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Everything posted by Wolfguarde
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True. My original thoughts when adding my vote to the poll were that you should have sounds and the like for unsatisfied needs such as hunger, but nothing when you're full - you usually don't think about being full after you've finished eating, and you don't pay much attention to your stomach thereafter unless you're excessively full or bloated. I was thinking a bit along these lines originally as well. But given the way the game is set up, I honestly think that vagueness goes well with the cavalier approach the developers have had when it comes to providing - or not providing - a fair learning curve. Like navigation, where to loot, avoiding the ghetto and other such elements, you might have no idea what you're doing at first, but experience - usually with a few lives lost in between start and finish - will teach you where in other games you'd instead have tutorials to ease you into things.
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I can see this being exploited in PvP situations by keeping a fully kitted character in an ideal spot while luring others to said spot with an ungeared character, then killing them after combat logging. In fact, I can actually see a few different scenarios in which it's a bad idea, other than the obvious. In relation to your suggestion, though, I'm not actually sure it's possible to prevent loot from one character passing to another... you wouldn't be able to prevent pack-muling, because someone can just pass the gear to another player and relog on their mule to store it. There's not really any way to prevent that.
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Want to know a secret to finding low pop daytime servers?
Wolfguarde replied to thequantum's topic in New Player Discussion
I don't server hop, but the fact that people have dedicated servers running to do it amuses me greatly. Doesn't surprise me though. -
The only function I can see parties adding which wouldn't fly in the face of what they're trying to do with the game is having party members have their names show for others in the group when scrolled over. Even that probably wouldn't be accepted. External is key, I think. Has to be based on what you can do to make yourself identifiable for your group. Armbands would be a good idea in my opinion - colour and symbol coded, with customisable symbols.
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Open letter/suggestion/request to the DEVS: DO NOT implement nudity/scat/piss.
Wolfguarde replied to crazykage's topic in Suggestions
If they're able. What makes you think Rocket is going to add that functionality? Assuming it's not used as fertiliser for garden growth at your base, it's possible it's not even going to be able to be picked up -
"I feel my bowels rupturing." Overeating? Nope, just explosive diarrhea. All that raw meat and offal...
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Whats the 1st thing I should do when I spawn for the 1st time?
Wolfguarde replied to parnell91's topic in New Player Discussion
Basically, everything you need to learn, you can do so over the course of about a dozen lives if you aren't too attached to gearing up and surviving for that many or so. Spend a few lives working out the basics, and be aware that anyone you meet is a potential asshat. Most people will kill on sight, so if you spot someone, you're probably best off staying out of sight if they haven't already spotted you. Get to know the map, learn where Chernogorsk and Elektrovadosk are, and avoid them like the plague. They're meat grinders, and you're the beef. Once you feel confident you know what you're doing, start gearing up and taking extra care to survive. If you find anyone who doesn't immediately kill/rob you on sight, try to make friends with them - you might find a decent partner/group that way. And once you know how the looting system works, try to get away from the coast and go north. And avoid the airfields unless you're willing to PvP. -
Bambi is an elitist slang term for new player/fresh spawn.
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Nudity and Defecting and pissing. [Poll questions] DEAN AWNSERS MY QUESTION
Wolfguarde replied to theswedishcathead's topic in Suggestions
I haven't read through the entire thread, so bear with me if this has already been pointed out/raised. I do think you're wrong here. While for the most part its uses all fall back to banditry/general asshattery of the worst sort, waste materials would be an excellent fertiliser material if growable food/other plants are added in - which I'm suspecting will be done as a subfeature of base building. -
I've responded to a couple of these over time. I do recall someone in one of the threads referring to Rocket wanting to steer well clear of conventional archetypal roles. While this isn't role-creation in the strictest sense, it does wind up giving a sense of role division, which I don't think is what the developers want to do with the game. With how the game's medical system is developing, I'm coming to suspect that they intend to go with another solution to this issue: roles based on your toolkit. If I'm reading the signs right, the end result will be that a player will only be able to perform all of the functions of their 'role' if they have the appropriate tools and items, which will take up the majority of their inventory space (one toolkit for mechanics, one for medics, one for crafters, one for builders, etc, etc). The end result will probably be that you can in theory take on any role you want - and not have to be locked into that role for your character's life. Your toolkits will be stored in your base, making it your hub, essentially, and doubling the necessity of grouping up with others to keep your various kits and weapons safe. Each time you leave the house, you do so with a kit - or without one, if you're going gathering - and you're stuck with that kit until you either put it back or die. I like it this way, if this is indeed what they plan to do. While your idea isn't necessarily bad, I do think it's overused in a lot of games. It's popular, but it's something of a generic solution and most of the additions I've seen to the game since it's alpha release look to be angling towards authenticity or originality, if not both.
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Goddammit. Every time you merge one of these threads into this particular thread you're potentially encouraging people to start screaming over it again.
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Good morning/afternoon/evening freshies. I am here to deliver a small but important piece of information that most of you are likely to ignore - but that might benefit those who would otherwise come raging and screaming in righteous fury back to the forums to complain about chain KoS and campers. I'll keep this short. If you open up any DayZ Chernarus map (mod or standalone - doesn't matter which), you will see along the Southern coast two large cities quite close to each other: Chernogorsk, and Elektrozavodsk, also referred to as Cherno and Elektro. Cherno is recognisable by its medical tents on the Eastern side of the city, and the soaring cylindrical industrial buildings on the coastal side. Elektro can be identified by the industrial zone about 100 metres behind it - has a nice big red and white tower sticking up out of the top of the building. They're great looting zones - they're among the biggest and most accessible massive loot spawns along your spawn region, which makes them ideal for gearing up quickly. It also makes them death traps. You see, this particular section of the map is what I refer to as the ghetto of Chernarus - in laymen's terms, where all the trigger-happy gun nuts, gangs and the like go to kill each other, and where the poor and destitute - freshly spawned players such as yourself - tend to gather. These two areas are usually - which is to say, 24/7 on some servers, no less than 12/5 on most - camped by fully geared first-person-shooter veterans who love nothing more than pissing off freshly spawned players by treating them like ducks in an arcade shooter. What's more, most of those freshly spawned players - either as a result of the sniper treatment, or simply because they're used to other shooting games - are going to shoot/beat you on sight, usually killing you. They want what you have, even if you happen to have nothing - think of it as an ego thing. They usually don't get anything else out of you. If you would like to avoid sinking a massive chunk of your game time into the Cherno/Elektro meat grinder, direct your attention to the smaller towns and settlements around them for your basic needs - Komorovo is generally somewhat deserted, as anyone spawning in Komorovo is usually in a rush to get back to the ghetto to kill people; Prigorodki gets very little attention, being set slightly off the road as it is; Kamyshovo sees some casual looting but is by and large ignored, for the same reason as Komorovo. Balota airstrip is a bit iffy, as is Chapaevski - the latter is within visual range of the ghetto, and thus just as likely to get you shot or beaten to death as Chernogorsk is. Better yet, avail yourself of the bountiful and untapped riches beyond the hills to the north - the cities of Chernarus have plenty for everyone, and so long as you avoid the airfields you're in little danger of encountering anything more dangerous than your average rabbit*. *Note: Exceptions may apply, see The Holy Grail for more information This is a public service announcement brought to you by a total stranger with some of your better interests at heart. But not your best interests. If I see you, I will probably at least try to kill you, and if you happen to have been born under a bad star or suffer from exceptionally bad luck, I may actually succeed. Best of luck on your travels, and may all your journeys carry you away from the cesspit of rage and despair that is the black hole on the Southern reaches of the Chernarus coast.
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Only a contest if the first shot misses ;)
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In my opinion, the existing state of things is fine. You have FPV servers, the rest of us have FPV-optional servers. We understand that you don't like TPV. I personally don't get why this is even still an issue. How does the existence of FPV-optional servers affect your gameplay style if you don't actually play on them? Everyone currently has what they want as far as perspective is concerned. If you're intent on pushing this argument on the rest of us, I encourage you to consider the Dark Ages. Christianity as a whole did much the same thing as the FPV-only camp seems to be trying to do now, albeit on a much larger scale and a hell of a lot more brutally.
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I'd like to see step-over relegated to a situational popup if they keep the scroll menu, with the actual function replaced by a jump. Jump makes more noise, and obviously does a lot more damage if there happens not to be ground on the same level on the other side of things. Alternately, it would be nice if your character made different animations (faster or more efficient) when tagged for combat or being chased by zombies. Diving/rolling over small ledges or bushes, for example, instead of stepping over them. That, or the use of prone/crouch with the step-over key would give a different animation and change the stance you come out of the animation in. Rolling over a bush might be a crouch-based stepover command; diving over it would obviously be a prone-based command. Means that you're not going to be at greater risk of dying in a gunfight trying to get over a fence so you can crouch behind it than actually running the whole way around said fence when the nearest opening is about 20 metres away.
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To add to this: doors should probably have a bit of looseness to their animations so you're not breaking your legs constantly if you happen to be in the way of one opening. This would also pave the way for melodramatic breakins and other such activities that generally require you to throw yourself at a door and send it crashing into the wall. And everyone knows they're going to have a lot more fun with that than the current system ;)
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Perhaps having your character make a sound of contentment after eating or drinking enough to become sufficiently full would work. Nothing over the top, just different and loud enough that you're able to hear it over whatever else might be going on, unless you're chowing down on a can of sardines in the middle of a firefight. Or your character could rub their stomach at the end of the animation, or some such. Might be a bit weird having an animation to show it, but it's the easiest way I can think of without using icons.
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I barely have any experience, only really enough to know how unrealistic it is to expect to be able to fire with any degree of speed. I didn't move past 40 pounds before I had to stop.
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I spent forty minutes creeping up on one, trying to work out exactly where the shots were coming from. This was back in the mod, mind. Balota had a large industrial/military/medical hybrid node, walled in with a construction site dominating most of the area. The guy was on top of the hospital. I managed to spend ten minutes crawling and rolling through his field of vision before I actually realised where he was, and only then because he fired. He was ten metres away from me and about the same up. It didn't even occur to me before that point that he could get to where he was >.> If he was periodically checking his surroundings he would have spotted me. As things were, I picked him off, went and looted his gear, then made my way out. Passed by another newly armed fresh spawn on the way down the ladder. One of the most awkward moments in all my gaming experience. Ever.
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Oh, people are always going to go there, whatever happens. This might just deter a few who prefer to do their homework before/early into their introduction to the game. I'm realistic in my expectations.
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TELEPORT HACK OR CHEAT BEING ABUSED OFTEN!
Wolfguarde replied to Sgt.BigBeasty's topic in General Discussion
Not supporting hacks in any way, shape or form. But anything that gets players away from the coastal cities is doing them a favour, no matter what form it comes in. Seriously, Chernorgorsk and Elektro are the ghetto of Chernarus. Why do people invest so much effort in trying to loot that particular part of the map? It's faster to avoid both entirely and just leg it elsewhere to get your gear. -
"Realism" and a fine line between fun and it being too much.
Wolfguarde replied to Nibashe's topic in General Discussion
Post was getting a bit long, figured I should split it before it became unreadable lol. I recognise your name from somewhere... Dungeon Realms? -
Crash helmets, buddy. What happens in DayZ, stays in DayZ... except herpes. That shit comes home with you. On a serious note though, good to see someone actually testing stuff like this rather than just going nuts and behaving like the game's a finished product. Props for taking the testing part seriously.
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"Realism" and a fine line between fun and it being too much.
Wolfguarde replied to Nibashe's topic in General Discussion
The sad thing is, the early MMOs - particularly WoW - are responsible for this, not only on the developers' side of things, but also in how MMO gamers have been conditioned by them. Take a look at Aion. There were a number of mistakes that led to it falling apart here in the West, but probably the main reason was because its core element was PvP; PvE was given a token nod and thrown into the rag bucket where it belongs in such games. Presented to an open audience, it would have boomed. It would have been massive. And after its marketing run, it was - for about a month or two. Then it crashed. Because people are so used to the PvE-based progression system used in earlier MMOs that they couldn't adjust to Aion's progression system. People complained about the levelling speed, about the open-world PvP, about the PvP events, about the lack of PvE gear, about the difficulty obtaining either set of gear... you get the picture. It was a game designed to be progressed through slowly, and the usual group of MMO drifters came into it, steamrolled their way to the level cap and started bitching that they had nothing to do. They set the tone for the game's reception to everyone else, and it crashed and eventually fell apart over time, forced to become a generic and go free-to-play in order to stay on the Western market. They did try to break away from convention - they might have with others, but I can't name any off the top of my head - all the other MMOs I've played aside from Guild Wars 2 have pretty much had the same 'feel' as WoW did, and thus been completely dead to me in entertainment value from the moment I started playing my first character on them. But despite having a system that was unique in a lot of respects - had many non-related flaws, but was still very much playable for a newly made MMO - very few people liked it. Developers branching out from convention don't simply have to deal with the difficulty navigating the academic standard of the gaming market - they have to work around and break down more than a decade of heavy conditioning by their predecessors in order to reach the same sort of resonance value those developers reached with their players. It's not an easy thing to do. -
"Realism" and a fine line between fun and it being too much.
Wolfguarde replied to Nibashe's topic in General Discussion
I'm on the opposite end of the spectrum... I feel that what sets this game apart is its complexity and attention to detail. The fact that a person has to do a little digging to work out everything about a system in the game, to me, is a good thing. Too many games oversimplify things and present cookie cutter systems that are easy to swallow and offer no real value in terms of mental stimulation or concept depth. The abundance of fast-food-style games on the market is... well, kind of annoying for people like me. In all honesty, I want to see them flesh out the medical system as much as possible - and the vehicle repair system, the building system, and whatever other major content branches they add. It is one very effective way to ensure that you have to have people specialising in certain roles, and therefore eventually grouping together once they know the game. There's nothing keeping them from playing exactly how they want, playing solo - but different situations will require different tools, and if each system is sufficiently complex, a full toolkit for one system will take up most of your inventory space. It also ensures that people are going to start taking more care about who they decide to shoot in the face once they've hit the end of the gear-based progression chain. They know exactly how much crap they needed to complete their chosen toolkit, and losing that to a bad decision or surprise attack means they have days or weeks of farming to do to get it all back - assuming they don't get shot during the gathering process again. Base storage will mitigate this somewhat, but not completely, as I'm assuming that tool storage will be somewhat limited to balance the ability to store at all. The complexity of this game is one of its most attractive features to me, and a lot of others. It is what gives the game so much potential - yes, ultimately, those systems are still not going to be realistic. But they will be a long step closer to it than most of the overly basic mechanic systems in other games on the market. Game developers need to stop treating us like idiots and start catering to our need for intellectual stimulation over our need for quick gratification. We've got plenty of the latter kind of game on the market to glut those who want it - games like DayZ are rare, and for so long as they remain so, they're holding a niche that's going to see a massive return for the effort they've put in. Even if they somehow run the game into the ground - which I doubt, as it's sprung from the mind of a modder, possibly without the academic conditioning that sets the rules for so many other games - the concept itself sets a precedent and shows just how popular this sort of game will be. Time will tell if it remains so, of course. You may be right; people may just decide they want the easy versions and stick to the mod, or go find something else more to their tastes. But I don't think it's going to happen. DayZ is popular for a lot of the reasons Dark Souls is popular... one of which being that we're not just being handed everything we need to know - and have - to complete the game on a silver platter. We actually have to work for it, think for it, and struggle for it. Not a lot of games really incorporate that anymore.