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crazykage
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| FOG's Crazy Community | 1PP | Persistence Disabled | All Playstyles Encouraged |
crazykage replied to Vex_Vehix's topic in Servers
hmmmm.... This might be a better fit for me than the [FALCON] server, what with them not really liking players killing at all unless it is preceded by some form of roleplay, which conflicts a bit with my preferred playstyle of hunting and stalking players before killing them (but still never actually directly interacting with them). will check out. -
[Falcon] DayZ Standalone Roleplay/Realism Server Private Shard
crazykage replied to redblaster100's topic in Servers
Color me intrigued... HOWEVER, I fear I may not be welcome in your community. Why? I enjoy RPing ANY type of character. But my favorite? HUNTER. Not animals, people. I LOVE getting my kit together (part of the ritual of the hunt), then going out and finding another player to kill. Not instantly. I prefer to stalk them. Maybe they will just run around for a while, and I drop them. Or maybe they lead me back to their friends, whom I would also attempt to drop. Or maybe back to a well stocked tent, which I peruse after, you guessed it, dropping them. I suspect that many in your community would assume the opposite the moment (if and when it comes, which isn't often. In total I have pulled this off successfully maybe 7 or 8 times) it happened; that they had simply been KOS'ed. However, if I would in fact, be welcome, let me know. I am looking for a good, well populated, private shard to play in. EDIT: To really get what I am saying, read my sig. that explains it perfectly... EDIT EDIT: In order to better comply with rules, and remain in keeping with the role play aspect, I would be willing to be able to tell an admin (say, for example, a player I just killed reported me for "KOSing") exactly what that players actions had been prior to the killing, thereby PROVING that I had in fact been stalking them and actually HUNTING them, rather than simply posting up on top of a building and killing them the moment they crossed my sights. In addition to that, I would also be willing (and in fact, would enjoy doing so) to further boost the RP aspect by, whenever possible, leaving a calling card, like say a paper note signed "The Hunter" or something... I honestly believe that this kind of RP could be beneficial to your community. Imagine if I were to develop a reputation, and people were to band together to try and find me (maybe I could leave behind clues?) and put a stop to me? So what say you? yea or nay? -
Why does the game hide everything cool from us?
crazykage replied to Sebidee's topic in General Discussion
I am of the opinion that changing the base game (ie across all public servers) to have no rare loot so that all players can find and test out all items is a bad idea. Loot rarity, and how it affects the greater gameplay aspects, is part of the testing process. BUT, what I WOULD like to see is a "test mode". In this mode, which is single player only, you could spawn into a small town map, and like in the arma 2 ace mod, spawn in ANY object that is in game. Then USE said object for testing purposes. You could even spawn in zombies, or even a dummy player (equipped with any item of your choice), and experiment with different items and their effectiveness against other player items/zombies. Sort of a "test village" if you will. It could even have a pond or something so that you can experiment with fishing. Not only would this be good for testing purposes (imagine how many obscure bugs or glitches could be found by thousands of players experimenting with different things), but NOTHING teaches better than DOING. Players could learn how to do things before doing them in the actual game, learning what works and what doesn't. Because nothing sucks worse than say, searching for an item in order to do something with said item, only to find out that the item cant be used for that purpose, and you need something else (like finding out that the mosin/SKS bayonet cant be used to get meat from animals. Is still true? haven't played in a bit.). And of course, anything done in this test village would have zero impact on your actual character. Of course, this late in the stage of development, I find it extremely unlikely that this could ever be a reality, unfortunately... -
Months I have been away, playing other, FUNCTIONAL games for a change of pace. I come back to see whats new, and I find THIS: MELEE is somehow WORSE???? HOW? How have you devs failed to fix this, THIS, a simple, CORE CONCEPT that should have been in place FROM THE BEGGINNING, like SO many other aspects, STILL missing from this game *COUGHmapandcompasssimultaneouslyCOUGH*. This game is in ALPHA, right? hold on lemme check *goes looks at another thread YEP, first random thread I checked had some nob head spouting THIS IS ALPAH!! (insert pic of Leonidas). Isnt the alpha stage where this kind of thing is supposed to be done? ya know, the BASIC framework? How is it that at this stage of development, we are not only STILL missing key features that should be a basic aspect of the game from the beginning, like using a map and compass TOGETHER, something that could be done in arma 2, the dayz mod, AND arma 3, yet STILL is not a part of THIS game (especially when proper navigational tools are ELEMENTRY to basic outdoors survival)? How is it that melee, while admittedly not perfect to begin with (yet still functional), is now worse than it was a few months ago, which even then, was worse than it was in the beginning??? And where the HELL are the fire axes??? The only weapon that might give me a chance against these rutheless hordes is NOWHERE in sight, even on servers that have PILES of loot, I cant find one (not really mad about the loot piles. that's a bug, cant be mad about that. THAT sort of thing is to be expected). Every other weapon I have tried is either TOTALLY useless, or has some bizarre, arbitrary hit point that I cant seem to accurately find. I mean, I stabbed a zed in the head with a pitchfork like 12 times or so before she went down. I then bled to death because of how many times she wacked me, but at this stage I had given up trying to dodge AND attack, and just decided to test the weapon.*PSST! itsuseless I feel that at this point I reaaaaaally question the development of this game, and the decision making that has gone into it. No, I don't believe that they see it as a cash cow to be milked for all its worth before abandoning. THAT I don't buy. But frankly, I think you guys have your priorities twisted. I mean, the basic concept was ALL there for you to grab from: 1. arma 3 has an EXCELLENT inventory system that is BOTH user friendly AND realistic, but instead, we get a clunky, arbitrary, UNREALISTIC system of boxes where a single pocket in my jeans can hold ONLY 4 pens, OR an entire ammo box (somehow), which btw is somehow the same size and volume as a single pistol. ABSOLUTELY arbitrary and nonsensical, AS WELL as detrimental to gameplay overall. 2. The ability to use a map WITH my compass was a feature already available in arma 2 and the mod, and was carried over into arma 3. WHY for FUCKS sake was this not put into place from the beginning in standalone???? How is it that NOBODY on the team thought this should be a feature? "Hey, we got maps, and we got compasses, we should probably make sure they can be used together like before." 3. Ballistics. I can see that this has been drastically adjusted, but haven't had a chance to test it at longer ranges yet, so I don't know how MUCH better it is, but it IS much better. YET! from the beginning we had that random nonsense spread, when, in arma 2 and now 3, there was already a system in place that very accurately simulated realistic ballistic projectile behavior. I mean, arma 2 was CREATED for the MILITARY!!!! It HAD to have something like that. So why wasn't it "ported over"? and that's just the TIP of the iceberg. Now I get it, some things might have been a programming conflict or something. I know that the game's engine is not the same as arma 2 OR 3's. But even if the CODE couldn't work, you could have at least copied the concept. But instead, you have taken something that only needed some improvement, and instead decided to rebuild it from the ground up! Its like if you owned a sweet, beautiful Dodge Viper RT10, but it had really shitty, ugly rims. All you had to do was replace the rims with something that had a nice chrome finish. HELL, you could even have added SPINNERS, although that might have been a bit much. But instead, you took off the old rims, and tried to reinvent the god dammed WHEEL! Now your sweet viper is on a set of squarish concrete blocks that are HELL to drive on. lots of cool new items tho. I guess..... Now if I could just survive as a fresh spawn long enough to find a decent melee weapon that wont miss the target that is RIGHT IN FRONT OF ME, and wont take 40 HITS TO KILL THE BASTARD, I MIGHT be able to enjoy using them.... to summarize a mostly scathing critique that may have come off as a bit ragey, Nice work, cool new stuff, but for the love of god, GET THE CORE MECHANICS FIXED, PLEASE!!!! I want SO badly to enjoy this game....
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Rant? yes. false facts? what is false? melee is broken, worse than the "worse than before", 4 pens take up the same inventory space as an ammo can (if that's not arbitrary, I don't know what is), I STILL cant use a compass WITH my map, AND all of this is due to decision making at the development level that is essentially focused on adding fashion items instead of building the basic framework for a game that is a remake of a game that was a very nearly perfectly functional MOD of another game, attempting to rebuild and reinvent, fixing what wasn't broken. So what was "false", exactly? EDIT: im not trying to come off as a hater here people. I am honestly critiquing what "I" see to be problems from my perspective. I don't hate the developers. I don't want my money back. AND I DO believe that at the very least, this game has the POTENTIAL to be one of the greatest, legendary games that will go down in HISTORY. But not at this rate...
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tons! you stopped reading, eh? guess not. I know its alpha. Christ. I get that! But how long has this gone on? the game is still fundamentally flawed, and NOT because of bugs like ladders or falling through stairs, or piles of loot, but because the core concepts haven't been properly emplaced OR thought out. in fact, MANY of them are POORLY thought out. I know full well what alpha means, and I don't expect the game to be playable, at least not completely. I am questioning some basic design and concept decision making here. Does it make sense to YOU that 4 pens equal the same amount of "volume" as an ammo can??? OR that an ammo can can fit in your fukin PANTS POCKET?!?!? (hot news tip: I have an ammo can JUST like the one in game, and it DOESNT fit into my pocket.). As for that last bit, I didn't know that. thanks for informing me. I know all this. I expect nothing more. or less, depending on how you look at it. Im not here for them. Im here for ME. And the devs, on the supremely off chance one of them happens to read it, AND give a shit.
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You wouldn't be saying that if you had ever heard my CC impression man. I am CONSTANTLY told it sounds just like him.
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No, I am not, sadly. I cant even do his voice properly. I DO however do an EXCELLENT rendition of the 1980's Cobra Commander of "GI JOE". No, really, its stellar.
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That's just IT! They DONT! Some games, like for example, Farcry 3 (and the upcoming 4 that I am stoked for), NEED that aspect to breathe life into the game. In the case of DayZ, the graphics ARE sub-standard. NOT terrible. But nothing to write home about either. They are good enough to add to the immersion, and that is all they need to be.
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Have you PLAYED skyrim? With or without mods, PC or console, that game crashes like its PAID to do it. Don't get me wrong, I love that game, but its not exactly what I would use to hold up as a standard for "stability".
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Don't misunderstand. I don't think they are terrible. But neither are they genuinely "next gen". They are merely "sufficient". Which for most games, is not up to par. But, as said, the graphics are NOT the only "decent" factor that this game brings to the table...
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No sir. If an opponent takes a Mosin, and skillfully pops your brain housing group from 500 meters+ away, you say "THANK you sir. May I have another?" On the other hand, if that "in your face" mentality is just how you like to RP your characters, having a disdain for distance shooters, and preferring to put a .357 magnum in someone's mouth, to respect the man by looking him in the eyes before you end his life, then, sir, I salute your balls.
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Murphy's Law. What can go wrong, WILL go wrong, and ALWAYS at the WORST possible moment. In the case of DayZ SA, Murphy's Law seems to be the equivalent of OUR laws of physics...
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Failure? Why? Either: 1: Someone saw a potential target loaded with valuable medical supplies that they needed or wanted, and TOOK them from you. If so, they SUCCEDED. OR: 2: You decided to play as a Medic, and this time around, your character didn't last 5 seconds attempting to take the high road. Life took a dump on your man, and his death had meaning within the grand scheme of the game, even if only for a few moments. SUCCESS. Don't let anyone, or anything, dictate how you play the game. Be a bandit tomorrow, or a medic today, or, in a week, a paranoid lone wolf that avoids human contact at all costs. OR, my personal favorite; a man so disassociated from society and basic humanity that he HUNTS (not just randomly killing, but seeking, stalking, and HUNTING) other human beings for sport (read my sig). Just because someone ELSE gets the concept, and plays the way they want to, regardless of what others think, does not make this, in any way, a failure. So, try again. And again. And when that doesn't suit you anymore, take a break from being on the receiving end, and dish some out in return. Or not. Your choice. Everyone plays how they want, WHEN they want, and thus, BEHOLD! This, is a great game....
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Bug. OR, you were EXTREMELY, IMPROBABLY unlucky, and spawned RIGHT in front of someone chillin in a corner, and they shot you. Sometimes you don't hear gunshots in game atm.
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For me, the graphics are, mediocre. JUUUUST good enough that, if this game didn't have other redeeming factors, I MIGHT say they weren't up to my "standards". But this game DOES have, many, other redeeming factors. In the end, the reason I like this game has little to do with the graphics. They only help me like it.
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Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
crazykage replied to Katana67's topic in General Discussion
pretty....... -
Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
crazykage posted a topic in General Discussion
WARNING! THIS WILL BE A LONG READ! HOWEVER, IF YOU CARE ABOUT THIS GAME, RECOGNIZE ITS POTENTIAL, AND/OR ARE CONCERNED WITH SOME CHOICES MADE THUS FAR, PLEASE TAKE THE TIME TO READ! First, let me start off by saying that I love DayZ. Not just the SA, but the entire “franchise”. No other game, aside from EVE online (which I had to stop playing, because it takes over your life, and unlike DayZ, is not the kind of game you can just put down for a while and come back to with little to no repercussions) has EVER given me the experience of an adrenaline rush, fear, the rage and disappointment associated with failure, or the ecstasy of success. That being said, as development wears on, I have become increasingly concerned with the apparent direction development has been taking, as well as with some of the design decisions. This game has the potential to become historically legendary, and I for one, desperately want it to reach its potential. Now, before you shout the ancient and fearsome battle cry “AAALLLPHAAA!!!”, I am aware of the game’s current development state, and I know what it means. So, there will be some things I will NOT be addressing: IE. Anything that is currently not what it maybe SHOULD be, but is the way it is because it can be attributed to its alpha state. This includes (but is not limited to) things such as: Spawn locations (already established by Devs that the current system is for testing purposes)Private HivesContent that has not yet been added (vehicles, weapons, stamina, etc.)Game balancing (weapon damage, commonality/rareness of loot items)Hunting (we already know there is serious work being done on this)Zombie AI/numbers/pathingHackersThe game engine itselfETC.Please note that while these and other “issues” that can be attributed to the game’s development state are not the FOCUS of this post, they may be mentioned or brought up because of how they relate to other issues this post IS addressing (for example, stamina will be brought up in relation to inventory). Please also note that this post is NOT intended to discuss things such as playstyle (kos vs. non-kos), server hoping, ghosting, or any mechanic designed to counter such things. So, let me address the issues I AM referring to: IVENTORY SYSTEMBALLISTICSLOOT RARITY (as it relates to the game’s current testing phase)REALISM (what is too much VS. what is too little)GLOBAL LOOT SYSTEM (pros vs. cons) DEVELOPEMENTAL FOCUS ON CONTENT OVER CORE MECHANICS (not an independent section, but rather addressed throughout)COMMUNITY OUTREACH*Not necessarily in that order. So, without further ado: INVENTORY SYSTEM: I made, in the suggestions thread, a while back, a suggestion on some improvements that could be made to the inventory system, including several pictures I took of some equipment I had on hand to demonstrate some of my suggestions (to which I will provide a link if I can find it buried wherever it is), and I am going to reiterate it a bit here, because frankly, I find the current system, while VERY user friendly, arbitrary. I honestly don’t understand the choice to implement it as it is (from a developer standpoint). It seems it has been the decision to have it the way it is from the very beginning, and I can think of ways it could be VASTLY improved, and I don’t even do this for a living. As said, it IS a much more user friendly system than the old Arma 2 inventory system, being that a player can easily see all items in his inventory in an “at a glance” manner, and easily manipulate and organize those items. The old system was clunky, took a lot of getting used too, and featured tiny, barely visible icons alongside small, confusing jumbles of text. But that is its ONLY saving grace. SOUNDS great on paper, the way I just said it, but in practice, with a little thought applied, it could be SO much better. The old arma system, while confusing at first, COULD be mastered eventually, but the main thing it had going for it was REALISM. Items had realistic weight as well as volume, and so did the containers they were placed in. Would it be so difficult to merge the old arma system WITH the current, more visible and user friendly version, and thereby achieve a system that isn’t arbitrary? As it is, hypothetically, a player equipped with the largest possible inventory space (ttsko pants and shirt, expanded chest carrier, and mountain backpack), could conceivably carry a total of 59 pens. Those pens would all take up a single inventory slot each, and at 59, there would be no “room” for anything else. I realize that no player taking the game seriously would attempt this, but it is only for the sake of an example. What this means is that a player could be carrying what amounts to a jumbo pack of bic ballpoint pens, purchasable at your nearest store that sells basic office supplies, which, IRL, could easily fit into the front pocket of a baggy pair of carpenter style pants, is for some reason consuming the SAME amount of inventory space as 59 cans of beans. This is blatantly nonsensical. Some more comparisons: Four cans of beans takes up the same space as a single pistol. A single pistol, which IRL would easily fit INSIDE a 200 rnd 5.56mm ammo can, consumes the same 4 inventory slots as that same ammo can. A ballistic helmet is the same size and dimensions, in game, as a pistol or ammo can. I could go on and on. And not only is the current system arbitrary, but it also forces players to make gameplay decisions they shouldn’t have to. If a player wants to go fishing, for example, they need a rod, a shovel, an axe, fishing hook, bait, fire kit, room for the fish they intend to catch, and everything else they need to survive. That is a LOT of inventory taken up just to be able to catch, cook, and eat a single meal. Unless the player drops the items they no longer need after a certain stage in the process, in which case they will be unable to CONTINUE to fish until they find that item again. This leaves the player in an unnecessarily awkward position to choose to juggle certain items they need, and in some cases may force them outright to not carry something essential, such as a weapon or ammunition. This system, while user friendly, yes, is way too oversimplified. A game concerned with attempting to emulate realism (where appropriate), should not being doing this. I would suggest that all items be given, instead of an arbitrary and unrealistic dimension consisting of uniform squares, realistic weight AND dimensions. Give EVERY item in game capable of storing items, realistic volume (it makes no sense to me that a pair of pants can somehow hold an ammo can in them, and still squeeze in two cans of beans. When was the last time you shoved a 200 rnd. Ammo can in your front pocket?). KEEP the current system of squares and item icons to demark what is there, making each item distinct and highly visible, but these squares only “appear” when an item is there (also, items which IRL consist of multiple pockets, rather than one massed “bag” such as a pair of pants, should be represented as such in game): Say I have a hunting backpack. While empty, its dropdown menu shows NOTHING. Place an ammo can inside it, and THEN four squares appear, with the ammo can inside them, as before. UNLIKE before, however, these squares do NOT indicate how much space is still available. Instead, the backpack has a volume indicator, showing how much is possible over how much is available (random numbers as an example: 300cc/250cc). Likewise, all items, within their item description (having it there would reduce the clutter of too much tiny text on the screen at one time, one of the main problems with the old system), would have a set of numbers denoting the volume that item takes up, as well as its weight. But then you might be thinking; “That would be bad for balancing, because then a player could just carry a million rounds of 5.56, or some other ridiculous amount of something that doesn’t take up a lot of space, which would be game breaking.” Well, that is what the weight would be for. In arma 2, yeah, you could carry a TON 7.62 belts in your backpack. But good luck moving more than a few feet: your character will literally fall flat on his face the moment he took a single step if your weight was too high. If he COULD move without falling down, he would literally pass out from the exhaustion of carrying too much weight after running or even walking a few hundred feet. And this brings me to an issue I mentioned earlier: STAMINA. While I am not bringing stamina up as part of the bigger picture here, mainly because we know that such a thing will be introduced eventually, it’s important to mention here because having a stamina system would make such an inventory system function the way it should. Carry as much as you can fit into your volume-based inventory: sure. But be prepared to suffer the consequences if you carry too much. Even with the coming addition of persistent storage, I think this is a VITAL system this game desperately needs. Why something like it wasn’t implemented from the beginning confuses me. It is, to reiterate, arbitrarily oversimplified. Keeping the system the way it is would seem to imply that this is what the developers WANT for this game. And while I understand such things as keeping ammunition types simple instead of full blown realistic, to make EVERYTHING be this way isn’t the way to go. This is a perfect example of what concerns me with the design choices made thus far by the development team. Either make this game a full blown casual experience, or keep it hard core and realistic. As a side note, placed here because they are inventory items, and because the issue doesn’t justify an entire topic just for itself: As one who is experienced with land navigation using a map and compass; we reaaaally need to be able to use both in game, simultaneously. This was possible from the beginning with arma 2. Why not here? Problem with the “Take on Heli” engine? I don’t know. But please fix it at some point. You were probably going to anyway, but I thought it worth mentioning (this is yet another “core mechanic”, which personally, I feel should have been present LONG ago, and is more important than adding in a few new guns I never see due to loot rarity, which is my next point). LOOT RARITY (As it relates to the game’s current testing phase): A much easier and shorter topic to broach is the current implementation of rarity of certain items. Yes, I mentioned loot rarity/commonality earlier as one of the subjects this post was NOT about, but this is a different context. I am not bringing this up to say “FOOD NEEDS TO BE MORE COMMON I CANT FIND ANY”, or “THERE IS TOO MUCH FOOD, ITS TOO EASY TO FIND”. Rather, my point is to ask: “Why is ANY item currently in game “rare”?” Why bother with what is essentially a GAMEPLAY issue while the game is still essentially being built? Are we not PLAYTESTING the game, ie: testing the game by playing it? How am I supposed to test the efficacy/bugginess/practicality etc. of something like the ashwood bow, when I can’t find more than a single arrow for it after literally DAYS of searching? I absolutely understand item rarity being a vital aspect of the finished product. Guns and ammo and other highly advantageous items SHOULD be rare….in the beta stage. Are you testing the loot spawning system itself? That would make sense, except, then why aren’t other items that should be rare, easier to find? Why not, for example, release a new gun, such as the AK (which I spent days searching for and NEVER saw), and make it a common spawn, so that players are encouraged to find and test it, while making other guns, such as the FNx45 (of which I find EVERYWHERE), which has already been in game (and therefore extensively tested) for some time now, rare? The reason is because we ARENT testing the loot spawning system. Rather, it is a GAMEPLAY choice (unless I am sorely mistaken). Which means that the developers are currently more interested in “drawing in the crowd” with flashy, shiny new weapons (really? An engraved 1911?), getting players in game and running around looking for them, rather than on developing and fixing core mechanics. Are you building a game? Or are you building HYPE? Again, unless I am sorely mistaken, and I could very well be, that is how things APPEAR to me at the moment. Yet another reason I am concerned about the game’s future. Which brings me to the… GLOBAL LOOT SYSTEM: I don’t know much about this, so I will express a few concerns, and move on. I foresee this being, potentially, a great concept. But it must be carefully balanced. Having only, say, 20 night vision goggles anywhere in the game at any given time, across ALL servers, would essentially amount to having only 20 NVG’s WORLD WIDE. That makes no sense. I understand and even ENCOURAGE this item rarity concept, but I DO at some point want to experience all facets of gameplay this game has to offer. And I will never be able to do so if I have to rely on a level of luck that essentially amounts to me winning the $50 million jackpot lottery just to find an item I may not even really get to use before I am killed for it. Please, if you implement this system, do so carefully. And, as I mentioned with the loot rarity issue, would seem to be a gameplay issue. BUT I can also imagine it would have significant roots within the engine that must be developed before it is implemented. So, on this one, “stay the course”? I guess? But please do be careful that it doesn’t totally prevent me from experiencing all this game has to offer just because some twat found a pair of NVG’s, then got sick of the game and logged off, never to return. BALLISTICS: AAAAAAANNNND here it is: My FAVORITE issue. Many’s the time I’ve found myself here, arguing for the implementation of a realistic system to somehow emulate (note, EMULATE, not PERFECTLY IMMITATE) skillful shooting rather than an arbitrary system whose luck could win you the day (which would be wrong anyways), but more likely will screw you over again and again. Many’s the time I have taken a shot with my pistol, aiming for a zombie that is only 20 feet away (and rapidly approaching), only to see my round *ping off the wall behind my target; behind…and about 3 feet LEFT of center. Having a mechanic in which attachments somehow magically tighten the ballistic spread of my shot group as bullets leave the muzzle (instead of making the weapon easier to use, like having a bipod reduce weapon sway while prone and deployed, or a heavy barrel reduce muzzle climb, thereby rewarding the player for finding these rare items by making shots require less skill, instead of less LUCK!!!!!) is blatant oversimplification, is arbitrary (yep, I like that word. Seems to apply to a lot.), and is unrealistic. I am not going to get into the old argument about our players “not being military, so they don’t KNOW how to shoot” (which is an asinine argument and easily defeated with a modicum of intelligence, common sense, and wisdom). But I will say this: The current system is INSULTING and DISRESPECTFUL to BOTH parties; the hunter and the prey (assuming there even IS prey. This could easily apply to unfairness when hunting animals for food, or defense against zombies). If the Hunter is in an advantageous position, well rested, prone, with a properly zeroed weapon, exercising all available gameplay shooting mechanics with appropriate skill, and FINDS a target, and takes a skillful, well aimed shot, he should be REWARDED for his effort. And for the record, if “I” am the prey, I EXPECT my hunter to be rewarded, and ME to be punished for my failure. This gives my character’s life, choices, and risks some modicum of MEANING in a digital world that actually DOESN’T have real meaning. And if the roles are reversed, I expect, in that situation, to fire my shot and see my target drop like a sack of bricks while I scream in joy and ecstasy “HEADSHOOOOOOOTTTTTTT!!!!!!!”. But no. Instead I fire, it goes randomly high, low, left or right x amount of feet, and my target gets away clean, and I sigh, lean my head against my right fist, and stare at my keyboard with an irritated expression because I just spent DAYS kitting out (or hours, sometimes you get lucky, sometimes you don’t. Either way) for this, spent DAYS searching for an opponent (something legit, not just a bambi on the coast), finally found one, did everything right, and ALL OF IT IS WASTED because reasons….oh, and by the way, now I log out because now I KNOW that person is aware of me, and unfairly has been given a chance to run away (negating the purpose of my hunt) OR to flank, find, and kill me. Even though I had him dead to rights. NOTHING about this game disappoints me more! Needing to have a bipod attached, whose effect applies so long as the bipod is deployed, JUST deployed, ie you could be standing straight up, weapon in the air, not rested against anything, but as long as the damned thing is DEPLOYED, your bullets MAGICALLY tighten their spread, regardless of any other shooting mechanic? Ridiculous. This is another PERFECT example of a design choice that severely concerns me: Is this just a temporary place holder? IS there a better system coming? Or is this as it is because it is how it’s INTENDED to be??? If THAT is the case, then you developers are going way too far into the realm of casual gameplay. So anyway, moving on… REALISM; TOO MUCH VS. TOO LITTLE: Now, with all my talk about emulating realism, wanting a realistic inventory system and a realistic ballistics system, I feel it is necessary to point out, at least briefly, another issue: there IS such a thing as too much. It’s fine to want realism that enhances gameplay, but what, what, WHAT were you thinking??? Nudity??? SCAT AND PISS??? Now, to be fair, it would SEEM (although, due to a lack of community communication, another issue I will address, I can’t be entirely certain) that this idea was scraped due to negative reaction. But why was this even CONSIDERED? Yes, in the hands of mature players, this wouldn’t have been all THAT bad. But honestly, knowing the internet community in general as I am sure you do, what did YOU think was going to happen? I am not trying to sling accusations like the kids would have been slinging crap here, but were you TRYING to draw in a more immature, detrimental aspect to this community? Literally EVERY aspect of these things that could have been in ANY way beneficial to gameplay (such as poisoning water supplies) could have been done in a way that wasn’t offensive or ripe for abuse. This game still desperately needs to address core mechanics issues, and you were going to even CONSIDER adding in this kind of content? What are your priorities??? And lest this particular issue be too narrow, it applies to other, less offensive things as well. For example: the decision to simplify the different ammunition types, to open up more resources for other things is a SMART one! NOT having a very specific bullet type for every gun does not hamper gameplay in any way. While the avid shooter in me might PREFER, in a perfect world, to have all the bullets be correct, I can do without it if it means other aspects of the game will get the attention they need. And lastly: COMMUNITY OUTREACH: For the sake of example, I ask you, the community, as well as the developers, to turn your attention to the forum for another alpha game: Space Engineers. This minecraft spinoff (which is still very much its own game) is, like dayz, still in alpha, with the public able to buy and play the game, and take part in and influence development, much like DayZ. But what is different? Well, look at the section of the forums titled “Changelog”. Every Thursday is what we call “patchmas”. EVERY Thursday, new content is released (and nearly all of it bugged to hell) for us to play with and experiment with. There is a clear, concise rhythm, a schedule. The developers ACTIVELY keep in touch with the players on their own website’s forums, actively taking suggestions for new content seriously; actually finding inspiration from the players as they build complex, unwieldy, yet functional mechanisms like pistons (made from 3 separate arms and 3 rotors and a complicated “rail” system), then say “wow. What an awesome idea!!!”, which is then implemented later in the forum of actual, compact, simple (if still somewhat buggy, they just came out) pistons! They actively listen to the community, taking the great ideas and implementing them (as is evidenced by the many happy voices of approval after EVERY patch), yet taking a rigid stance on other things some players want, that the developers refuse to add (ie, it’s still THEIR game, and they still get the final say. They don’t just do whatever every little 12 year old with a keyboard says). Look at the bug reports section: There you are sure to find “Phand” a tireless worker who takes the time to respond to and work with nearly every player that bothers to take the time to make a bug report, often serving as a bridge between the programmers and the players, informing us when a bug is a feature, or, even “Yeah, good work! That’s definitely a bug the devs weren’t aware of. They know about it now and it’s on the list to get fixed!” or “Yes, this is a known bug, a fix is in the works/imminent/TBA.” She is LITERALLY a celebrated individual on that forum, getting constant feedback from the community, and NONE of it is negative. Are you paying attention, DayZ staff? RIGHT THERE is PROOF it can be done: Moderators do their job and delete the offensives and the trolls. They take a hard stance on issues that would send THEIR game in a direction they don’t want to go. They show the community they give a damn, and add that which makes sense to their vision! But here, on the official forums, you are nearly nonexistent. I DO understand using reddit, facebook, and twitter, etc. to reach a vast number of people. It’s a smart thing to do. But why should I have to go there for simple updates? I hear about tent implementation here first, but only because another user quoted a reddit post! Why are you not an active part of the discussion HERE, as well as there? Personally, I cant stand twitter, I HATE and distrust facebook, and IMO, reddit is a steaming pile of horrible quality Taco Bell meat seasoned EVER so lightly with a few sprinkles of intelligence, a dash of reason, a teaspoon of sanity, and a few gallons of “NECKBEARD” brand barbecue sauce, “Mouthbreather” flavor, just to add a little kick. Come HERE. Talk to US. WE are your true followers. Let the moderators do their jobs and filter out the crap for you, while you keep us informed, placated, happy, and INVOLVED. I am playtesting this game for you, FOR FREE! HELL, I even paid YOU for the opportunity! As a loyal customer, and a loyal gamer, I would appreciate the courtesy. END> PLEASE FEEL FREE TO COMMENT. AGREE, DISAGREE, IT’S ALL GOOD. I took time to make this monstrosity, typing in word to catch as much grammar and spelling errors as possible. I know some still made it through. I apologize, but this isn’t an English final I’m writing here. So please do me the courtesy of replying, at all times, in a respectful manner. I will AGRESSIVELY pursue trolls and flamers with reports. I made this topic for a reason, and I’ll be DAMNED if this one gets derailed by a childish asshat. Thanks for taking the time to read this.- 88 replies
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cool story bro. No really. I feel the same way sometimes. I don't ALWAYS KOS, but when I do, well, just read my sig.
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gee...that's too bad. Earlier today, I was playing. Still had my M4 with all pristine stock parts, plus pristine acog, 2 60rnd mags, and 2 40rnd mags, all leftover from before heli crashes were removed from stable. While playing, I came across a pristine LRS and took it. Later, I found a mosin in the top floor of a school house. Dropped the m4 and all ammo right then and there and took the mosin. Mosin is superior to the M4 in the current build...imo.
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So, with the new ragdoll physics zombies that are killed tend to drop like a sack of bricks, rather than just fall stiffly to the ground in static positions. Awesome! BUT! What happens if you kill a zombie, say in the police station, or the super market, while they are clipped halfway through the floor? I'll tell you. They launch into the air. No, seriously. Shoot a zombie while it is clipped through the floor of any building, and they will launch straight up and fall back down. Its quite funny to see...
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Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
crazykage replied to crazykage's topic in General Discussion
For one, as I keep saying, this thread wasn't meant to discuss "content". Content is coming, and it will get here when it does. Nor is it about development pace. My concerns weren't with content, but design choice and direction. And better community interaction. And lastly, please refrain from such comments as that which is at the end of your post. -
been meaning to say deathtax: I love ur profile pic. Hilarious. Just like the video it is from. "Ka-ka.....ka-ka....faggot." or "defeating a sandwich...only makes it tastier" or "show him what for it mean to be super sand legend".
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I gotta say: not a fan of the movement system currently in stable. Feels really stiff and unnatural. Im guessing the devs were trying it out or are working on tweeking the movement system. I doubt it will stay this way. Either they will adjust it to get whatever it is they were shooting for, or they were testing it to see the community reaction. Either way, it will get removed, fixed, or replaced.
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Yay or Nay on Victim/Killer info on screen/Players list?
crazykage replied to Vex_Vehix's topic in General Discussion
No. It would be fine if it were a server option that an admin could turn on or off. I see no reason why those who WOULD like such a thing should be denied. But me? I would avoid such servers...