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Everything posted by codestargod
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To add to my previous argument, why settle for one major lore of the game, when you could have multiple 'mini-lores' attached to a particular town, or 'micro-lores' attached to a fictional person from that town (NPC). The micro and mini lores could join up via quests to form the major DayZ lore. This adds new and totally unexplored dimensions to the game while maintaining maximum user engagement, interest and possible outcomes unique to each player. Each player will have a different story to tell. Some players will share similar incidents, that could then be used to form bonds and new groups. Quests could be te glue that holds clans and communities together.
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You forget that there are also multiple servers. What about those servers that may only have a very few players at any given time? Those servers will very quickly become obsolete without the necessary critical mass of players to add these 'player driven missions' you speak of. What good is the idea of a Clan of Medics or law enforcers if these clans never venture on lightly frequented servers, or are only seen on the private hives? The only servers that will be of any interest are the ones with lots of players on at any time, which will also probably be the most difficult to get into, or the ones with the most PvP. There are die hard DayZ fans who prefer to be on servers without too great a population of players. The concept of 100% player driven content looses its momentum in this case. Have fun.
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Best case scenario, you have continuous 100% player cooperation, and everything works as expected. (putting your emotions aside for a minute, when have you ever seen this happen continuously in any online game?) Worse case scenario, players do not work together and the entire 'experiment' is an epic failure. In planing for the worst case scenario , logic suggests imbedding a mechanism that will function irrespective of player cooperation.
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Sigh... I am wasting my time. It's like going around in circles. Just read my previous posts. The idea of 100% player dependent game play is a bad idea in the history or bad ideas. It will only work in the most ideal of situations where all players share the same ethos and agree to maintain this ethos indefinitely. Sure, this may work initially when the game still enjoys a certain degree of novelty, but what will you do when an integral segment or user cooperation breaks down as players find new interest. We all know how fickle gamers can be. Why on earth would you risk the success of a game on something as unpredictable as user involvement? Player involvement oscillates between peaks and troughs like the stock market. And even within those cycles, you have certain periods where different player ethos' assert themselves. Having a non-player dependent mechanic will at least help to maintain a viable number of users logged on sharing the same ethos in completing quests, until the next major peak comes around again.
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how arrogant... 'course I do. I also know that NPC's are not 'entirely being ruled out' so there is the possibility to keep that mechanism in tack, rather than gutting it like a fish.
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Similar to what I have in mind, but the integral piece of the unlocking feature is the NPC. The player locates the key by discovering the message/clue/hint. This spawns the NPC character and the "easter-egg" hunt begins. Although other players will be able to interact with it, they will not have sufficient information to complete the quest as they are missing the initial key. After a timeout, the NPC spawns out.
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Stop being so overly melodramatic, man. Christ! DayZ will not be another EA game. There are enough fans to ensure this does not happen. However, with opinions such as yours, there is a clear and present danger of the developers "throwing the baby out with the bath water" as the saying goes. What we should be striving for is incorporating all the good features that even bad games might have. ...and who the hell said anything about ingame shops???
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Jeeezuz... get a grip, smallfry. You sound like a spoilt brat. It is entirely possible to have this feature embeeded and not spoil your fun. It does not need to be the primary feature of the game, only auxillary. ...by the way, I think this is what you actually meant to say: But if you think about it, there are plenty of ways for creativity to be nurtured here... There are lots of opportunities for writers to write scenarios and quests that will only serve to enhance the game for those who would like this. With the right built in mechanic, it would be entirely possible for these beautifully written scenarios/stories to be incorporated into the game dynamically. Overall, it could give the game a more organic feel to it. Also, the idea that this will stifle creativity is absolute nonsense and totally unjustifiable. If you don't want to take up a side mission, then so be it. Move along and write in your log book that you came across this note etched somewhere, but decided not to investigate further. Now you've got several directions to which things could have gone down. Several ways your story could have ended... who knows what could have happened if you made the other choice. There's you story. Further to this, from an economic stand-point, it makes sense perfect sense as you would cover be catering to an entire spectrum of gamers. It's a win-win choice if you ask me.
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A scratched out note on a desk could read: "...dropped an heirloom 19th century side-by-side after being chased in the woods crawling with walkers. Willing to give food if you could find it. NPC is spawned only after the player chooses to take the mission, and walks off after a set time is elapsed. There are so many things that we will miss out on if we could not have this feature. These do not have to be the main feature of the game, and the player will have the option of not taking it up. That way everyone is happy.
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wtf dude... you need to calm down.
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Consolidated Weapons/Equipment suggestions
codestargod replied to rocket's topic in Mod Announcements & Info
Can I have a UTS -15 shotgun? This is indeed a beautiful piece of machinery! Also, the Browning Hi-power handgun should be a staple item found in DayZ. This finely crafted 9mm handgun made by John Browning was distributed and used all over the world. There is no reason why it would not be found locked safely someone's desk drawer in the DayZ world. Finally, on my Santa Clause list, could I have a bow and arrow set? If you are going to give us a cross bow, is there any reason why we couldn't have one of these? -
Get over it rocket. It's a trade off... The game is bigger than you or your personal feelings. You either use NPC's, mission generation and leveling systems, or you will be hard coding new features into the game for the rest of your natural life just to maintain interest and as a mechanism to controll player killing and hacking from bored players. Don't use NPC's and you risk DAYZ De-evolving into nothing more than another PvP platform or worse, another BC3000AD in a few months when the newest game is released and people get bored. You can make your NPC's as unobtrusive and behind the scenes as you want. It could even be that one of the in-game challenges is to track down an illusive NPC based on rumor and hearsay of their existence... could make a very interesting 'easter-egg' hunt. All that is needed is a dynamically changing and programmable in-game mechanism to steer and encourage/invite the players to go in a direction or choose an option you deem most preferred, while making it appear as if you are not. This is a job well suited for an NPC verses an expensive computer programmer with yet another update/patch. Most people do not enjoy being told what to do at first, but sadly most people need to be told what to do in the end... and then learn to enjoy it after having considered all the alternatives.
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this is way better than that time i killed a homeless guy and fried his ears with some fava beans and garlic!!!
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We'll see... Then I'll get to say "I told you so" when you start complaining about PvP three months in. :)
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hmmm... from a professional perspective, I see the decision to not have some form of non-invasive levelling mechanism as the Achillies heal to DayZ, as it will eventually erode back into a basic PvP senario once players have achieved a maximum favorable state of survival within their environment. Listen up Rocket!! By this, I mean that once a player is able to become self-sustaining, they will invariably seek to entertain themselves by targeting other humans for entertainment purposes, as it is in real life. Consider it this way. To keep any human being active and engaged and doing what you want them to do for an extended period of ime, it is necessary to provide them with multiple changing targets of different types. In the case of DayZ these targets should include: 1) actual zombies 2) other players 3) the struggle of staying alive 4) subtle levelling system as a means to increase the efficiency of surviving (more efficient builders, mechanics, medics, hunters/gatherers/foragers) 5) randomly generated non-invasive missions As an example, consider this possible setup: "Player comes across a scratched out note in Chernarusian on an old bulletin board in a town about this kid who has lost their favorite toy, so they need to look for it and return it to a particular safe house/abandoned house. The reward being that the player might find a well stocked cupboard or gun cabinet... and by the way, because this is in Chernarus, the player will need to find an English-Chernarusian dictionary at the local gas station." AANNNND ACTION! Based on what I am seeing so far, the only targets envisioned are 1, 2 and 3. The problem with those three is that they are tightly coupled to one another. Once a player has mastered target 3, they will quickly master target 1, and as a result, will only be left with target 2 to keep them occupied. Now you may say that the game is being designed to make targets 1 as difficult as possible thereby making target 3 equally difficult, The idea being that since you only have a few targets to play with, you will have to make what targets you have got as difficult to achieve as possible. However, in doing so, you run the risk of making the game un-enjoyable/un-playable if you amp this up too far, and even so, there will always be some uber-gamer who will be able to keep ahead of the challenge anyways, as a human player will invariably be able to surpass any computer algorithm given enough practice. When this happens, you will see a fresh supply of playa killas and hackas all over again. The solution? Give the lemmings more targets!!! Rocket might as well recant on his previous decision, or he runs the risk of not having this game be all that it can be.
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Yes. we have a problem gunning down children, but not adults?? My rebuttal would be that the media is prejudiced against adults. Adults need some love too... eff the media! It's a bloody 1st person shooter in a zombie fantasy world. get over it and lets do the damn thang all the way. Darkness!!! Let's go to the abyss nigga!!!! let's go to the abyss!!!
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here's an interesting feature. depending on how seasoned a survivor you are, you may or may not suffer from the occasional panic attack... maybe after a serious confrontation or some such. This will invariably affect how well you nail your target (female or otherwise) A cigarette can be used as one of the items necessary to reduce stress levels.