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bad_mojo (DayZ)

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Everything posted by bad_mojo (DayZ)

  1. bad_mojo (DayZ)

    DayZ Mod 1.8.0.3 Hotfix.

    The barbed bat I crafted had some misaligned crosshair circles.
  2. I didn't mind the payday mask, but the fresh fruit is a little immersion killing. Maybe in the first week of the apocalypse, but they just keep spawning. Who is importing all these bananas during the apocalypse and hiding them throughout Chernarus?
  3. ^ This Edit - Damn you Owain!
  4. Thing is though, bugs are to be expected in an alpha. What was shown in the stream today looked very testable. As long as the players can easily get in-game and test out the mechanics, there's no reason to hold it back any longer. I feel like his comment about this week being "crushing" was a way of saying they intended to release this week, but that body dupe bug was too big of a problem. Now that it's fixed, I don't see why it wouldn't release next week at the latest. Either that or Rocket is a good actor and loves to build hype.
  5. Whenever I see someone type "oy" I picture some extremely drunk British guy screaming about something.
  6. Whenever I read comments like this I roll my eyes. You're worse then the people freaking out daily, at least they have something to back up their hype. All you have is a gut feeling.
  7. I think it means they stop pushing out new builds and wait for feedback from the customers.
  8. Nor did he say the entire team was fixing the bugs or that it was only the bugs holding up the release. I remember a post about steam not being as easy as pressing a button.
  9. Since June of last year I've never stopped playing main hive vanilla on 30+ servers with good ping. Most of the time veteran settings even. My only compromise after all this time has been side chat on most populated servers now. And, it's still being actively developed by the community. I don't even think SA will kill the mod, it has a life of its own now.
  10. They're the same thing. The reward is not facing the punishments of spawning. I agree with your whole post, I just feel like skills would only have an effect on those that value the skill. You can't please everybody with skills, but you can punish everybody for failure to survive.
  11. Instead of trying to bribe players into valuing their virtual lives with skills. Maybe the solution is to make it a hassle to die. Gear is king in DayZ. Right now in the mod, it's worth fighting to your death for the gear on your back, because losing it is the same as death. You can respawn and run back or find new gear pretty easily. What if we made spawning a royal pain in the ass? Using the mod as example, spawn the player hungry, thirsty, less than full blood, with pain, & freezing their ass off. Along with the regular, no gear. That way the washed up survivors are really in a vulnerable position and have to struggle to survive. Once you've stabilized your condition, then you can think about going back to where ever to find whatever.(or whoever) If you make being held up for all your gear favorable to fighting to your death, the game might change. I can't see a skill system having the same effect on players.
  12. Just because it would be a hidden skill doesn't mean being hidden is what makes it acceptable. Increased immunity after fighting off an infection is a realistic part of human life. Dealing more damage with melee weapons or reloading faster because you do it more, just seems so forced for the sake of it being a video game. Hiding the values doesn't improve that in my eyes. Sure, you get quicker at doing things in real life, but what if I was a soldier prior to the infection? Or a lumberjack swinging an axe all day? I have to start at square one?
  13. I don't like the suggested skill system because the intention is to make people value their characters (in a survival game) rather than improve the experience. So, to someone like me who is already about valuing my life, it's pointless and just punishes me when inevitably die to a bad circumstance. It's like all those suggestions to stop kill on sight, except they don't actually stop KOS, they just make it a bit more annoying for the people who already don't kill on sight. The people who want to KOS, always still can. With the skill system, people don't HAVE to value their lives, especially the one suggested here, if it only improves your skills and saves you a fraction of a second, why is a badass bandit going to care? It's not going to have much effect on anything except people with no imagination will have something to play towards. I don't like it.
  14. I like this idea that Rocket is at home relaxing with his family, by the fire roasting chesnuts for the next month. It's only the 12th of December. Adults don't get a month off for Christmas.
  15. Even if it didn't take time to download, you know somebody would hold off on playing for a minute so they could break the news here. Think of all the beans.
  16. bad_mojo (DayZ)

    DayZ Mod 1.8.0.3 Hotfix.

    I'd rather see those first aid boxes in residential areas. Nothing as complex as morphine and blood bags, but the rest.
  17. bad_mojo (DayZ)

    DayZ Mod 1.8.0.3 Hotfix.

    -Camp fires already extinguish themselves if you don't put more wood on it. -Eating rotten meat wouldn't realistically result in "imminent death". Maybe a prolonged death with lots of sickness in between. -First aid kits are basically the medical supply box we already have.
  18. The fuck does that have to do with the progress of SA?
  19. I don't think my immersion has much bearing on how connected to my character I feel. We already pop in and out of existence, we fight zombies and can instantly embody another being soon after death. Weather or not my tent exists in this alternate universe is not really a big deal to me. Especially when we're talking about how connected I feel to my character. I will always feel connected to my character because they are exactly that, my character. The thing I hate about what bothers you about this. Is that it all boils down to uncertainty. You might have been killed by someone who server hopped to get good gear. You might have been robbed of your hard work by someone who isn't playing the game as much as they are out to ruin peoples fun by exploiting the glitches in the game. Maybe, or maybe not. Maybe someone logged back on at the right time to catch you unaware. Maybe they geared up in an empty server before realizing it emptied out. Maybe they just played normally and it only appeared to you that they were abusing the system. I watched that same uncertainty ruin the game for a lot of people back when hacking got popular. People would always just assume it was hacks. It got to the point where they couldn't enjoy being killed legitimately because of the uncertainty that it might be someone with a script. I always tried to remain focused on my own game. If I was killed by legit bandits or a hacker, I was killed, nothing changes for me. That said, I still think there are plenty of problems with the hive and I'd love to see there be more steps to switching servers. Especially if those solutions increased immersion. Something that comes to mind is my suggestion about sleeping. I suggested that you have to sleep prior to logoff. If we worked that into moving your character from server to server we could setup a system where a player has to setup a campsite before log off and then remain offline for over an hour, before they could join another server and be put where the campsite was. Otherwise, the player gets returned to the coast if they join another server. Maybe even working in moving your tent from server to server.
  20. This is the part of your argument that I don't fully get. How does it enhance the attachment to your character? If anything it just avoids immersion breaking flaws. I would even go as far as saying I feel less attached to a character that is bound to only one server. But that's a biased point of view since I mainly play on the hive.
  21. I never thought of 50 people as a lot for Chernarus. I would love to see what happens when we throw in 250 players. Sure, it might drastically change the game we've gotten used to, but it could change it for the better. I know, I know, it'll become a big ole death match. People will spread out and cover the whole map, running around and killing each other like it's COD free for all. But, what happens when I group up with some people who aren't interested in a big deathmatch and are also sick of being killed constantly by random lone wolves? We form a militia and take control of an area of the map, accumulating members as we find them. They join because nobody wants to say no to a large group. I don't know, maybe it will descend into chaos, but maybe not. I don't think we should draw a line in the sand before we've even given it a shot.
  22. http://steamdb.info/graph/221100/ 25 online now, which means by the time I wake up SA will be habbening.
  23. There's also the problem of servers being too popular, and always being full. And it's not always lack of players that kill servers. Real life factors might play a role in their going down. DayZ main hive has always felt like an MMO with community servers. I don't think we should kill that by turning it all into private hives. The hive system has its flaws. But, I think it can be improved without throwing out the whole system. I suggested to make it so you can't rejoin a server for a cool down period. But, only if you've joined a different server in between. It would punish people server hopping to gain position, without punishing people who just need to rejoin or switch servers. Of course it wouldn't stop people gaining access, it would just slow them down. What are the biggest issues in your eyes with the hive system? Exploits in PVP? Easier servers to loot? Server hopping in barracks? No control over server economy?
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