily but the pain will fade and the glory of DayZ will remain. Pick yourself up, dust off, and get back out there. Everything is going to be fine. REMAIN INDOORS.
  16. ZedsDeadBaby

    A lesson on loot pile manners.

    Wow. Yeah, no. Looting a pile is one of the most vulnerable positions you can be in in this game. And you want me to INCREASE the amount of time I spend doing it, so maybe some stranger can benefit from my generosity later? People wonder why they keep getting shot... Stop standing around staring at your feet with a menu in your face blocking your view, for one thing. Get in. Get out. Hit and run. Like everything else in this game. Guerrilla loot just like guerrilla combat.
  17. Decent read. I have to say it falls a bit flat, though. A larger world with more dangerous areas. Of course. That's kind of a no-brainer I should think. Not so much discussing potential as inevitable progression. That's like saying there should be more communication methods or cooperative team play elements. This is all given. As game designers we should be one step ahead. Talking about DayZ 2.0 not what 1.0 is likely to have. 1.0 is the easy stuff. The must-have's and the gimme's. The "of course's." We need to be thinking about the what-if's and the holy-shit-can-you-imagine's. DayZ has the potential to revolutionize online gaming. We should be discussing the revolution.
  18. ZedsDeadBaby

    why cant you loot.....

    Three reasons: blood, piss and shit.
  19. ZedsDeadBaby

    Dear Rocket..

    Kind of disappointed I'm not seeing more "Banned" next to names here. Please clean up these clowns, mods.
  20. ZedsDeadBaby

    Nice job

    Can we just ban this jackass, please?
  21. ZedsDeadBaby

    Player Identification and Classification System

    It's an aspect I thought about a lot before including it in the suggestion. I do feel strongly about wiping players' memory upon death. I will set aside the argument that it is more authentic. While I do believe this is true, I don't think it's the primary reason why a memory wipe on death would be compelling. The most important reason is that it gives value to your life, and therefore gives you a stronger compulsion to survive long term. Right now the biggest motivations toward survival are maintenance of gear and equipment, accumulating kill counts and a vague sense that your current survivor has a contiguous "story" which you do not want to interrupt with a death and re-spawn. Persistent storage and corpse retireval means the gear aspect is kind of moot. So that really just leaves us with kill counts and "stories" as a reason to stay alive. In my opinion, the game would benefit from more reasons to live. More things attached to your player that you might lose when you die - and the memory of all the crimes you have witnessed seems like an appropriate loss. As you accrue more player IDs, you will become an invaluable asset to your team. They will want to have you around all the time because you will be able to pull up your binoculars and say at any momemnt "Oh, yeah. Don't worry. That's the guy we met in Zel the other day who helped us repair the truck." or "Oh shit, get down! That's the guy that sniped you yesterday!" The more memories you accrue, the more of an asset you will become and the more equipped you and your companions will be to face the challenges of meeting players in the game. Over time I believe your memories and player IDs will become a more valuable asset than even the most powerful equipment in the game. Losing it upon death means that you will do whatever it takes to survive. You will struggle, kick, claw and crawl to try and live. You will really feel like you are going to lose something precious and valuable when you die. This means no more clicking "re-spawn" because you broke your leg in an inconvenient place and you would rather not deal with it. No more getting bored and charging into the NWAF barracks "just because." It will make players more careful and considerate about their actions in the game, because they will have more at stake/on the line when they die. Though, at the end of it all, perhaps a compromise might work? Perhaps you randomly lose between 25-50% of your memorized player IDs upon death, instead of a complete wipe? This way you still carry over some knowledge, but still gain that extra bit of value to life that will compel you to survive longer? Thanks for posting.
  22. If it can figure out how to stop players from passing and shooting through walls, I'm pretty sure it can handle the same logic for other in game entities. I don't see how this can possibly be an engine limitation under the circumstances. Maybe not an easy fix due to latency and client vs. server handling the enemy positions, but surely it can be fixed with some attention.
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