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Everything posted by Sooden
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Guessing that smesh (or what ever its called) is in game or will be and could be warn as is, but that's the only very small manufactured backpack i remember, and the child briefcase (lol)... not so cool for a final light kit-out. So, a fresh request for some backpacks, but the smaller types. I know, whats going in is set in stone, but maybe after version one? -first the issue. Lots of backpacks already, all bigger than i need. the small tactical is a nice small pack (not the one in this image, just having fun), but would like to see smaller, black/muted green and cammo packs. Hunter style, for the solo savager keeping it light and low profile. Normally i can get aways without any backpack or, a burlap, so this is more about having the cool looking kit, and that extra space if i need it. A typical low carry kit (waters at every well, food on some trees, don't need much) think i have a knife and some extra water in the cargo pants.... and maybe that hatchet s going on a belt? And if i had a holster, well, i'm good :) so, really don't need a backpack for this build, but maybe if i was in a team, and carrying medicals and extra food, being support, keeping myself fast. so; (a day pack) Hunter towers (a classic) maybe a bit less common than the child briefcases (if we had canvas and sewing kits, maybe make this?) hand crafted, need to find a roll of canvas and a sewing kit. (and are they scout/outdoor adventure camps in game?) Them places filled with hunting knives and small huts I'm sure the team has a folder full of backpacks already and its a case of time vs Usage... and if they can get hold of a real world version to work from, but, i though i would just express my ideas :) but i don't think we need anymore big backpacks :P...maybe one more
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To be fair, the game supports fps over survivalist.. kinda what the game is. Far from even a moderately hard survival game and more of a death-match game (><Looks around>>). So favours people running around with gun, killing whoever with not disadvantage to survival in the long run... The devs talk about wanting to leave game play down to player skill (reason for no skill levelling) but its only relates to the FPS side of things, and i guess you can count knowing the map on both sides. but; Water and fire: No one needs to know how to build a water filter (or work it out in game, in a simplified manor), we have wells everywhere but i guess we can boil the water if we get that from rivers, without a filterer >< using the abundant matches, or the magical inherited skill of fire making (That's can take years of practice, knowing what wood, getting the drill and drill hole correct... then... well look it up yourself)...no mini game there ,no player skills needed there, you just get a stick and some wood and sorted :) -kinda like it was a skill perk that is already maxed. (Could be as simple as knowing when to take the embers out, really low level stuff... maybe when to blow on them as well) where are the more in-depth survival ideas, that get the player to think? where having wits and understanding puts you above the rest? Example, make matches rare as hell, make fire starting with a stick a mini game (still cracks me up, go to any tree, get fire), you just have to keep trying at till you work it out ( player skill and no tutorials), and for the ones that have smarts, maybe they can pick up a car battery and some steel wool and make a fire. nah, this is all bypassed, cus it would be too real? not fun? I guess, if that's not the crowed your selling too, but rather the more chaotic, blast everything... ...and that's if you even need a fire, if there isn't food just laying around. Went into a base and ran out with 6 cans of tactical bacon, just laying there (the most powerful canned bacon). I guess fire will be needed when wetness makes you cold again (How about other issue of damp clothe?), as long as you have a knife, few minuets and bingo, all is good. no having to per carry the correct woods or a kit you made from the correct woods before hand (Woods you would have to find out about or trial and error). don't even need matches, you have a knife and skills that are given to the player, not worked out. Medical: Always a tricky one, so easy ot make this to difficult and un-fun... but mini game that take player skill could have been added there, but no, we have been give maxed skills. -WE don't need to time CPR (as a mini game) - Its a FPS revive function only, no skill needed -We don't need to place the IV (as a mini game) - player based skills and steady hands,finding a vain, trial and error... we have this innate medical skill already.. almost like a FPS health pack i would only suggest them 2 where added, the rest would not really make a mini games worth. These aren't over the top mini game, like we may see a mini game for a lock pick system in a lot of other games. If days if going for FPS then sure, they don't need to offer non combative player base skills... but if its survival as well, where are the advantages for the not FPS? What do they learn and excel in (Not talking level in up skill, talking players skill at the game, as dayz say they want). Maybe this is why FPS come over to dayz and love it, yet survival (Broadly survival) used to other skill sets feel the game is a bit unbalance? Cooking: OMG, we have a mini game, have to time the meat. Have to cook it in the right manner, cant just drop it on the fire... I do remember Dean seemed very invested in the cooking aspect, is this why we see some what of a mini game when cooking? I guess we should not go there... he did up sticks. So it's guess work, but maybe this concept of not combative player skill based mini games is not that far fetched? Was what dayz was meant to be about? Hygiene: This is a stretch but i know there was talk of clothes going smelly and having an effect (That dropped now? too survival for FPS?). But learning better ways to clean, collecting plants for soap. So if you running around all the time, getting sweaty, getting damp ... sure you can wash it in a stream, but that may not get it very clean - depending on condition... clean enough but someone that put in the time to workout and collect the right materials may have less smelly, parasite ridden/itchy clothes. and no, i don't want poohin' and peein'... I'm sure someone will say, ''well we could make the game supper realistic and it would be dull'' not what i'm getting at here, just pointing out that the survival side, survival skill set needed in dayz vs FPS skill is heavily swung to FPS. That is the state of the game as it is now. I'm not saying that they must put all these suggestions in the game
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In the current state, you really do need very little, meaning all that is left to do is kill or, like i'm doing now, raiding the largest bases and carrying stuff to the coast (not the guns, i dump them) :P picked the player model cus he looks like hes seem some stuff :P but all i need right now are a set of good pants and jacket, when rain has a real effect, maybe a rain coat, but i'm guessing we are getting belts as well..so will have space for that by putting my hatchet on my belt (hope that what happens,bases on item slot icons in image) I get that i'm surviving like this because i know the game, and that there is more to come, but i worry that people finding problems now will restrict how difficult the non combat survival is (as it gets in the way of pew-pew). Even knowing where most things are, i still wanna feel like the game is a bit challenging... Very little scope right now for benefiting from none combat skill sets
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Wonder if they will make damaged weapon have an affect, if you are in a 'shoot out' with someone and they have a damaged weapon, and i locks up bad... and they need a repair kit or something,not just a clean. (Tool box, sticky plaster to put the trigger back on?) Maybe they would be willing to talk :P sure, they didn't wanna talk at first, but now, 'you' as the players that wanted more involved interaction, could have the opportunity. if only we knew more about that going to happen with game mechanics. The ammo and gun may amount may not be an issue, if damaged ammo fails (*1), damages gun more and damaged gun brake down. maybe some really messy problem, and ammo jams with the clip/mag and gun, and gotta have the tools, take 2-3 min of waiting, as its a game (can be done it bits, like drinking form a water bottle) (warn/damaged clip? mosin bad jam / M4 and a warn clip?) At the moment, it seems a gun just works (apart from the shotgun :P). don't even know it they take damage, say from really poor ammo. also means, there may be ammo just left where it is for the players with nothing... willing to take the damaged gun and load it with exploding death nails :P *1: old ammo is self seem to be fine as long as its in good condition,even corroded seems fine, getting info on damaged ammo was not as easy, as if people didn't wanna try it :P something about barrel jams and gun explosions... but, (a nice safe test, could not call the ammo badly damaged) as a game born from arma, i would think the weapons system is important, and would expect this sort of thing to be important in a survival game... not over the top realism. Guns being a bit more random ''may'' allow for more interaction, don't know unless it happens :) and its not some none organic system
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I have pointed out game concept issues. i'm not offering ways to fix the issues, just point out they are there and in lots of other games where you can kill people (its common, its hard to solve in a reasonable manner - were all sides get what they want). As for passive aggressive posts, I was just playing on your terms :) As for ''Except there wont be a need for in-depth human interactions or grouping up''... i gotta stop watching them dev streams (too be fair, there has only been on official one) where they talk about how important the interactions of player are to the concept, at first i thought ''they ment Killing people'' but no, they follow it up with, ''and please don't KOS''. Hate it when people make me read back over what i said, just to check...''Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game.'' (i did spell it wrong, leaving as is). But you said ''you literally defined it as deathmatching multiple times'' This is where i use the divider 'or' i'm not saying they are the same, but a death-match can have KOS, as that's what you do in a death-match. I'm not calling all KOSer Death-match players...and that statement is a general one about 'games' and when it needs addressing or dosen't... like in PUBG, KOS or death-matching does not need addressing so when i refer to 'death-match' they KOS, they are coming here for the FPS experience (that is the issue, to easy to come here for a frag match), but i'm not saying all KOSers are death-matcher (Starting to sound like a logic question :P). some people KOS for many reasons. ...and the games not finished? dam, ty, was unaware. ---- where i used the term death-match; '' Its not that people that don't KOS cant Kill other players well (A death match,popping other player all day.. how dull), they just see it as low quality game play they can get a million other places.'' <(maybe that could be see as what you said?, not what i was getting at, but can understand the confusion) '' or may even find them selves having to interact with other survivors just to survive, rather than team deathmatch '' <(Cus a harder games not gonna stop KOSing, no what i'm after, but it may stop people/teams coming it to see how meny people they can kill) ''Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game.'' I'm not defining KOS as death-matching but i am defining Death-matching as KOSing. " different things, don't put words in my mouth,ty. i guess in summery, if we wanna simplify things.... I don't want to stop KOSing, as i have stated before (that i dont wanna stop it), but i would like to stop Death-matching... If i though they where the same, could not stop one without the other. Hope that clears things up.
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Don’t know if this was addressed but searching ‘Base building’ give a quazillion results :P This also relates to server hopping, but didn’t wann confuse it to that issue right now. I hoping the dev team have though forward on base building, and not going to be lazy and leave a lot of what I’m going to talk about to chance. Or maybe they haven’t even considered it yet, and this is a useful post :P A long time ago in an engine far, far aways, we talked about locking building doors, and today I was testing that out on stress test. In the past, devs talked about not letting people hop servers to get into a locked building. I worry that this is not longer a priority so I see a few possible issues. -People hoping server to access a locked building (not a much of a worry with a small building, but if a team has taken a large building, and think no one can get in without making a racket) -People logging into a locked building back chance (Just an irritation) -People building a nice base, then someone hoping a server to get a good location inside the base, then hopping back in, bypassing defences. -People building Loot stock piles that the then barricades so no one can get in or out without braking them down then: Someone server hops, Walks to a location that is inside on the other server hops back, protected by the bases on defences (as they are now inside the area that you have to brake into), loots the base, and hops out. -Someone build some barricaded where a player logged out, by accident or on purpose. Maybe they get stuck? Maybe they get pushed though the map? -Towers, there where mentions on a stream. Someone builds a tower, logs out on one. What happened it they then log into another server (weeeeeee…). Gonna be just their bad luck? What happens if the building decays, say the player has been on holiday for a few weeks. ---- Will there be restricted building areas, to avoid Grief -building? You would be amazed what effort trolls will go to. Just because it will be hard to make stuff, will not stop determined teams with no lives :P That just for starters :) maybe they have addressed this before?
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and i have to wonder, if a player like that would have (or did back in the mods) find the game more entertaining with more zombies and less ammo laying around (less relative to how much the game made you use). Being a psycho and pulling it off would be a challenge... only the best nutcases would stand out and get the reputation they desire. Right now, if you wanna hop into the game and kill anyone that's not on your team, or just for the lols, its to easy. I can see that , maybe, a real game baddie would welcome the extra challenges :) yesterday, i walked from the top of the map to the coast with 2 back packs (so one in my hands), snail's pace, but having fun being the hero dropping of supplies :P i had one encounter with a zombie in all that time. I hope they can add more and improve the zombies but watching them 'move' when a server is full, it feels like it already beyond the limits.. hope i'm wrong. would be nice if they could put more item types on zombies, make Zeds a resource, keep clothes and bags in house and reduce the food and ammo, and start putting that on zeds... same for bases (guns may have to stay where they are, but i have brought up the idea of locked boxes a few times)... that means you can't just run in a loot everything you need, you may have to interact with the Zeds for some of the items you need.
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i just hope my friends come back to dayz, as it would be hard for me to has such interactions as i only 'text chat' (reasons, not explaining) but when my friends played, i had one friend that would voice my chat to the rest of the team. some people will just shoot if you have no mic (bit unfair, i can type fast :P, why does it have to be a voice, and if i'm typing, i'm even less of a threat - till i stop :P). But i had some really good interactions at big base with them. still played like i do now, lightly kitted, a pistol or two... and for the team, medical supplies. My job was to keep out the way, and if they die, then i was to try and save the loot. so i would just sit and wait after my team was taken out, for the enemy to come in >< sometimes i won, sometimes i lost, but wow, it was fun :) And the memory of crawling across the airfield to give first aid to a fallen team member in the middle of a gun fight... Dayz has some epic moments, and its down to PvP :) and yes, our team did have some RP aspect to it, all on a official server. Not all army men. each kinda role-playing a position (me a medic) , the sniper, the cocky ex detective in the black shirt, you get the idea :) would be cool if there was also a reason to not dress in highest level kit, stamina bar was a nice step in the right direction (maybe the weather will change things?). still don't know if i would KOS someone, been tempted before, then thought 'its just not me', i should (in my current situation, no text chat in 'stress test', they will kill me, as i cant respond).
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i bet you say sorry, ''i'm busy'' as the blast hits them :) Chances are, cus i have learnt the hard way, i would KOS when at a military location. Its needed sometimes (unspoken rule by now), even if the people there may have skills i need :P
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really? k, you assume that, but there are videos where i get my self dead for fun, for the video :P or put my self in risk, accepting i could die. It funs. Just tonight i raided a big base, took the ammo and guns in a big Alice backpack, at huge risk, then dumped it all, as i don't need it (ooh all the nice guns, just thrown away :P), i don't use much at all. But i don't think of myself all the time (asking what i want), half the time i'm just arguing a difficult position cus i like the challenge,or one side it talking trash :P... so no, you have it wrong. Reason i am passionate about this subject is, the KOSers only see it one way. i'm explaining the other side. Like i said, i will play the game for what it is, but i don't know what it's trying to be. If i was to assume from your post; you seem to worried that the game may change (it wont...much, if at all), that some balance of risk reward would upset your way of playing. nothing wrong with that. My point is - if dayz is meant to be more than a FPS (on a big map) its not doing it well, as things are out of balance. I may talk about base building and such, but am i talking about what i want? not really, at most i may have a barrel, if that (and i will probably raid people for food, or ask,or join them for a sort while). I rarely have a back pack as i play the game with minimal loot. So for me to die, not losing much, maybe a .308 silenced pistol and my hatchet. you say : ''only necessary thing to do is get food and drink'' yup, and even that is to easy, as i shown in a video, where i sit on the coast for 3 hours, living of pears. Dealing with passer-bye , killing one, nearly killing another but gave him CPR. Yup i can PvP. would hate to comment on it having not given it a fair go my self. and it's fun, but it has few risks (as i point out) you say : ''And you make re-spawning look way worse than it really is''. out of context... it doesn't matter how big the map is, if a player know where you base is. When you kill them, the risk is not removed (This is a game dev issue, a fact of the game type ,not a moan) You say: ,''Im also curious, what would be these systems to balance things out? '', i say, lol! not gonna work out complicated system to solve an issue that plagues so many games, a problem that, if a games company could a dress in a component manner, they would really shine... I'm not being payed to solve that issue, but i'm sure i could :) and would not post it here to be spat on :) You ask because you hope i can't come up with anything good, something for your next post, to try and pull my point apart on a hypothetical. not playing that game, you say: ''Overall, I find it really odd how people define and throw around KOS term.'' and addressing the following from that line Yup, that's KOS :) = ''Only difference is that we just shoot / kill others on sight'' ...and you say 'All I really see from this thread is some people having fun as it is, and group of hardcore RP fans who demand this game to be much more than it ever could be. They want a simulator where every little detail & human interaction would be polished to the perfection and experience the movie-like journey in the post-apocalyptic world. Sorry, but thats just wishful thinking, closest things for these people will be RP servers. Everyone else AKA the majority of the playerbase will enjoy the game as it is' well if you got any of that from my posts as well, think you missed my point. I just think it's too easy to just kill a player, in what's meant to be a post-apocalyptic style game. ammo is abundant, food on every tree and it re-spawns... water from wells. Its a paradise not survival. Its a playground for low end FPS to come and get some easy kills and your afraid it may get balanced. Systems aside. If we saw food and ammo reduced and pump that ran dry, ''shoot y mcShooty face'' may just need that ammo for a dear, or to fend off a 10-15 zombie horde (30 at a time would be epic:P), or may even find them selves having to interact with other survivors just to survive, rather than team deathmatch - oh wow, imagine that, dayz where part of the game is, another survivor may be worth more alive than dead :P I mean, if you haven't the 'rocks' to have a stand off, rather, shoot someone if you seem them first, it may not be to your befit, and you may be at a disadvantage in a survival game... still, all comes back to, what is dayz trying to be. I don't think they know anymore, and it is just a FPS on a big map with some zombies. ---- I have seen streams where people are suffering for no water and food, cus they are in such a rush for kit, and then they come on the forums and say there is no food. Then you have me saying there is to much(and show it). Never had an issue getting food and high full servers... i think they have changed too longer restart timers, so will test it all again... but these players, starving to death on a 1 hour reset and complaining there is not enough food... no, the fact is, they are not good at the survival aspect and are in rush to kit up... be it for defence or hunting players (<A Koser could be any of them terms, just so we are clear)... so seems it goes both ways, FPSer (that may or may not be Kosers) are not happy about supplies, so maybe they are also misunderstanfing what the game is?
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you haven't seen my wall in RL :P ---- After reading 'emuthreat' short book, i have a feeling we are gonna hear... 'we don't need npc, this system or that...' and that is old thinking :( old thinking for any game that have a persistent player and PvP (I thought dazy was about how long you can survive). Can't say i player a lots of games, mainly watch them, play one intently at a time, for months (Autism thing :P) but it seems very few games address the KOS / random / out of place killing, that happens in all games where you can kill another player. It's kinda accepted as a norm, and never challenged, but it is a flaw in some games. (Has been adressed in elite dangerous, a space game, to balance risk and reward, counting the players experience as a reward, and each should have the same opportunity to that reward) so risky to address it, and so easy to mess up, but here is why it needs addressing (If dayz is not just another FPS). Its a Game; -You die you re-spawn. But if you playing one way, kill all, the game works, you get your challenges, you get kills, you get killed. You re-spawn. (FPS) -If you playing the survivor or even a hero. you may get killed by someone, that sucks, may happen a lot and by the same person or group. Now, what your meant to do, is take out the threat, but its a game... you cant! Once you kill someone, they re-spawn. now, even with this being for both sides. its a very different risk and reward for each player. The 'hero' kills to remove a threat and work with others (not an easy job, but fun, so many death :P), but within a short time, the threat is back. If we do the IRL thing.... if a fox is killing your hens, you can kill it, it doesn't re-spawn, sure another will come along at some point.... But imagine if it did >< you have one fox, then 2 as another come along, kill them, but they re-spawn... then you have a 3rd come along.. Eeek, you cant reduce the threat. One side of the player style is disadvantaged (become pointless to play one way over another). No problem with a player killing another out of fear or for lols, but as they can come back (its a game) it's as if the are an unlimited number of phycos, and this is what is offputing to the othere side of the player base. Its not a simulated part of survival, it so Gamy, it hurts... but this is an issue lots of games have Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game. We have Pubg. all player are there to kill each other. one goal, you an your team must win. no one is playing it for a persistent survival experience. Dayz, as i saw it, was sold as a long term survival game (if you can mange to) where you build up communities and bases even plant vegetable. Bandits are a key part of the game... Yes Bandits. Not everyone wants to farm. But there is no balance between the longer term player and the KOSer (that is no really a bandit)... this also damaged the opportunities to be a Bandit as it no longer a viable players style... (What happened in Elite dangerous, people could not be space pirates, even though it was planned as part of the game, as there was so little risk to just killing someone, one of the reasons it was addresses - after years of debate ><) if you fail as a KOSer, fail to kill another player, be it for fun or for loot (This is why snipers would not be a KOSer >>) you can quickly quickly kit up again and try again. where as, someone that had build up a stash, pick kit for looks/RP... they die, they cant get back to where they are for a while. Don't get me wrong, a kill is a kill, but understand, the game is geared to the enjoyment of the FPS fragmaster over survival aspect, and this could only be addressed with systems... and Dayz is not gonna, dosnt mean they did it right :P ----- Summery: both Friendly and Koser player re-spawn, seams fair... Friendly player can re spawn again and then hunt down the Koser player so it equal? Nope, the friendly player is now drawn into the FPS loop, and not what they though dayz was about. also the reason for my other post where i ask what direction the game is taking (only fair to let people know :) JUST TO BE CLEAR: not saying stop pvp, or KOSer, game would be so dull, risk is needed, just saying it not balanced for the type of game i though dayz wanted to be. Also, things may never change; will play dazy as it is, for what it is. Just wanna point out that there is an issue, a hard issue for any dev team to sort, and easier to just let it be. (Private server solve it, so why not let that happen :) So I may argue my point strongly, doesn’t mean I’m crying in a corner cus something not done, just that I think I have a good point.
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can't be sure but the speeds we move at are probably strictly tied to animations as they are not using IK(*1) on the feet, for running (some anims they do use IK, so don't get confused by the videos :P). So if the speed was to change, the character would look like it's 'skating'. To fix this, it would mean 'set step' for speeds, each with it's subtly different animation (still , would look cool to see a fully loaded player having to 'swing the weight about'), kinda like we have for injuries in 0.63. would be nice if speeds where different, work well for my type of play, but i can't see them going to that much effort :( Added: if its not the case then i was this suggestion yesterday! *1:IK is where the animation is kinda worked out from/blended to fit with a position/joint. that's a very very simplified explanation, fell free to explore Inverse kinematics (IK)
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praise be Day-z, we believe in you! I do wonder if they are now on a more strict time line, for better or worse, with the Xbox editions. Cant see them getting onto Xbox without some reassurances. If they fail to hit agreed standards, then xbox will pull them(final nail in the coffin, Publication will go crazy with that news). Maybe this is why we will see a 'beta' of sorts this year? So i guess this year is make or brake for Dayz, depending what plops out :)
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would not call a sniper low skill, or in the KOS as such... they have chose to kit up and hide out, to take out players... sniping not a fear reaction thing. Not my idea of fun, and once you have a location and have measured your shots (the knowledges :P), you just wait for a target to get near one of you 'range markers'. its a very strange way to play, if you doing it for the kills only. its a power trip, i get that... but to do it just to kill not for loot or defence, its a shame... still that's their game. But a sniper in a place like an airfield, playing to control the loot, totally get that, and that is skill. They can also get sniped by an equally good sniper. It's a question of terms when it comes to snipers, is it KOS? you made the first move, walking into the high risk zones (as long as its not on the coat ><). i see KOS as, when you walking around, 2 players going about their business, one loses their nerve at the sight of another player and pops them... easiest option. also, personally, i never think i'm safe from snipers (learnt that years ago), when i playing proper. always on my mind, checking danger points, keeping in the trees, avoiding a predictable paths.
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''THEN talk'' :So many times that would have been fun :) but as i don't use a mic (basically a mute, in game and real life) and the text does not work in dayz stress test, :( Still met plenty of people and managed to get along with just the 'heart hands'. never a case of needed to log out soon, rather that i wanted to end that characters life in a cool way for the video, as i knew there was an update soon and player could have been wiped, if i had killed him, i would have waited for the next person and so on, till i died. still, ty for the feedback ''End result'' : = You can not stop the KOS freight train, sorry guys.'' :Would never wanna stop it, it is fun... and the danger of losing items is what gives them value. ''Sorry to say your going to lose the Nice guy, fun guy attitude...'' have never changed my play style in all this time, Tying to be the nice guy, the hero, has to be the hardest and most skilled play style there is... just takes a lot of practice and learning :) just yesterday i carried an Alice pack full of goodies from the top of the map to the coast, the challenge was not getting KOS, specially since i only had a hatchet, when i was not just carrying the backpack in my hands, for fun :P /\ this, so much this /\ balance out the game play via risk reward, you know, who games are menna be :) ----- KOSing is so easy, with so few downsides, its the low end of the skill set... and people get KOSed and go onto KOS because they cant play the way they wanted too (maybe they will go back to other styles when they have more skills, if they haven't left because its just not the game for them). This doesn't mean stop KOS, but balance it out. So that there is still some reason to not getting your gun out and 'popping 'any player you see... when you have that, there is the opportunity for more than one style of play. I can see why some people would be upset at the idea of making KOS more risky, it may be all the tools they have in the bag. The idea of challenging game-play over FPS may not be to their liking. Its not that people that don't KOS cant Kill other players well (A death match,popping other player all day.. how dull), they just see it as low quality game play they can get a million other places. Maybe Dayz will address this, maybe the only option is private servers... but to think KOSing is anything more that a frighten reaction to getting killed my another player, well that's juts a lie :)
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I just don't want dayz to become 'Scum', maybe scum will become a good game after the issues are worked out (I think it will die of hackers, as they haven't though the project through)... but i see them as 2 different games. apart from, you loot items in both, and Scum jammed some zombies in there :P
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Not a fan of the loot system in dayz or scum (i'm just that horrible) but in a review, i said Scums system is a step backward. Common containers in location you just lick and wait, and see what you get, or as i call it 'scratch cards' as least with dayz you had to look around and not just for some container. (also i think this is a client side function, that why its random for each player, off loaded to the client, that will get hacked) Having to look around will improve when they start refining item spawns again (under the bed, behind the tv... maybe this? ) but i did want to see containers as well (think they had them, so a case of putting them back in the game,cupboards?). I wanted to see containers that need a method to get into, a key, a crow bar... so that the first fresh spawn could not just turn up an loot all the gear, maybe have the good guns or mill spec gear in locked cabinets. This would also increase the longevity of loot locations (By how much, dont know, need to be tested), and it may reduce the towns of empty houses, if you have a tool that is needed to access the more difficult items. examples; -a draw,strongbox, can open with a lock pick or a crowbar -weapons cabinet, maybe a lock pic and crowbar, but really wears it out. Not gonna be opening more than 2 with on bar. could depend on the type and what could be inside. ( Example 1 - A knife, screw driver) ( Example 2 - hammer, pick lock,crowbar - lot item damage) ( Example 3 - Explosive? combination lock? full health of a sledge hammer cus its a game :P) ( Example 4 - Errm, maybe not this) So really do urge Dayz devs to put something like this in for the core game, so the system is there for modders, but i have no idea if they have it planned, or even considered it. Lets face it, they are using a system that was in the MOD, it had limitations due to it being a mod... why are we still using the same presentation in the standalone? oh added: no poop please... may just be me, but i don't wanna have to poop and pee in a game, all seems a bit fetishist. Its a gimmick, the lads giggle about it on live stream, i don't get it. I have posted about having more in-depth mechanics for nutrition, after all we have/had vitamin bottles laying around, and maybe we will, when diseases come in. also: I don't think I've been using the mushroom right (Video)
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I would normally avoid such areas as the docks, as seen in the video. but i kinda wanted to go out with a bang :P Not like i could really be rescued I do feel, as a solo player, if you wanna chance interacting with another player, there is a good chance of death. In the video, i could have walked away, or aimed my shots, but for fun, i went in with a knife :) Will look after my self better when there is more to do in the game. I'm also a fan of the double barrel. like to chop it down and keep it in my bag as a surprise... also, it good for panicked aiming in buildings or making a good amount of noise to spook a location. Looking forward to when stun batons and hand cuffs coming back into the game, so i can secure a player before interacting :) I hope they are coming back. if only there was a way to fast cuff a player.. would love to do that to a group member and then have the option to use him as a human shield while they are cuffed... that's some high end no-shooty game play, maybe to hard to implement :(
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and this is one of the issue with, what is dayz trying to be? If they had guns and ammo and where really trying to survive, why hit another base? where they put them selves at unneeded risk (in this case, lost it all). Yes i know, very little else to do right now. I know, its part of the game, pew-pew, and its early stages of the dayz rebuild, but i cant see it changing, where the game is more geared to kitting up and frags fests over try to see how long you can survive. This is why i feel Dayz is 2 different games in one... spoils it for people wanting to play survival and not another FPS, plenty of FPS games out there. As for server hopping, yeah, don't like it, always been there. Not only does it give unfair amounts of loot to the first to hop onto servers, it takes that loot out of that server.. so people that are not hopping, now have less loot in their local economy. But hay, hopper are there just to gear up and kill.
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and now some pointless drivvle from me :P KOS is the low skill play, the panicked player, afraid to lose their stuff... but they are the one that try to say; -'Git gud' '-Don't get attached to your stuff' 'dayz menna be hard' and 'in the real world...' Few reason for this conclusion; If you are playing dayz to survive, to be the best most productive survivor, gun play is not top of the list (very little else to do right now). You don't draw attention to yourself and waste resources to kill someone (have i said, ''too much ammo in game?''), you try to avoid them, or, maybe, if you have the skills, try to interact and gain something. Shooting someone before they shoot you is a game of luck, who sees who first, and yes aim counts, but its not skilled game play... you don't need to open up and shoot someone because they may be a risk, well you don't need to if your skilled :P ( Video ,dont need to be super kit to win :P) The game is trying to be 2 things, and as the random KOSer is getting what they want from the game, people coming into the game for survival, expecting to sneak around and have encounters like the movies that 'may' end in gun play (meh, even the old westerns would be something, a stand off :P).. well they are just getting shot and the KOSer, legit feels they have scored a point, 'dun good' in the game (and they arn't good enough to go to PUBG, where all players are expecting a fight).... cus, there is no downside and stuff is easy to get. You can still play the game as a survival game, in fact, i lasted 5 days on one run until i put myself in unnecessary danger because i thought my character may get wiped with an update. I could have gone on for ages and ages, but very little to do, yet, if the goal is to live as long as you can, i'm an expert :P. you just have to stay away from people (and you don't need the guns and kit), and that's where the game lets it self down :( Interaction is heavily swung to KOS, especial when a player has a gun. Sure you can interact with players, i get about 70%/30% good interaction while meeting up with players with no guns... see that player 5 mins later with a Gun and bang! Its part of the game, its low skill, its boring. But there is no downside, you don't get hoarded (but this can be overcome with silencers), you don't run out of ammo, well i never have, but i don't KOS, but after 5 days i must have had 200 x .308 has stopped picking it up (also the ammo used in the video), i just didn't bother picking up the AK ammo, and the Stang mags... (some time struggle to find a knife, but guns :P Video ) so, in conclusion; if you are playing dazy as a survival game and just KOSing, your really failing at the game, and normally, your aggressive game player will get you killed fast...but KOSers don't care as long at their K/D ratio is positive :( Maybe add a survival scoreboard with out kills on it :P then we can let them know how much they suck... as they say' 'i've killed 10 people today'', and you say ''yes, but your average survival time is 30 mins and you've been playing for 3 months now :P''
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agree, else we are left confused when it happened... here is me , full everything, out in the sticks and dead >< cant learn from a death is it seems random, bug. As this was on PC, could also be a cheat that i've seen is active for version 0.63 experimental
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I'm happy with the way things are, but i do think there should be some PVE only and restricted PvP tools build into the core dayZ. Not saying have them active on official servers, but to let people that want them, use them, when renting their own server... options such as. - No PvP damage - Restricted PvP times (so maybe they only fight each other on weekend and base build in the week) Can't see the Devs entertaining such and idea till after version 1.0, as they have 'set in stone' whats going in. still, it may be worth their while to offer such options, if they are not to hard to make, in-order to sell the game to people that wanna RP with no PvP (such functions can be good for content creators/youtubers as well, who wanna plan out a story, but a random KOS just f**ks it up). Fair enough having your own server and saying it PvE only, but, as i found out, if a server is open to all (and sometimes white listed) Cowards and trolls come on there, knowing there is less chance a player will KOS, and they just kill players (happened to me, day one, of coming back, wanted to just catch up with Devs progress,was expected :P). So, to be less trollin', a proper systems, that lists a server as Pve (In code,not just player rules) or restricted PvP times, is needed. ...And before someones says, ''that's not what dayz is about, that's not what dean set out to do''... If that's the only reason not too, that would be silly. Offer more options to customers (within reason), sell more games :) After all, no ones losing out, such people probably wont play long without such safety nets, and therefor, wont ask their friends to join. Also, a reason you would not see PvE only on official is, would have to make yet another 'Hive'... still if they had delt with 3rd person visual restrictions in a proper mana (Example where given years ago) there would have been no need to have 1st and 3rd person Hives, and maybe PvE official would have been on the table --- Some people wanna Rp rebuilding civilisation... some people in just wanna play army men and not just KOS but hunt other players down... that can really spoil it for some players... Idiots going to that extra risk, to hunt someone down, put your self in danger and for what? a kill? Video may be fuzzy for the first few hours of it being up, while you tube processes it. somewhere in the video is an interaction with another player, well 'interaction' may be to strong a word :P... they wanted to get a kill, was just silly and immersion braking... they where playing a frag match, i was playing a survival game. https://www.youtube.com/watch?v=-icfDVbXo4A&feature=youtu.be and as you can see, i'm not dissin him because i can't PvP, it's because it was low grade PvP, you can get that from a Death-match game, if i wanted that, that's where i would go :P Still, days is open to all.
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I understand that textures have to be moderate for FPsec on lower machines but some are just lazy. example -already a low quality texture that is then stretched over a door it was not formatted for. Nothing bugs me more in a game than seeing areas where the devs seem not to have bothered (it happens, such an easy to fix that it gets put back and then forgot), or simple graphical mistakes left in the game. Maybe they Dev are gonna do a texture pass, would be nice to know. If it’s not planned, I think it needs to be done before full release and not left upto moddders to do. Not even talking about more clutter detail but really basic stuff that still looks like it’s from the Mod. If stuff like this makes it to full release, games publications are gonna rip Dayz apart :( please don't let it go out like this. also, there seems to be a mix of textures.. some just normal's and diffuse, some with spec, some good resolution , some really low and the worst issue, inconstant resolution of detail >< ...and you know i'm right, when the standard now is to use PRM textures in games representing reality, having textures like we see here look relay poor. Maybe your on it already and i missed the news, i hope :)
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apart from the needs being exaggerated for game play there could be another reason. although humans can go without water for a longer time, once dehydrated, you get problems... which would have to be simulated. You not gonna be running around, maybe a slow waddle when very dehydrated, Problems regulating temperature and processing foods, vision problems,black outs... whole mess of things. so guess they kept it simple
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Dayz standalone Full release Refund question.
Sooden replied to harrykane140693's topic in New Player Discussion
what he said :P it is a risk, you could jet 'jipped' and the normal course of action is to complain and not trust that developer (don't know the developer, don't wanna risk it, then wait). Buying into an alpha is buying into an idea, which may changed due to alpha players feedback, unforeseen limitation, changes in the market, changes in laws, changes in technology,changes in staff.... so you cant be bound as a developer to a set release date or a ridged roabmap... even with the real rip offs.... i would hate to see alphas and kickstarers get regulated (after all, to back it is a personal choice,stop taking my sovereignty!!), because people that couldn't not wait to see if the game gets finished/is what was expect, but wanna play it now >< its risk and reward; you get to play early, you get a discount, you get to give feedback and shaped the game (after all, they are gonna listen to any common voice forming from backers), but you could buy into a flop, or a con... alpha access has let developers get lazy in some cases (they have the money before they finished the product, not their cash on the line) but has let smaller developers flourish, and gets games published that are to risky for a company to put their own cash on.