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Danger Boy

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About Danger Boy

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    On the Coast
  1. Danger Boy

    Realism vs bullshit

    But some people do use the "realism as in real life" defence, for example: "yeah but in real life you couldn't do X so we shouldn't be able to do X either". Not all of us saying "no" to "realism" are assuming you mean "real life"...Please don't generalize. I know that not ALL of you talking about realism are talking about "game-realism" (as you state in your first sentence), and similarly not ALL of us defending against realism are saying it in response to "real-life" statements. I'm not for or against realism (whichever version you mean). I'm simply for "more fun gameplay".
  2. Danger Boy

    Would be nice to be able to play...

    I actually had this issue last night as well. I downloaded the updated files 3 times to ensure I got all of them (and then downloaded the torrent and installed it so I KNEW I wasn't missing one of the updated files). Still had the servers telling me I had the wrong version. I got on to 2 I believe and they were laggy so I logged off. Figured they weren't up to date with the new file yet so I gave up and played some Diablo 3. And yes, i was launching CO, not vanilla. Not sure what I was doing wrong but I'll look at it again tonight.
  3. I'm new to this game, and so far I have killed twice... Once, I was in...I forget, but it was a small coastal dock area. I went inside to see if I could find any supplies, and went a few floors up, eventually getting to the top floor and peaking around the roof to look around. I heard some gunshots from down below, and some zombie moans. I crept back inside and looked down the ladder (which was above the staircase to the rest of the building), and sure enough, a bandit walked up with a zombie following him. He killed the zombie and as he got to the top of the steps, I popped him 3 times with my Makarov. Unfortunately, as I was climbing down the ladder, it was glitching, and when I got down it, his body had dissapeared (I could hear the flies buzzing but it was gone, I even checked from outside to see if it was clipping through the building, but nothing). The 2nd kill was shortly after, in the same area, a survivor was running from zombies and I was too, and I popped him as he ran, he had aimed his gun at me (but then I saw later in chat he had said "friendly"...whoops). Unfortunately, a zombie went over to his body and hung out there until it dissapeared as well (I had run out of bullets at this point). So my first 2 kills within 10 minutes of each other, and I got no loot : (
  4. Danger Boy

    Is rocket satisfied with us?

    Uh' date=' you realize that counter-strike was sold as a product by valve shortly after it was acquired? They made a cool 9 million out of it. I can't keep paying for everything myself. It's not your typical mod. I also can't keep devoting all my time to it. This mod will die if it doesn't recover some costs. Agreed. Yes, it sucks if it was made a full game, or a commercial mod that had to be paid for, but here's the deal: a) you already paid for ArmAII because you liked it, and thus got the mod for free, so who cares if you have to buy the game because you are only buying it "once" anyway, or b) you are like me, and heard about DayZ and bought ArmaII: CO because you wanted to play DayZ, and DayZ alone. In this case, I knew before I purchased it, that if this game became big enough, I might have to buy it again, or pay for more content, or whatever. But (and maybe it's just me, being in the game-industry), I'm OK with that. Supporting projects like this is integral to making sure fresh, new ideas stay alive, otherwise we risk EA/Blizzard/Etc. filling the world with "safe" games that are 100% sure to make money.
  5. EDIT: This is in response to some discussion a few posts back about the "Humanity" system and whether we should have a way of seeing how "good" or "bad" someone is. I wouldn't mind something in the game to compensate for the real life "meeting someone random" circumstance. Saying that real life is the same as the game for this circumstance isn't true. Yes, in both cases you know nothing about the person, and perhaps, if the person is a psychopath, they may try and act normal (ignoring the crazies that will just go on random spree's and be extremely noticeable). But the difference, is in real life, you have "body language", which the game cannot provide. I can't see a characters face/body and think "he looks pissed off" or "he looks injured/hungry so he'll probably be desperate". The "humanity" mechanic, while not perfect, sort of mirrors this. If it was balance out, I think it would work (I'm fine with dropping the bandit/non-bandit skins). For example, if I come up to a random guy, and he has -1000 humanity, did he have a couple self-defense killings? Was he desperate a couple times? Who knows? So i'll have to be cautious, and decide based on that. Whereas if I come across a guy with +1000 then I know he's *likely* OK, and of course if I come across someone who is -50000 then I know they're bad news. If this flashed next to their player name (up close only) I would still have that split second decision to make. It's not a perfect system, , but as long as it's afun mechanic, roughly mirroring the real world, then it's worth it. Also, on the topic of "punishing good, no consequences for bad", I don't think that's the case. It's merely a case of "this is how it is. Anyone ever seen the movie "Blindness"? The "bad guy" with the gun rules everyone, and other jerks band with him, and they get all the food/water, because they have the best weapon. The only way to take people like that down is to team up, just like in the game. You are forced to team up with others if you want to overcome the bandit with the good weapon. That's just the way things are, it's not particularly by design of the game, it's just what happens when you put everyone in a world with few resources and say "Go".
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