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qfan
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Everything posted by qfan
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Increasing zombie threat would be good. For those that might not have seen this or played the actual mission Great video of the potential that Dayz could have in certain areas (including quests). Some of the higher risk places on the map could play like this, say the NW airfield for example. I like the creepy old lady in the woods too. Great atmosphere, as good as Dayz itself, if not even more disturbing. "This is a zombie coop mission with specific objectives and one life per character. Equipment and munitions are scarce and the enemy is dangerous and numerous, which promotes tactics, teamwork and good shooting." http://www.armaholic.com/page.php?id=15372 I'm not sure if it would curb deathmatch play styles entirely though and by that I don't mean removing pvp. I mean the developing trend toward shoot first tactics. It would benefit to make pvp more difficult for bandits. Catgut's right. There are few incentives if you like the idea of teaming up with people you don't know (if you don't have mates that like this sort of game). Too much to gain by shooting first.
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You clearly haven't played any eu servers.
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Ah ok makes a lot of sense. Then it sounds like something worth trying out then. I just know at least once I'm going to get jumped during this waiting period, knowing my luck so far :D Especially when forced to join a server with name tags on. They're like a personal radar for bandits.
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It only proves that there are more people that have played the game longer and know how to survive that extra few minutes. This is beside the point anyway. You can't use life expectancy of a growing game to show that devolving into permanent pvp isn't a problem. Nice side step though :) The extra 3 minutes shows that people are learning how to survive better' date=' yes. That's exactly my point. It's increasing. The bandit skin removal didn't really do anything to the life expectancy. If DayZ suddenly became a deathmatch, like some people are claiming, it would be decreasing rapidly regardless of minor increase in average player skill. [/quote'] Nah you've missed my point. It's got nothing to do with life expectancy, it's the type of game it has become since this change. You've also missed the point that life expectancy for beginners has increased as they know how to handle zombies better. Don't forget they have as much, if not more effect over life expectancy than bandits. There are almost 0 players now that are interested in team play, including myself, which is a huge disappointment to have to change play style like that. There needs to be a balance so people can have the best of what this was originally about, both teamplay and pvp.
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Of course. If you go for nature calls and die, your problem, fine. But that's a predictable game rule and it works. Maybe you don't do that much travelling through the woods, I don't know, but you can die anywhere. That's the point. There are no safe places to wait and waiting makes you a target. This is fine if you are playing the game, but not for being forced to wait when you don't want to. A lot of the times I've died in the woods were my mistakes though. 2 examples. 1. After being fired upon I ran into the woods. After getting far enough into said woods, I thought I was safe and decided to start a fire and cook. Big mistake, get shot in the back. That's fine as it's a predictable outcome for a stupid move. I could have responded at that time as he didn't quite get me on first shot. My mistake. 2. After a long loot session of NW airfield at night and not encountering anyone though the whole session, I accidentally alerted 2 zombies on my way out of there at the edge of the field. Since I thought I was safe I decided to turn around and shoot them, thereby giving away my position. I was nailed by a sniper and lost a lot of good loot. This is fine too, it was my mistake and the guy that did it, while expecting tears from me was surprised I didn't react like most. Maybe the best way is to just roll out a change like that? You'll quickly identify if it has problems or not.
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It only proves that there are more people that have played the game longer and know how to survive that extra few minutes. This is beside the point anyway. You can't use life expectancy of a growing game to show that devolving into permanent pvp isn't a problem. Nice side step though :)
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Please don't equate me with a COD player. I abhor that mess of a game. 1. How can you guarantee you will see it coming? While that might be the case most of the time, it wont be the case all of the time and that's where it gets messy. If you're still playing the game and get whacked, fine, that's the rules, but not while being forced to wait to log out. 2. Again there is no way to tell if via a crash, or alt-f4, or isp problem, or power outage etc were the causes. Of course other than alt-f4, they are usually rare, but that's not the point. You want something that feels predictable, not random, as this punishes the player unjustly. It's ok to die, but you need the player to feel as though it's something they did wrong. Not because of enforced rules that they are completely out of control of.
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If you want to seriously roleplay this story, there's no way the vast majority of people would turn into murderers as it is right now. You'd have your few bad apples in every situation, but mostly people would band together as it's proven fact you survive longer in groups. The only reason people don't play that way here is they are safe from any real threat and there are zero consequences to their actions. There's usually anywhere from 500 to 1000 z's on every map, with player count ranging from 20 to 50+. This means the vast majority are outnumbered. If humanity did turn on each other, it would only be once the common threat is gone.
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Wasn't this thread at 50 pages yesterday? Was in process of reading them all, but it seems the thread was culled to 16 pages. Maybe it's a cache issue or something? Anyway... The problem is impossible to fix without annoying some legitimate users of dc. It's not a normal mmo where there are definite safe log out areas. 1. Forcing the player to remain still for x seconds before being able to logout only provides the perfect headshot opportunity for someone who has tracked you unknown to you. At the moment, I can hide in a bush and disconnect immediately when I feel I'm in a safe relogin area. Should I have to stay longer for solidarity reasons for the bandits? No. 2. Forcing avatar to stay longer on server after logout? Most people that suggested this would hate the idea of logging back in after 2 weeks of play only to find themselves on the beach without any knowledge of what happened to them. Game design 101, make sure the player *knows* why they died. This solution wont work and causes more issues. 3. Initial solution by rocket also has its issues as have already been explored by other users in the thread (at least further into it when I was reading beyond page 16). 4. [side topic] Separating characters ownership of belongings per server to stop server surfing cannot work. It's hard enough to find a single server that has an open slot, let alone being forced to develop your character on 1 server alone. Agree with some others here. There are far more pressing bugs to solve first, some even unsolvable since the bugs reside with arma (physics proxies of rocks causing player to be permanently stuck etc). I think it's the way people approach who is missing out when people dc. Those that dc during pvp are missing out on some of what makes the mod good, but that doesn't change *your* experience. You play to survive whether someone disconnected on you or not. You survived before you met them, and you'll survive after they logout on you. BTW if you die in an mmo you might lose some of your gear, but you keep your gained stats. There is nothing to be kept in Day Z at all if you are killed by standing still or after you logout.
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