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Sabata (DayZ)

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Everything posted by Sabata (DayZ)

  1. Sabata (DayZ)

    Friendly survivor system (hard-coded 'friendliness')

    I agree of course, things in real world aren't black or white, simulating those degrees or gray is the real challenge though. Do you know what the real problem for me is? People respawn in a game, they don't in real world :D If you trust someone in real life and such person kills you, then you don't come back to life again as mistrusting person and kill anybody on sight. That's like a gameplay blackhole in dayZ. You have to counter that problem with a similar 'completely out of the real world' mechanic. The simulation vs game debate is pretty sterile sometimes for me. Who does want realism? Let's start granting 1 life per cd key, heh. Life would be pretty different if all we were born that way, having knowledge and memories previously acquired. Yep I know, your solution requires rational thinking from players though. What I'm going to say may sound harsh for this community, but no one that plays a game like dayZ should be treated like a rational person ^^ Immediate reward is preferred over mid/long term gratifications, and well, there are a lot of considerations but I feel like we shouldn't waste effort with suggestions that are out of the scope for the dev team.
  2. Sabata (DayZ)

    DELETED BY USER

    I'd respawn everybody inside a hospital room, naked and lacking any physical strength ^^ Oh well, spawning in dayZ already sucks enough.
  3. Sabata (DayZ)

    Generators and Mini-bases

    Maybe a generator can be connected to barbed wire as a trap to electrocute zombies?
  4. Sabata (DayZ)

    Friendly survivor system (hard-coded 'friendliness')

    Yeah, a simulator of a completely imaginary situation. Anyway, isn't like taking away FF would be my first choice, isn't obviously, but I didn't come across any other solution that seeks same goals either.
  5. Sabata (DayZ)

    Turn game bad habits into real life bad habits

    Who would want to prevent server hopping and DC to avoid death since those are part of the gameplay for most of us, isn't it?
  6. Sabata (DayZ)

    Friendly survivor system (hard-coded 'friendliness')

    I thought any other game there was about shoot first, ask later :p No well, this discussion is over since many persons want to stick to certain realistic aspects (and ignore many others, of course). It's true that complete strangers shouldn't trust each other, however this is a game a that's a huge obstacle to create complex interactions. There could be done some changes into the mechanic to create mistrust and make it less black and white. Doesn't matter in the end, stop beating the dead horse heh.
  7. Sabata (DayZ)

    Experimenting with scenarios

    I welcome any suggestion that adds some depth without restricting gameplay options. I wouldn't like this to go completely ignored. What if the ZDR was more effective as long the same player controlled it? I mean like adding a slight experience based factor. As it happens with everything loot based, the option to kill the user and steal its stuff becomes too obvious.
  8. Sabata (DayZ)

    Super Realistic (Since Difficult=Realistic here)

    I see where this thread is going. What about if some players spawned as obese morbid characters, very low speed, increased hunger and thirst and all of that. Once dead, they would attract all zombies around a mile or so. Meaning there's a reason to team up with one of them and take advantage of him/her somehow... Well, let's wait until the bugged spawn rate gets fixed. And then, this is an alpha so experiments should be the norm.
  9. Sabata (DayZ)

    Friendly survivor system (hard-coded 'friendliness')

    I think the friendship deal should end automatically when players are far from each other X distance. A random timer seems to me like an hyper-artificial way to create unnecessary tension/drama.
  10. Sabata (DayZ)

    Team in game mechanic ( no-shoot option)

    Oh no worries, thanks for your reply. I read Rockets heartbeat mechanic and well I can say it's "something" but I said NO. Cause it's useless, why? because by the time I get close enough to figure out if someone is good or not its too late. Additionally if you have had to defend yourself ( example: somone shoots at you misses or wounds you but you kill them or you kill a player that is trying to kill others and you kill them ) you are marked with a murder hence you would be subject of the heart beat mechanic. In this game I dont know of any mechanic that can indicate self defense. So KOS is valid to a certian point. Last night a buddy of mine asked if a player that moved into our area was friendly on chat I about freaked because if he was not we just gave away our advantage. Since there is no visual way to figure out what his intentions are or visual que we were at the mercy of a line of text. Given that we were properly kitted out and far enough away to break contact we moved out of the area and left him alone. I was waiting for bullets to start zipping over my head at any moment. Heartbeats mechanic falls short for what we want, indeed. Some people will read that story about the encounter as something great, the tension, blah blah. And it's the kind of thing that sickens me because I would say: look beyond the encounter and whatever emotions it produces to you! they are missing the whole game that dayZ could be.
  11. Sabata (DayZ)

    Team in game mechanic ( no-shoot option)

    Ok cool, I didn't wanted to mean it was inspired in my post or something sorry. It's pretty sure we won't see anything like this, in dayZ at least. I'd like this mod to step up somehow though. The heartbeat mechanic could be related to the issues you point out, for instance. It's obvious for me at least that some 'play styles' are just damaging the gameplay.
  12. Sabata (DayZ)

    Team in game mechanic ( no-shoot option)

    This sounds familiar :) Yeah, tell me more about the tense atmosphere and how strangers trust each other in this mod, please!
  13. Sabata (DayZ)

    Friendly survivor system (hard-coded 'friendliness')

    The fact that this idea was even discussed by rocket and his buddies amazes me. I don't expect dayZ to go into such deep transformation even if it's an alpha, let's face it. However, I really wish someone could take something useful from here. A system that allows most roles and doesn't penalize players in the usual ways should be the way to go. Being so unrealistic kills it though. We just shouldn't be afraid of game rules, that's my stance.
  14. Sabata (DayZ)

    It's better together

    I see the same issue in all these ideas that offer incentives when people team up. Teaming up is already the best way to play this mod, you don't need extra incentives! Why doesn't it happen more frequently then? It's obviously not related to lack of incentives IMO. Then comes the suggestions that say, more or less, difficulty should be enormous, challenging even for Bear Grylls, heh. Perhaps no even those how suggest it would want to play a mod like that.
  15. Sabata (DayZ)

    Incentive to not be a dick

    Yeah, I mean precisely that, just I think such motivation never could counter the negative impact from grief. I like the idea from an experimental point of view.
  16. Sabata (DayZ)

    Incentive to not be a dick

    A griefer would want this, yep. That gives even more repercussion to their actions. They play their own game, just want fresh tears. Less loot globally or whatever is the global penalty equals to more drama and tears. Perhaps some people may want to organize themselves and stop it, in a huge community like this the effort never will be big enough I think. Let's say, it's like giving a new direction to a sociological experiment with another similar experiment. Griefers only fear suggestions like mine, or at least that's what I want to think heh.
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