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Everything posted by pilgrim*
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Where I COME FROM this has NOT been the case in the real world. But here we only have 2000 years of history to look at (a little more) - so perhaps things will change.
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Yes - life itself perfectly accommodates stupid behavior and does not penalize it - except that if you act stupid in LIFE someone might shoot you? - but Hey, that reminds me of DayZ ! - To me as <<a black-belt perfectly serious player who deeply respects the meaningfulness of DayZ>> (in fact I'm the ONE person alive who really UNDERSTANDS the meaning of the game, others think they do but they are mistaken, believe me, my path is the only truth, OK?) - my advice - to myself - is to avoid (or proceed with caution) in areas where there could be crowds of off-the-wall mad people who chase you with screwdrivers and baseball bats. but hey, I avoid that in real life too!
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This is exactly true. The only "intellectual, ethical" argument is that there is no "moral high ground" in the DayZ game, and this is why I like it - and this is what we see in the real world. = people think their OWN world view is sanctioned and they are CONVINCED that others who do not agree are morally wrong and should be punished or stopped. So in DayZ - if you don't like them, shoot them! Police them on the ground! If you want to be a messiah, spread the word about "how to play right" but do it from inside the game. Anyone remember the "No Pants for Jesus" movements that gripped some players a couple of years ago ?? In ANY game, there is NO way to force people to play "with the right mental attitude" - this includes chess AND real world politics. Even the Nazis couldn't do it. When players want to lol, or they get bored, they will do <whatever> totally the most unpredictable things, and (to you) "crazy" things. This is the interest of playing in a game with other players, instead of playing against AI. They do NOT think like you and cannot be predicted. Players are more interesting and dangerous than zombies. There is NO game that can't be played in a way YOU find totally unexpected, or even (gasp) shocking. As long as those people are not hacking or glitching how can you even begin to claim they are "wrong" in any way? Look out for human beings they do ALL kinds of things. Whatever changes you make to the gameplay, some (or many) players will find advantageous ways of subverting those changes in ways you totally disagree with, to meet their own aims - which are NOT yours. This is the nature of "individuality" and "conflict". If this does not happen you have no game to play. The REAL alternative is to Hive Out.. with your little clan of followers. Isolate yourself in a private shard of DayZ away from the "real" game. Set up a private hive where everyone have a "-decent -adult -christian-military -agrarian -peace -serious -no swearing (or whatever your minority group wants) enforced by the Private Hive Rules. -PvP between consenting adults -enforced cooperation - safe zones -only the Boss drives the Truck .. whatever.. To me this makes the game GREATLY less interesting (but maybe not to you, as you like). I like to make up my own "moral" rules and DayZ gives me a fun and often exciting opportunity to do this. I don't necessarily play at all like the person I am in real life (as far as I know). What else is it for? Weight and stamina would be GREAT in DayZ that is certain - but it would also make certain the "bad evil lol kids" with screwdrivers could run faster than you. So you die a pointless death at the hands of a street gang. Where is the wrong in that? There are street gangs and KoS in the real world too. Perhaps "persistence" in DayZ has made the .. er .. "serious" players lazy, whoever THEY are ? xxxp
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These three points are perfectly sensible and could be introduced into the game. I would enjoy that. However, they are the practical suggestions you put forward claiming they would change the game-attitude of all players and reduce "boredom" and reduce KoS. This hypothesis has no logical structure. It does not follow. Note: The introduction of persistence and the introduction of private hives have of course changed DayZ gameplay radically - for every individual player - since DayZ's first public formulation. This cannot be questioned. So, a couple of points: (this is not my "opinion"- which would be long and boring - these are simple observations): 1 ) tedium - In real world "survival" every manual will point out that boredom is a killer, if you become prey to boredom you will not survive. You personally must have the will and the attitude to avoid boredom. So we could argue that boredom is an important gameplay element in any survial-oriented game, and avoiding boredom by your own actions, your creativity and attitude is one of the objectives of the game. This is perfectly standard survival technique. It is also standard open-gameplay technique. Should it not be included in DayZ? In so much as DayZ is "realistic" it will be present, and will pose a threat for the player to avoid. I can name long-term players (on this forum) who are skilled survivors and adept at avoiding boredom. This is quite distinct from how aggressive they are towards other players. 2 ) KoS - the <quotes> below are from "The Utility of Force" - by Rupert Smith, who is extremely well placed to understand the problem, [General Sir Rupert Anthony Smith, KCB, DSO & Bar, OBE, QGM] check him out on Wikipedia. * < I had failed to realize that my enemy had a free, creative mind and was not thinking nor was going to think like me. > - you do acknowledge that you have a personal enemy in the game that you identify as "KoS players, bored". You do not like them. You describe their action and you 'suppose' their motivation. I myself am suspicious of any fully kitted out military-equipment player. Frankly I do not like them (I am not prepared to say why) and may well KoS them without compunction, or if they are one of a "team" I may attempt to work round and KoS their 'oversight', then attempt escape. This is not because I am "bored". < A regular force is legal, deadly and destructive > [-I note that even in peace, bearing weapons very directly implies the use of weapons -]. < An irregular force can be as deadly and destructive, but operates outside the state, and therefore outside the laws of that state. Irregular forces range from the gangs of organized crime through resistance and terrorist organizations to guerrilla forces and even some structured as armies, such as the Vietcong. > In DayZ there is no state - the fundamental premise is that both international law and the rules of the state have broken down. There is no longer any such law. There is NO "regular" force because there is no state. This is the starting point for the DayZ game. There is 'de facto' no consensus on "moral high ground". Three or four "street people" can if they are clever, kill a fully armed 'soldier' with screwdrivers, and get away with it. This is a breakdown of order. These players may be doing this for kicks, for profit, or because they are being silly, or because they have discovered an organized terror tactic that works - You must therefore realize that other players may be your enemy: <"because they have a free, creative mind and are not thinking and not going to think, like you". If their shoes wear out fast they may concentrate their attacks on players who have good footwear. For several centuries in the real world, stealing the boots off an enemy, a corpse, or prisoner (or friend) has been a widely recognize aspect of survival, combat, & self-interest. The boots are worth more than the living person/player who is wearing them. This is a simple calculation of interest. Other players might like to ask for the boots. And yet other players may fear men in boots. Effectively my dislike of "military groups" could identify me as a 'redneck loony' or as 'resistance' or a 'jihadi' - depending on your point of view (not on mine). DayZ carefully does NOT tell you what point of view you must have. There is no rule of law here. You decide your moral PoV for yourself and you are free to change it. From Spawn to Death you make your own way through the game and your experience is defined by your actions and interactions. You judge and are judged. You may reject the judgement of others. There is no moral consensus inside the game - this is it's nature. < This problem of identifying the regularity of a force applies to the vast majority of our conflicts today, and it is one the international community has yet to grapple with coherently. > It seems that some DayZ players are also grappling with this 'conflict/community' problem as far as it is mirrored & represented in the DayZ game. The real world (itself) has not dealt with this problem coherently. Should a group of software engineers impose their world solution on this "stateless" game? To be ironic - would you prefer a Nicaraguan solution, or a N Korean solution? Or a European solution with policemen and courts? The game solution chosen is "there is no law or state". This is neither accidental nor due to a lack of attention. It is fundamental to DayZ. < since the end of the Cold War public discourse on military matters has mostly been relegated to debates on [defence budgets and]—the legality and morality of the use of force—whilst discussion of the actual meaning of force, and its utility, has become nearly obsolete.> To establish a rule of law or a "state" inside the DayZ game territory you - the player - must impose it yourself, based on your own morality, either by force or by peaceful discussion or by leading by example. If this were not the case DayZ would be considerably less realistic, given that discussion of "the legality and morality of use of force" is widespread in the REAL world, and an acceptable world solution has not been found. * Hope that has been helpful or at least interesting, as a general comment on your line of thought. p.s. I think I can show why there cannot be what is often misnamed an <endgame> in DayZ unless YOU define what YOUR own objectives are in this game. Whatever your specific "endgame" proposal, the majority of players will (statistically) have other very different ideas. DayZ is DEIGNED NOT to give you a readymade endgame that you MUST go to. That is it's specific aim. However to demonstrate this would require a "long" general (beginners) game-theory argument which most players would find uninteresting, "boring", probably irritating, because "endgame" is not an entity in the DayZ structure. - you can have the argument if you want it, but I think most will not - xxx pilgrim
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"DayZ is a gritty, authentic, open-world survival horror hybrid-MMO game, in which players follow a single goal: to survive in the harsh post-apocalyptic landscape as long as they can. Players can live through powerful events and emotions arising from the ever-evolving emergent gameplay." There is only one space. [Kant] This seems to fit. xxx
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It is "similar" - but Brooke Bond RL has more bite
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<good grief> - Only old ladies and cold-blooded professional ace sniper-for-hire hitmen drink that stuff !
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First time I heard that term on this forum, is it common outside political rants? You got snowflakes on your jackboots? etc - Whichever way you look at it friend, as Kant said "There is only one space".
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Brooke Bond Red Label - what Londoners drank in the Blitz. That is tea.
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If privately owned "public" and open public are on the same hive, then private owners of "open" servers & their friends gear up in private, kick whoever logs on they don't want, and go play PVP and raid on open public servers where folk are trying to grow beans or killing each other & zombies with pitchforks etc to find gear. The big geared-up raids strip all the good gear from public servers REALLY FAST and take it back to the private "public" servers. You can't go after it (that would be fun) because the "owner" kicks you. Experience has shown that nothing could be done to stop this. I more or less gave up playing last summer because - from France - the closest lowest-ping privately rented "public" server that was REALLY public, was in the USA (gratz good people!). I had LONG lists of all the owned "public" servers I would be locked out, or kicked from immediately or after a few minutes (when the dude noticed me) or when I found 30 tents & 40 barrels standing in rows. Not one of those 'owners' ever spoke to me or even shot me, just kicked. Perhaps this situation has changed now, but at the time there was nothing to be done about it. Private owners of "public" servers paid less per month than for private servers, ran them as dictators (sometimes with only 2 buddy-players ever permitted in, for instance?) profited hugely, raided big stocks of gear from "real" public servers so they were stripped, and had 100% immunity (in FACT) on their home server. I hope this has changed, but being unable to play - at that time - is mainly what stopped me playing. ; ) Perhaps the intention is that open (unowned) public servers having their own hive will stop gear from being drained off to "kick servers"? IMO this was forcing a style of play that wrecked the community.
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You cant PVP unless you have loot, I guess (by PVP players usually mean "military style" pvp, not stone knife fights).. and no loot is a very good reason to go fishing and grow food , right? = to survive. So what do you WANT to do ? - have lots of loot around so you can collect it up (for fast gear-up) so it's easy to PVP, or stone-knife it & eat apples and fish to survive ? If there is not a lot of loot, then what type loot are you looking for and what will you do with it? Do you want more tins and can-openers? or you want more AK's and rounds? And if you are well fed in a base with your buddies all kitted up, what do you expect to do except jaw, joke and PVP ?.. Hey, you don't like your relationship with zombies - check it out, zombies are always too hard or too easy or not enough or too many, read back the forum .. but apart from that what are you looking for in the game? A base full of food and gear you can sit in and not PVP ? Or did I miss the point ? Is this a "collecting game", or a "survival game", or a "pvp game", or a "club meeting" social game ?? or something else ? .. thanx ..
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The original "end game" of DayZ was to die. - that's all - The point of the game was to survive as long as possible in an environment that was aiming to kill you at any and every moment. People who stayed alive a couple of days felt proud of it. You counted your survival in hours or even in dozens of hours, but the game killed you sooner or later, usually sooner. = And Restart at ZERO. = Then the "idea " of an <endgame> (.. just iike other games.. ) started creeping in, hey, so - you would have bases, and hang out with your buddies, and cars, and gear, and keep your stuff, they would guard it, and you have stashes, and if ( - just "if" - ) you die - who cares? what's the difference, no problem - in 40 mins you are back geared up with all your buddies and same stuff and same stashes, no need to SUFFER and hide and run and STRUGGLE and crawl and starve any more .. The RULE is, as soon as you have ANY game where you EXPECT to have plenty of gear and a truck and some stashes and tents, and THAT is what and where you play nearly ALL the time - then one day it must get boring. It can't do anything else. It has nowhere else to GO. Hell, if you could build airports and underground concrete complexes and tower blocks and submarines, then once you HAD that stuff at your "base" you'd be back in ENDGAME and hanging out, and the game would get boring after a week or a month .... It doesn't matter how much "endgame" STUFF you have, you will reach that point where you have DONE it 3 times or 15 times or 108 times and you HAVE that stuff when you log in and you keep most of it when you respawn .. The exciting part has GONE ... this is why there are NO games that anyone has EVER played several days a week for 20 years, and never will be .. a game like that is just =Facebook= after all.. That's why DayZ was so interesting when the ONLY endgame was to DIE. Start with NOTHING and avoid DEATH as long as you can. That's all. Everything else is accessory. Keeping accessories is boring. - You want stress? - Make ALL the servers honestly 100% public, so the game becomes nasty and dangerous again for EVERYONE. That might work. - xx pilgrim
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Emu babe, dude, hi !!! (bus jumper) !! The "official public servers" are servers that have NOT been hired out by the SP and have no admin; As soon as someone hires one, they are scrubbed out and become "either public OR private" servers WITH an admin (the guy who hired the server). The process of hiring a server is just about TOTALLY automatic and no one at the SP even knows if one DayZ instance is public today, private today, or loaded up and waiting to be hired (with people already playing on it) today .. Unfortunately the SPs have no obligation to keep the SAME "unhired" instances open. They had an obligation to have one public server at their own expense open for every X examples hired out - but "at their own expense" means exactly the same as "not hired out yet".. Every time they THEMSELVEs hire more physical server space they install more DayZ instances, and hire them out as buyers turn up. So as long as Some server instances SOMEWHERE are still un-hired they are "inside the agreed rules". Also if someone stops paying for a DayZ instance it becomes "un-hired" so it is scrubbed and hey presto it is one more "official public server" = unhired with no paying admin . So there is always a pool of unhired = "official public" servers. = SO "unhired" and "official public server" = MEANS the same thing. So you play on an official server until someone hires it and your stuff is scrubbbed and no agreement is broken because somewhere ELSE some other dude just stopped hiring his instance, so THAT is now an "official public unhired server" for the moment. OK - your tents and your gear are all gone because the server you were on has been hired to a paying customer, scrubbed clean, and he is the admin from now on - but that's all. It is an automatic process. We knew this more than a year ago - when persistence started the complaints started. The SPs stated categorically it is NOT their problem. The are CAST IRON on that. I have not heard of any change since then. Maybe I missed something? The original agreement between BI and the selected SPs on <<the agreed numbers of "official" open servers provided at the SPs expense>> has dropped into oblivion. No one mentions it any more. but - I'll say it again - Maybe I missed something? Point out what I got wrong and I'll apologize here in caps and post a photo of my shiny metal ass in drag. xxp
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Yes sorry you are exactly right FM .. it was DX10 that was "kind of missed" out of the series.; Sorry AMON, my mistake. - Your card itself should be good for the new DayZ, even though it is medium level. So DONT throw it away, Find out what is stopping it from giving you a reasonable view. Go to the RADEON site - downloads - and look for the automatic check that will tell you if your drivers are up to date. On your laptop open the Radeon software and make sure all the <3D application settings> are set on <use application settings>. Then start with low settings in the game. Try turning off options that can be turned off, just one at a time, to see if there is one particular function that is messing up your view. I am still on Win 7 (it's good) so i can't give more advice. There was a heap of advice on DX9 settings before we moved to DX11 - maybe someone else has the same problem now? [ed] I see you got the solution - All Good.
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What kind of laptop ? - update your drivers, turn down all the ingame settings to moderate values and start from there. Make sure your ATI software is not overriding the game settings. BUT NOTE DayZ is Direct X 12 now. Possibly your Direct X 11 card just can't deal with it?
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I seem to remember a time when the "not-zombies" COULD knock you down, back in the Mod, and it was around then that they also infected you with bad scratch/bite wounds that needed antibiotics IF you survived.. and it was HAIRY, really... you hardly ever had time to stand up again before they broke your legs and ate your liver... (or did I imagine that?) [ ps by NZs I mean NPNZs of course.. ] Damn, I LIKED those mod Zombies, they walked around like they were really GOING somewhere, if you lay flat and didn't move they might walk past 4 feet away and not spot you, if you made a sound they HEARD you, they had lousy tracking so their speed was double up and you could dodge and they kept coming, the mil pilots at the helicrashes were brill, and you never REALLY knew if one might stagger into your camp in the forest at 2am while you were boiling your drinking water in an old empty bean can. They were a FUNKY POPULATION, ya know? - even now I still HATE that fat farmer dude.
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Just about military bases.. Was suggested LONG AGO that BI could give each military base an invisible "perimiter" of maybe a klick (or two) If you log out INSIDE that perimeter - when you log back you arrive at a random spawn place anywhere on the map like a new-spawn. * 1 ) Makes hopping a LOT less interesting.. a WHOLE HEAP less interesting.. right? 2 ) Makes FIREFIGHTS in military buildings and mil areas MORE interesting, because if a team or a guy is pinned down in a building - they won't just log wile you are wondering-if-they-are-still-there-or-should-you-rush-the-building, because a log out will be a total BAIL OUT for them. Even if you don't catch their bodies logging out, they will still be scattered all over the map next time they log in. So firefights and defensive positions and snipers and raids will have a lot more INFLUENCE and INPUT to what happens around military bases. Those areas will be more SERIOUS to go to - This is true if you want bigger risks, or team movement, or boss loot, or careful solo planning, or just fewer dumb hopper events. OBVIOUSLY any group hopping has a stash somewhere on one server.. they hop, hop again, anything good goes back to the stash.. if they are caught, they leave one guy to cover and Hop Out..; no loss. Same for a solo hopper - You catch the guy one ONE server and shoot him - so what?.. he looses one gun, he already gained three, he has been doing this for 3 hours on every server he can find and only been killed 2 times, he already has +7 rifles back home. * Underlying this idea, is the BASIC idea that BI HAVE the power to alter their OWN map and their OWN spawn points, and their loot distribution, and THEY OWN the player database. They know what each player is carrying and WHERE they are and where they came from. If a mil base is a good place to look for loot, then make the players WALK a reasonable distance to GET there .. then that player wont find 155 hoppers already went through in the last half hour. But he might =probably= find some other serious people around. BI have told us they CAN do nothing about kick servers. The SPs have told us they WILL do nothing about kick servers. The original BI-agreement about public servers has "vanished" and from the start had obvious flaws the SPs exploited (even when it's existence was still mentioned). And no one does anything about hoppers (except shoot them) which changes NOTHING. So the way to go is - BI TAKE CONTROL and invent the GAMEPLAY rules for loot distribution AND action - so that different types of players GET their kicks. EASY STARTER suggestion - if you log out inside this ZONE you log back <anywhere on the map> NOT in the same place on the next server. BI seek ways to regain control of gameplay = OR = BI has already decided that DayZ will be 100% a Private and Modder game - so BI doesn't have to even think about it. Then it is not their problem. XXP
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So If I collect tents on a server, bringing them from other public servers I will have more and more tents - If I fill them with loot from other public servers I will have more and more loot... On those other servers loot will spawn to replace the loot I am stockpiling on "my" server. And I can collect loot from this server too, where i have a load of tents. So my question is - how MANY tents full of "loot X "do I need on 'my' stockpile server before the "loot X" starts vanishing from inside the tents? And how many tents before the tents start vanishing? I don't think this happens. Am I wrong? And how many tents full of "loot X" do I need on 'my' server here before NO "loot X" spawns at all ANYWHERE on this whole server because the <finite amount> is ALREADY in my tents? This is why "=some=" server admins prefer to pay LESS to run a public server where they can stockpile, and kick anyone who tries to join it. There is in fact no sanction against this play. Those groups are playing a TOTALLY different game to the game on private servers. - I am only ASKING because the subject came up (-again-) so AM I WRONG? Someone has a skewed idea of how the <Central Loot Economy> works. I'm only a guy passing in the street but I don't THINK it is me that has misunderstood. xxP
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You are right of course it is just instinct - when I'm in a fight (especially with maybe 3 or 5 of them) I DO kind of shout - << die die damn zombie die >> - etc. I DONT shout <<die die you innocent yet ravening victim of a dreadful worldwide plague that has devastated your otherwise unimpeachable and previously peaceful life you poor infected fellow being still definitely always worthy of my sympathy yet unfortunately - DIE ya fragging Zombie - and please stop ripping my pants into useless shreds, because given the choice, you get the axe and i keep the pants, sorry old chap">> - I KNOW this makes me a BAD person.. xxP
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1st person perspective only (Message to devs)
pilgrim* replied to cs_wolf's topic in General Discussion
To host "Public" servers SAFELY you need someone who: 1) Is available, 2) has the right, 3) gives a damn BI & the SPs have both DELIBERATELY made it clear - that IS NOT them. An easy +50% of the player base today DEPENDS on misuse of public servers for their game-play structure. This is WHY they play. I mean they NEED public severs to be kick server bases. They NEED to misuse the spawn mechanism, They WANT to play on the high pop Public CoD servers when they are geared up. This leaves a few low pop (1st or 3d person) honest public servers for the hoppers to go their rounds. 1st person Public servers might possibly suffer less from hoppers - because they can't find them, I guess? Got it! -
well.. if it LOOKS LIKE a zomb and ACTS like a ZOMB.. ya know?.. no one is calling this game <Day'Fected> or< Day-UnfortunateVictim> as far as I noticed.. hope i'm not causing any controversy by using the fireaxe shouting "die! die! damn zombie, die!".. I'm not intending to be insulting.
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I often thought one a big advantage of weight/stamina is because of the zombs.. So if you have a heavy backpack, a lot of gear, they run FASTER than you - so you have to drop your pack to escape, and they might also gather around on the pack and leave you alone.. (maybe try to go back and pick it up later when things calm down) Even better - if there are two or three of you, the one with the most stuff will fall behind, so you can either stop to help him, or you can outrun him, knowing that his sacrifice is saving your ass. * It will be GREAT to see zombs REALLY back in the game. In the MOD I have been trapped under a heap of dead zombies I killed with an axe (I was cornered, leg broken, I just kept FIGHTING). I had to wait untll they despawned before I could get out from under the heap and crawl away. * *ps "zombs" is only a slang word, our calling name for "infected".. we just CALL them Zombies.. I don't want to be misunderstood. I know they are nice people really and it's not their fault. I try to be politically correct but <that word> just pops out. So I apologize to any zombies reading this (..oops)
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are there now more infected than animals in this game or is it about 50-50 ? ps - I bite (I aint a zombie .. infected maybe, but zombie - nope)
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Yes - I started when the mod came out, then I was reading THIS forum for a year or so before I got round to signing in.. so , yep, from the start, I guess.. and I REMEMBER most of the arguments and the posts I read, and the updates.. I don't have to "research it" - But IF YOU LIKE, check back and find when people first began noticing/commenting how the number of TREES was being reduced (that's just a little EASY one to check if you are up to speed). OK - end of tit for tat. Who cares about trees, it was just a random example. Let's be friends about this, even, if we disagree. DESIGN-LEADERSHIP My take is this - and I mean NO insult or harm to anyone - this is Only a point of view := Hicks is central in a development team and he has a different personality to "whoever was the previous key developer". To exaggerate - this is the difference between "doing a good organizational job" and "following a crazy brilliant vision" - My point is that for DayZ to stand out you have to have both. That's difficult. Does anyone reading this think maybe it is impossible ? (just wondering) I am ALSO not insulting any teams of designers or programmers - ok? - For instance Zombies used to play a BIG ROLE in the original game, now they DONT - is that the fault of the graphic artists or of the coders?.. Nope.. There are some good looking wild animals in DayZ that act in a - er - "reasonably interesting" manner - does that mean DAyZ is a hunting game?.. NOPE it don't. GAME DESIGN It would take a great deal of game DESIGN to put any kind of half-realistic hunting into DayZ.. and the graphic artists and the programmers do NOT DO game design, - in fact they ONLY DO what they are told to do by the game designers (as much as they can). Same for the Zombies - Do you think they are NOT important in the game anymore because the artists and programmers had a meeting and decided zombies were boring? NOPE.. So yes - I have noticed WHO, and WHY, and WHAT WAS SAID. I notice a LOT. And I have also noticed what was LEFT UNSAID.. and I even noticed when it was DELIBERATELY left unsaid, (And sometimes the conversation never took place, and some statements were glossed over, and sometimes the threads on this forum were closed, etc etc ). BI are fair and open compared to nearly ALL other games developers, BUT they would SELL better if they PAID a PR team to add some PRO SPIN and use flash glossy ads to paper the cracks. (there are cracks). PUBLIC RELATIONS I have made many comments of my own, in 5 years, and I'm not dumb, I KNOW plenty of folk disagree, or only half agree, or think Im 1000% worthless, But I have a good grip on what HAS happened and what has NOT.. what is said, and what is left unsaid, and what is crossed out on purpose, If you read the forums closely you will SPOT the things that are NOT mentioned. Yo !! - Volcanogod - have you TRIED hunting as an activity in DayZ? - You will quickly learn the strengths and weaknesses of that part of the game.. Hunting the way it is done in DayZ, is written by "the Expert Hunting Game Team"?? - Really? - So go find THAT game THOSE Experts wrote, and compare it to hunting in DayZ - Ask yourself, "If this is the same TEAM doing this stuff, how come it is so different in DayZ?? Strange hu? Must be something to do with Design Decision? DIRECTION - MONETIZATION - TARGETING This is just my take on development - on the REAL Design Decisions (and problems) not on the <<except for some bugs everything is better than expected>> quotes. I mean where the game is in fact GOING .. No axe to grind and no offence to anyone. xxxP
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I agree with that !! I was also saying that you can't have long lasting "realistic" gear - like eg a backpack with 2 bullet holes that lasts you 5 years of play - If you do there is no incentive to find survival loot or make your own gear because everything lasts for 'months', so that would take the constant stress of continuous "survival" out of the game. - AND there is even MORE incentive to shoot someone else and take their gear.. it won't be damaged. There is still 100% the problem of "public" kick servers. And the problem that you can store 300 AKs in your tents and barrels, and they go right on spawning on the server at the same rate as ever, because they are "stored and carried" - that gear is not counted in the spawn rate. BI has abandoned the kick server exploit problem and will not / and can not/ do anything about those. But it has complete control over it's own uber-server, and can change the spawn rules as it likes. But finally - bottom line - I think BI has an ARmA attitude built-in from way back. I think they cant help it? (even subconscious?).. OK they put in some (to be fair) clumsy and unrealistic boar AI and some deer .< no one consulted any survival experts or manuals, only weapons experts and arms collections>.. But there is a BOW you can make from a STICK plus some string (and wow it actually works, slightly!) .. and snares, and even a Very Very simple fishing-game -for-kids too!) .. So that's sorted out the backwoods survivalists - Now lets get back to adding dozens or hundreds of Realistic Famous WEAPON Types and Variants so people can shoot each other in MANY ways, and learn their calibers by heart like in the REAL world, and firefight wearing our extensive mix-and-match Uniforms-of-the-World collection. They are dealing with a mass market (and "mass" and "average player" and "standard" are kind of similar ideas, right?) ..no insult intended - kids buy FPS - they grew up with it.. So BI fall back on what they know, bit by bit.. can't blame them - but the Original CENTRAL IDEA of the game that made it very unusual and ACTUALLY 100% << dangerous >> has ... .. faded away, xxP