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Everything posted by Whyherro123
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[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
I, for one, wouldn't want to build a base in or around the ruins of existing structures, for several reasons. 1) the "zombies". They are attracted to light, sound, etc. Where are they more likely to hear you: in the middle of an old town, at the convergence of roads, or off in the middle of the woods, miles from the nearest town? 2) The players. You can see it all the time. If there is a road leading somewhere, eventually someone will go down the road, just for shits and giggles. Hell, that happened to my clan a couple months back. There is a single dirt road leading NW out of Sinistok, right on the edge of the map. One of clan newbies asked "where does that road go?". Since we didn't have anything better to do, we followed it. At the end of the road, we found a single house, and a fuckmassive base. Multiple tents, liek 20 barrels, a two trucks. After stealing everything our grubby little hands could hold, we wrecked the rest. All it took was one person saying " I wonder where that goes?", and that clan lost ALLLLL THEIR SHIT. 3)How dirty/comfortable are those buildings? Many of the in-game buildings have shattered windows. It is late Autumn: it is going to get cold at night! Or, how many of the buildings have massive bloodstains in them, from people getting killed? A large percentage? etc. Give me a lean-to in the woods any day. -
Generally, you only want to put booby traps on things you will use infrequently, like "side doors" to bases, etc. Put it on something you will use on the regular, and chances are you will just leave it untriggered.
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"You should be able to push vehicles wicked easy because when you break the physics system, the vehicles do Russian gymnastics" Is basically what you said. Go ahead, try to push that V3S up the hill. How much do you think it weighs? We should be able to push the sedan, and that is about it.
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That is an issue with the in-engine physics, not how the physics (and vehicles) are "actually supposed to be"
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[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
How are they contradicting? One post discusses how "building a base" should take a "realistic" amount of time, which would be largely dependent on how much material is located relative to the base location. Have plenty of people and materials on hand? A base shouldn't take all that long. Your clan is scattered out and you have to bring in materials from other locations? Its gonna take a while. The second post was about loot scarcity. Day Z NEEDS to have loot-scarcity, or it will never be the game it is meant/supposed to be. And,no, not all servers in .55 were bugged. Some of them were, and didn't spawn anything. Others were not, and changed up the spawn locations and such, so that loot often didn't spawn in the "gun/food/clothing/XXXX-house" any more". There was still plenty of "stuff" to go around: people just didn't check the back sheds and other out-of-the-way places Finally: there are plenty of people on this forum that think Day Z needs to "get harder". Most of the ideas revolve around lessening the amount of loot, to increasing the survival "difficulty", to making the medical system an actual, you know, a thing, as opposed to the bare-bones-as-hell "rag + antibiotics"-fest it has been for years now. -
[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
Says you. .55 (aka the "Starving Time") was literally the most fun I have EVER HAD when playing Day Z. It actually felt like an actual post-apocalyptic survival game. .55 was rolled back because all the scum-sucking scrublets whined about how they couldn't find anything. Oh, and some (not all, but some) servers were broken (in a fucking Alpha game, things were broken. Imagine that?! /snerk). But mostly because the scrublets were crying. -
[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
As a rebuttal to the post above that says you "shouldn't be able to build a camp in less than a week". I have built something very similar to the A-frame shelter video I posted above (basically, take the shelter and cut it in half lengthwise. It is called a "lean to"), by myself, in only a few hours. A group of 4-8 people should be able to build a rough 10 x 10 foot log cabin in a couple of days, if there are plenty of materials available. Same thing with finished lumber: If I've got 10 people sitting around one of those stacks of lumber you see in-game, there is no reason why you couldn't have them throw together a simple shack in a couple of hours. You don't need a degree to swing a hammer. Granted, those above points only are in effect the materials are readily available. If you had to travel to where the trees were, cut them down, then drag them to the cabin-site, building that 10x10 cabin would take much longer. Same thing with finished lumber. Yes, building a "base" should take some time, but it shouldn't be " Oh fucking COME ON"-levels of time. "Realistic". Not the " 3 boards, 10 nails and 30 seconds" of H1Z1, nor the "3 weeks of absofuckinglutely unnecessary grinding" that is LiF. As a related point: Life is Feudal is probably the most disappointing game I have ever spent money on. Badass opening movie, most disappointing gameplay ever. If I wanted to be an actual fucking Dark Ages peasant, I would go to my local RenFaire. In LiF, spears, fucking spears, the oldest and simplest weapons known to man, are locked behind several "trees" of skills, all of which have to be ground through. Disgusting. -
Tell me, what is the overwhelmingly most likely use for "excretion", both urination and pooping, going to be in the game? Hint: your first two choices don't count. There are almost infinitely other methods through which waste excretion, or, more realistically, the wilderness diseases associated with pooping and vomiting, can be done in-game without leading to such griefing potential. I prefer the "black screen, when you come back to the game, you just lost a whole bit of water" bit. Vomiting is ..... ok, but we shouldn't have the option of seeing our characters pop a squat and shit. Even if we can't "do it on command", griefers will "hold it" until they have someone to shit/piss on. Its..... it is just gonna happen. I just prefer to avoid that whole can of worms altogether. Day Z is already famous for being a "sociopath torture simulator", we don't need any more water/scat sports thrown into the mix.
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[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
See? This is why we can't have nice things. You do realize that by holding gear on an offline character, you are basically subverting the "whole point" of the loot system? BY hiding it in a base, it still remains part of the "system", and can be stolen by anyone, giving people a fair chance to actually, you know, experience the game. By holding onto it in the nether of the internet, you are preventing that. -
[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
Meh. Coming from someone that has lived in a "wall tent" very similar to the one in-game for a week (in the middle of a New England summer).... living out of one for more than a few days would blow massive donkey dick. I've lived in something similar to the video below for 2 weeks, in the middle of a New England winter. Much more comfortable. Not to mention that you aren't going to want to be a nomad forever. -
[Opinion] The Value of Base Building?
Whyherro123 replied to [DGN] Johnny's topic in General Discussion
Ideally, and "realistically", the building of "bases" would, in turn, bring about the "return of civilization" to the world Day Z takes place in. When you are starving, cold, and afraid for your life, you tend to not think too far in to the future. " I need food NOW, I need to get in from the cold NOW, I need to move away from these zombies NOW", etc etc etc. By building bases, you provide a hardpoint for "civilization" to return. By offering safety, you provide a place for survivors to come, to trade, and eventually, settle in. Around a clans base, you might have farms spring up, providing food in return for protection, from other clans and from zombies. Traders move between strongholds, trading goods. Strongholds start to produce their own goods (bullets, medicine, fuel, etc), to trade with these traders. Eventually, different strongholds band together for mutual defense, or under the fist of a powerful leader, and a "nation" is born. What does that sound like? Neofeudalism, probably the most likely form of government post-apocalypse. Of course, it is almost infinitely unlikely that Day Z will progress the way I described above, for two reasons: there is never going to be any actual "scarcity of loot", and people absofuckinglutely refuse to behave in even a slightly-realistic fashion. 1) In Day Z, there is never going to be loot scarcity, not like there would be in "real life". In real life, as soon as "civilization" shat the bed, the days of having fuel, medication, bullets and canned food would be numbered. All of those things essentially require international levels of trade and infrastructure. Vehicle parts don't just pop into existence in sheds, fuel, lubricants and other vital fluids require heavy refining, modern cased cartridges require parts from multiple continents, etc. In Day Z, that is never going to be a thing. Can't find vehicle parts? SERVER HOP. Can't find bullets, or even the gun you want? SERVER HOP. Don't like the server you are on? SERVER HOP. Kills any sense of "realism" or "community" this game has. Asides from server-hopping shennagians, I just plain don't see Day Z getting all that much more "difficult", loot-wise. Several patches ago, there were actual problems with spawns ( Yes, I know it was bugged. I KNOW), meaning things like food and bullets were actually, you know, kinda difficult to find. Not impossible, just definitely rarer than they were now. The forums fucking exploded, with threads filled with whining about WEHERS MY LUT, NO FUD GAEM SUKS, shit like that. The devs rewound the patch so fast, my head spun. This is why we can't have nice things. Amusingly, those patches were probably the most fun I've ever had playing Day Z. C'est la vie. 2) Player behavior. Much like EVERYTHING ELSE ON THE INTERNET, the Day Z player base uses the game as a channel for their inner socio/psycopathy. There is no, NONE ZILCH NADA NO SIR, even-kinda-sorta "realistic" behavior from players in this game. Myself included, because at this point I just don't give a shit, burnt out as I am. Players will run up to you and punch you out for no reason. Players will get themselves killed when captured, or even refuse to be captured, instead of submitting and saving their lives. Players doing the capturing will kill players off-hand, instead of holding them hostage. WHen two players meet randomly, chances are they will try to kill each other, instead of trying to talk, or just even avoiding each other. In "real life", what are you more likely to do: submit to a bandit, in case they just (overwhelmingly likely) just take your stuff, or antagonize them so they kill you? Or, on the flip-side, as a bandit are you going to waste a bullet on that guy you just robbed? You just took everything, why waste the very-valuable bullet? Upon coming up to a clan stronghold, well-guarded and secure, what would you do: be grateful for the chance to sleep without being afraid, maybe even work for them, or try to sneak into their base for shits and giggles? So on and so forth. Realistically, a survivor being offered the chance to work around a clan stronghold, for food, for pay, for just a safe place to sleep at night, would be fucking ecstatic. In Day Z, the "survivor" is likely just going to try to gank some gear when the clan all logs off. Conversely, it would be in that clans best interest not to fucking murder everyone that comes near their base, so they could actually attract workers and traders. In Day Z....... yeah, no, you are gonna die. So, I am kinda torn on basebuilding. On one hand, I want it, for the reasons I outlined in the first part of my post, and because it would be really weird to not have it. On the other hand, I kinda don't really care, because it is likely not going to be what I hope. Don't forget, all of this is coming from the person who's "ideal Day Z" would be one where loot just doesn't respawn.Eventually, you are gonna have to make your own stuff, or go without. Clans would be in the best position to profit from, and spur onwards, the development of "civilization".- 68 replies
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Growing food from a seed in less than a week. FTFY
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I've always held the opinion that Day Z will never be a "survival game" until safe drinking water becomes hard to get, or at least a decent timesink. Right now, and for the last several patches, the only way you could actually catch a water-borne disease was to be at low health. Anyone that plays the game for longer than 20 minutes knows that there is a well in literally 99% of the settlements over the map, meaning there is essentially no reason to drink from the other available sources of water. Couple that with the above fact about diseases, and they become moot. In "actual" survival, your number one limitation is the availability of safe drinking water. Not food (at least, not for a week or two), not shelter, not fire. Drink bad water, and you will be dead in hours, if not days. Ensuring you have enough drinking water means either boiling it (requiring a fire and a time), filtering it (requiring a filter and time), or chemically treating it (requiring the chemicals and time) In my opinion, 95%-99% of the "wells" across the Day Z map should either be removed entirely, or "broken" in some fashion. Parts to "fix" these wells could be found as loot, similar to vehicle parts. Clans, or even individuals, that find and repair pumps to working condition suddenly gain a lot of "wealth/power", in the form of a clean drinking water source. People come to trade for water, as making your own potable is a PITA and takes time and resources. Or, they could try to take it over for themselves. There you go, an actual reason for clan vs clan battles.
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Even more amusingly, the in-game map is supposedly a "tourist map". Take a look at it in the "Inspect" view, it has English and Chernarussian written on the front, with photos of popular destinations on the cover! It should really have city/town names in English and Cyrillic on there......
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Why are all vehicles 100% broken?
Whyherro123 replied to Johnny Rocket's topic in General Discussion
Vehicles aren't supposed to be easy to get. There was a quote from Brian Hicks on Reddit (granted, from over a year ago), that stated he wanted around 10 vehicles on the map, 20 tops -
Take shelter? Yes, of course. However, while they were in shelter, I would expect them to be actually, you know, resting. "Living humans" and all. Yes, predators do ambush their prey (sometimes, and it depends on the predator), but that generally entails they know the prey is coming. Remember, the "zombies" are literally just "regular" people infected with a degenerative brain disease, and until we get told otherwise, they have literally the same sense-capability as "regular humans" ( I would argue that they have less, due to brain damage, but that is just my headcanon). So, no "night-vision", "super-hearing", "super-smell", or anything like that, until we get told otherwise.
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Pretty much. Keeping that in mind, I fail to see how or why, exactly, they would lay down and wait for the players to enter a room.
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Most real-world predators have senses that are "better" than humans, usually smell or hearing. Some even have better night vision. Humans are diurnal. End of story. Unless the "disease" radically changed something in the infected's eyes, ears, or noses (and, considering how the "zombies" in-game canonically have brain damage as a result of the disease, that is highly unlikely), then the zombies are going to be just as shit as hunting/moving around at night than we are.
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^ I know that predators in real life can be called via mimicking either the sound of injured prey or a possible mate. However, that doesn't necessarily make them stupid. Chances are, they will move in cautiously, in order to avoid scaring away potential prey/mates, not just HERP DERP DERP run in. Stay in cover, look around, slowly move towards the sound vs run in and get shot. I know that the in-game "zombies" are attracted to sounds. I, however, don't like the mechanic, not as it is currently implemented. Right now, "zombies attracted to gunshots" is little more than a "see if other geared players are here/where they are" simulator, because the "zombies" home in on the noise like stumblefucks. I don't think either myself or any of my clanmates have been seriously inconvenienced, let alone actually endangered, via "zombies" being attracted to our gunshots, and we have had pretty large groups ( I think the largest was a group of 10-12 at the NWAF). Yet, we use them all the time to figure out where other players are. If that is all the mechanic is really good for, then it is a poor mechanic. Of course, this is coming from the guy that wants the "zombies" to be essentially "NPC-PCs", for a lack of a better term, and for everything that can be applied to the PCs be applicable to the "zombies" as well. Get stabbed/shot? I expect them to bleed, and probably bleed out because they don't know how to bandage themselves. Get a leg broken? I expect them to crawl around like the PCs do, not the current asinine "DERP-crawl" thing that is utterly hilarious to watch. Get handcuffed/tied? Be unable to use their arms. Suffer from starvation/dehydration/exposure? Die. Get hurt? Moan and cry like the PCs used to do (anyone remember the little gasps and mutterings the player avatar would make early in the Alpha? Those were awesome, especially when compared to the current "GUH" noise the avatars make for EVERYTHING). Remember, above all things: the "zombies" in Day Z are canonically little more than very sick people, and asides from the slightly-better-than-human stuff they can do, like tank multiple blows or bullets ( I compare the effect to someone on PcP), they are literally just people, albeit people reduced to an animalistic, violent state due to brain damage . For me, by far the most off-putting (and I mean "immersion-breaking", not "disturbing") aspect of the zombies" is the noises they make. Unless the disease changed something drastically in their vocal cords, they should still make human sounds. Human gasps, human screams, human chokes. I hate the weird, nonsensical, and quite frankly stupid noises they make right now. They aren't scary. They are, from a certain point of view, actually rather funny. I would much rather hear a human screaming his head off as he charges me, balls out, than the current "gargling a mouth full of marbles" thing. They also don't have to be intelligent, just not stupid. Like the predator example above, when attracted to a noise/light/whatever, I would much prefer if the "zombies" actually, you know, tried to sneak up on the whatever, as opposed to just HERP DERP running at it like a fat kid to an ice cream truck. How, exactly, have the "zombies" (which, again, are literally just sick humans) survived this long with zero sense of self-preservation? Sneaking up on noises/potential prey, seeking shelter from exposure/inclement weather or, hell, straight-up fleeing from a fight-gone-south would be 1000000000X more interesting than literally everything the "zombies" are doing right now. Remember when Day Z was supposed to be something "different"? Now players are talking about the "accepted capabilities of zombies/infected". -sigh-
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See, the above is what I don't want. The "infected/zombies" in Day Z are "animalistic". They lack the higher levels of thinking (namely, sapience, ability to talk, etc) that we associate with humans. That doesn't mean (or should mean, really) they are stupid. Instead of luring "zombies" in with noises and cutting them up with ridiculous machines, I would love if the "zombies" AI and "level of intelligence" was similar to that of a wolf or a dog. A wolf/dog wouldn't be fooled by the above, and would have enough self-preservation to avoid the "LOUDFASTSPINNYTHING". Pack hunters, they move to surround you, or take turns chasing after you. Wear you out over distances. Wound you and wait for you to collapse. Take shelters from inclement weather/temperature (Rainy/windy/cold outside? Much more likely to find zeds huddled in buildings. Sunny and warm? They are out and about), move from food/water source to the next, etc. The current "see/hear player = DERPCHARG" tactic is foolish, and IMHO, less "effective" at maintaining immersion and suchlike.
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What is your honest opinion on the future of DayZ
Whyherro123 replied to karlkurtz32's topic in General Discussion
That earned a chuckle out of me. -
So, we keep getting new guns, vehicles, clothing, yet 99% of the other mechanics in-game have yet to be touched -Crops still take only 20 minutes to grow -99% of injuries can be instantly fixed via the application of a dirty rag -diseases are barely a thing -animals are literally stumblefucking stupid -No real foraging mechanics (for food. Plenty of available food in South Zagoria) - No shelterbuilding/stashes, just shitty tents and barrels -"zombies" are basically an afterthought - Temperature isn't even an issue and many, many more. Yet, we are getting a helicopter and RPG, right? :rolleyes: So much for Day Z being a "survival game", much less the "anti-game" that was promised. I haven't died from starvation/dehydration/hypothermia in months. The only difficult aspect to the game is choosing which gun I want
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They are attracted to smoke. I threw a smoke grenade in the tents at the NWAF, and it got mobbed.
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Then explain how the rod and cone receptors in the eyes of the infected get changed. Remember, it is canon that the "zombies" in Day Z are literally nothing more than normal people. "Authenticity", remember?