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Everything posted by pilgrim*
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
pilgrim* replied to scriptfactory's topic in General Discussion
hhmm.. I dunno.. where does it tell you on an AK74 what kind of ammo to use? - some do some dont, depends where it was made - might stamped in Chinese? (but not if you found it in Chernarus) or where's that info on a Longhorn, or on an ex Soviet Union IZH 12-bore, or on a Mosin, or even an M4? - is there is a standard "what kind of ammo you need" notice? {no} .. So perhaps what's on the weapon is what you should see in the description? eg: OK - These are the importers marks on a USA Mosin, required by USA law (..for the USA) So you definitly won't find them on a Chernarus Mosin in DayZ What would you find? ... if you knew where to look? (...and if you knew what it meant when you saw it?) xx edit: if in doubt about a Mosin - ask the girls: [example: check through ALL the AK photos in http://www.avtomats-in-action.com/proindex.html and see if you can find any reference to caliber or other info writtten, stampled whatever, on any of these 50 detailed gun photos, EXCEPT a USA importers required statement, which is added to civilian-sale weapon, by law, when it is imported into USA] -
Suggestion for putting a pistol in your pants as a holster...
pilgrim* replied to .joeys's topic in Suggestions
For most real pistols and most real jackets or pants, carrying the gun in an ordinary pocket is an incredibly bad idea. It weighs far too much to hang in a pocket, it pulls your clothes around. Try it with any metal object the same weight as a revolver. You cant get it out, it catches in the lining. I mean - it really gets STUCK, ya know? It's hell. It's the last thing you need in a firefight. -
I agree Already you see how many playes are on the server before you log in - enough to think "high pop/low pop" so you can already decide what kind of game you want before you join It's real exciting, on a server of say 8-10 players, to decide to go into town and suddenly see 12 new players log in, with six or seven of them carrying the same team tag.. wow..it changes your attitude. BUT it is totally Meta-Gaming I have to agree about that. The less info visible about other players, the better. Then whatever you run into is... gameplay. [you perhaps should mention this on scriptfactory's vote thread ? https://forums.dayzgame.com/index.php?/topic/229590-understanding-realism-in-computer-games-through-phenomenology-dayz-discussion/#entry2313410 ] xx
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
pilgrim* replied to scriptfactory's topic in General Discussion
map exploration ? => DayZ is weighted to encourage deathmatch. scriptfactory: Auto-exploration is a poor game mechanism. with auto you can run around at random and the map fills in as you go, this is low-level play IMO. If DayZ is anti-game then this mechanism is anti-DayZ. Can't do much about players knowing the map from playing it for a long time, but you can help less experienced players into more immersion. - DayZ was exciting when it was unknown territory - I had an ideal Electro was south of Cherno, getting lost was normal. Finding an in-game map and compass was a major survival aid. A single full map of Chernarus in-game as loot is necessary for new and semi-experienced players (60%-80% of players?) to encourage movement. Requirements for movement to maintain the DayZ "anti-game" tradition are vital (ie - the desire/necessity to move across the map). Plus, the standard setup of a modern gaming rig has changed expectations enormously in the years sincethe DayZ concept began with the Mod. result - DayZ is weighted to encourage team deathmatch: Here's why .. -
"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
pilgrim* replied to scriptfactory's topic in General Discussion
I understand your argument. It's an interesting reply. The problem you are trying to work around, as I view it - (fairly nerd also) Put it terms of the film industry, the problem is easier to see - because it's an older branch of "entertainment / creativity / monetization" - and the end-product and delivery structure is more easily understood You can have either a film that is Blockbuster or a film that is Cult - but not both Good luck with this. I'm interested that people are thinking it through. As you know, in the media world - the current generation of distributors, being tech based with no content-production experience - are looking for max monetization for minimum investment in creativity. To feed them, the standard production-end investment solution/deal at present is spend 70-80% on advertizing and 30-20% on creation, ie Blockbuster. = derivative but playable ? .. & short product life -
"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
pilgrim* replied to scriptfactory's topic in General Discussion
Yes that's interesting - maybe survivors should not be told so much about guns (for instance) - why would they know what type of ammo this gun takes without trying and learning from experience ? -
"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
pilgrim* replied to scriptfactory's topic in General Discussion
What brings you out of the DayZ experience? => STRESS ( they used to call it 'battle fatigue', 'survival stress' ) [edit:*note on research methodology: Recall and description of events are always a mix of factual traces of sensory information overlaid with emotions, mingled with interpretation and "filled in" with imaginings. Thus there should always be skepticism about the validity of a report from memory as evidence of factual detail. Eye-witness reports are notoriously unreliable. eg: Perhaps the player who says "bad movement" breaks immersion, would say the same even if the movement was improved, or would find some other reason to dislike the game, or blames the fact that he got shot on "bad movement" rather than admit the cause is his own inexperience or his poor gameplay. He will believe that his excuse "happened" and describe it as causal. The "memory <-> excuse" paradigm is valid even in games such as chess with rigorous rules.] edit edit: sorry scriptfactory I'm just being a smart dick, but it would be interesting to know how you could set up a control. I think you've got a rating in this area, so - if you made a statistical sweep of players and took out everything they said they didn't like, and put in everything they said they did like, wouldn't you end up with a crap game that nobody played? -
I was pleased and amazed when I first found out that the sun and stars really work for navigation in DayZ. In the DayZ Mod, the clocks on all the school buildings and civic buildings told the real in-game time. The Brit SAS say it shorter: "sun by day, star by night, and don't use a compass when you're standing by a truck" In DayZ SA the compass isn't attracted to iron. The SAS also say "if you can't peel it boil it, and don't put anything in your mouth that is bigger than your head" xx pilgrim
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You say: "2GB Vid Card 960gx NVIDIA" do you mean: GeForce GTX 960 2GB ? GeForce says- specs: Power Consumption "With a rated board TDP of 120W, it requires at least a 400W PSU with one available 6-pin connector. " any help? xx pilgrim
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Yep, at 5 to 15 yards a ghillie can hide even in DayZ. (Here's a DayZ close-distance ghillie photo - very nice wallpaper photo, proves the point that DayZ ghillies *can* be helpful *maybe* at 10 feet in DayZ. Good screenshot!: Perhaps someone has in-game examples taken from 30 or 50 yards?) http://www.dailymail.co.uk/news/article-2561773/Spot-snipers-artists-amazing-collection-photos-hidden-gunmen-blending-various-landscapes.html I thought the Real Life photos didn't need any comment, the reason for linking them is is so obvious: The photographer explains that he's taken photos of in-training German army snipers from a very close distance (which doesn't normally happen, that's the whole point of snipers) and you already know the ghillie is there somewhere in the photo - that's why he's taken the photo. As the journalist says "chances are that if you're close enough to notice them, it's already too late". Journalists like to be dramatic - in fact if you're close enough to notice them, you've already been dead for 15 minutes. BUT these are sniper ghillies in real life. This is exactly not how it happens in the game - In DayZ if you walked away from these snipers, the further away you are go, the easier to see them. You *might not* see them in the game at 10 or even 15 yards but go back to 50 yards and they'll be standing out there naked, looking completely stupid. In DayZ literally you can spot them from a mile off. So check out the RL photos where the snipers are hidden in the middle distance, for instance in fields (at cant-miss zero-range for the sniper). In DayZ they would not be hidden at all - totally the opposite of what ghillies are for, completely the opposite of how they work IRL. *** Is anyone up for a DayZ "spot the ghillie" contest ? Take a screenshot from middle-distance of a ghillie, for the forum, see if players can spot him? Or if any players can't spot him? xx
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Is it worth buying Dayz standalone yet? [With Developer responses]
pilgrim* replied to Blade4777980's topic in General Discussion
what's the hurry ? -
- what I was saying about middle-distance ghillie suits in DayZ - how well they show up ? spot the sniper http://www.dailymail.co.uk/news/article-2561773/Spot-snipers-artists-amazing-collection-photos-hidden-gunmen-blending-various-landscapes.html the photos are from a Simon Menner project
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q.S said: << ..//..I completely agree on the anti-game mentality, but ultimately (as in life) the player is bound by a specific set of rules. .. //.. My comment with the compass was despite it being a powerful tool, the player is forced to use it in a handicapped fashion, ..//.. it cannot be combined with other information systems so as to realise the true potential of the item. [sic - Pilgrim] ..//.. If the compass is just to be a knick knack to carry around in your pocket for RP purposes, great, but don't give me the illusion that it's a functional item. ..//.. the bastard is pointing at me. [ok, this I understand- Pilgrim] >> I never had any probs with the in-game compass.. but... whatever... A MORAL TALE The Moral of the Tale The Moral of the Moral For an explanation of "compasses" and what is happening to "compasses and players" ATM in the game, read through the linked thread here - a wonderful example of "players in a game" (we do need BOTH, right, for either to exist). Check it out - you see why it is critical that these problems continue in DayZ? https://forums.dayzgame.com/index.php?/topic/228517-the-compass-to-map-ratio/#entry2302302 xx
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Nah HardCoreGamer44 welcome to the GAME, dude..- dont worry about Guppy the DayZ Surgeon he's just boasting Plenty of those ears aren't in pairs at ALL. I know for a fact after he helped out Boneboys and and Kichilron they've BOTH still got one ear each, not on the same side of the head, but IMO that doesn't count as a pair for Guppy. And SausageKingofChicago I couldn't swear to, because .. well I just thought he probably had naturally stumpy little .. kinda .. ya know? .. whatever... (I didn't ask) but one of them is def larger than the other, and it's on his head so I guess that's his ear? In fact - now I think of it - a lot of players in this game have a problem knowing where sounds are coming from. You ever noticed that? hu? speak up ... what? ================== Seriously dude, HardcoreG44 - (maybe you know this) If you use the advanced search on this DayZ forum (the little cogwheel located just to the right of the search bar) and then look for "guide" in 'only in the title' of a topic, you'll find a few dozens of threads of guides and ideas useful to beginners- more than Guppy has ears - on all kinds of topics.. Most of them are a little out of date.. some of them are very old, but many are useful for good info on basics and neat tricks.. Ella's Standalone Guide used to be the best IMO, even if things have moved on... Anyway, search for threads with "Guide" in the title and you'll find plenty of info and vids - some things are really not obvious to work out for yourself in the game.. Then also read up with the discussions on the latest patches, because new stuff and new crafting turns up, and some old methods are taken out, each patch . People seem to write less "howtos" than they used to, even though crafting and other stuff is getting more complicated.. These are some examples of Beginners Guides that I think are interesting: (if you're into Wilderness, Tatanko is the best)... there are many others, this is just a pick of one or two: Ella's Standalone Guide Tatanko's Hunting Guide Guide to Looting Tatanko's Guide to Wilderness Survival Hypothermia Guide (0.49) Bow Handling Guide - Anyone know what is the best Guide to Sniping ATM ? - making Fire & Cooking ? - Best Beginners guide to getting Off the Beach ? - Best Melee Weapons ? - or any suggestions for up-to-date beginners guides about a hundred other things? Like - making a flint knife isn't something you're going to guess how to do in the game, (you just happen to be banging rocks together ?) unless you find it on youtube, or on the forum here, or some player tells you... right ? xx pilgrim
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Ask Guppy to show you his collection of thumbs and ears sometime - I met him last year he already had maybe 30 or 50 of them, all different sizes. But sometimes hes fine. He helped me out - depends what mood he's in. xx :)
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Not disagreeing at all q. S. Sachiel but .. first off (before "how a compass is supposed to be used") I want to say the most important thing Everyone has to remember that DayZ is an Anti-Game Anti-Game was - and is - the whole point since the start of the Mod... Anti-Game = you cant win, you cant gain levels, you cant learn skills, no quest, there's no plot and no destination - it was Made to be like that You do what you like. In fact you have got to do what you like because there aint any direction or aim given you. = ZILTCH = . That's what this game is for and that's why it was made. ANTI-GAME Now, remember its an anti game and think "what is the loot for?" Does anyone remember the razors and the toilet-paper loot lying around in the Mod ?... they didn't serve for anything at all.You could not cut with the razor or use it for anything at all - you couldn't burn the toilet roll or wipe your ass = 100% useless. (heh, one joke I heard was, you wrap the toilet paper round your head to be a bandit) Those loots were mixed in with a lot of random loot that might be useful for all kinds of stuff - and now is SA there is a much wider variety of loot.. ALL kinds of stuff, and plenty of the various loot can be used in different ways too. All this is in-game to HELP you do what you like - really tons of stuff (more than 1.5 million things you can interact with per server?) - in fact ALL that exists in DayZ SA is a map and ton of stuff. There aint nothing else, no 'patient zero', no storyline, no objective, NO MEANING. Zero "REASON" to play. All the whole gameplay you have to totally make up for yourself. EVERY BIT of that loot, map, stuff, is completely useless to one player, and life-or-death useful to another player - it totally depends how you play. If some guy wants an Ashwood Stick and a Bible so he can go around being Moses - you CANT say he's playing wrong. He's playing DayZ SA just the same-same as you are. You will meet him one day. OK - yes - if he could also hit people with the Bible as well as his Stick, or throw the Book at them, maybe that would be more interesting because it would be even one MORE thing that you can do in the game. So it's normal ATM that every time something is added/changed in the development, probably most of the players don't find any great use for it.. but maybe they will tomorrow...and other players already decide its a great addition.. maybe the netting you need to build your ghillie now, by tomorrow you can use it as camo netting to hide your tent ... As for the compass - and any equipment in general - In ARMA 3 you should expect the compass to work because it's a military issue compass. Me here at home I have 3 compasses lying around that are all 3 pretty crap.. If I needed to use one in the mountains I'd feel much more secure if I checked the compass with the sun first, or checked it using mechanical watch (with hands) I would never rely on it straight off (in fact I wouldn't believe with my life any-way, for any reason, it's normally just another check is all). Plenty of shop store compasses are like that.. IRL you learn never to use one standing anywhere close to a car (first off) and then you find out how often they jam, how they point at the pistol in your pocket, or the nails in a wooden table (under your map) or an old door-hinge, or the pickaxe on your back etc, or often they can only give you a best of 10-15° around North even on a good day if you shake them around and average out 3 or 4 sightings .. so if the dayZ compass is a pretty crap compass - so what ?.. you found a cheap, crap compass, just like you can find a cheap plastic bottle.. do you really need a brand new 600 dollar military grade shielded compass with a digital readout ? .. you were washed up on a beach, you didnt drop in HALO with everything functioning, top quality, new and triple checked. Here's an example ( I'm not criticizing you, you could be RIGHT for the reasons I'm trying to explain) - Instead of complaining about the compass, why not be real pleased and happy that you never have to sight-in that random thrown-away automatic rifle you just found? HOW can you trust any gun to shoot straight when you just found it? = you CANT.. On the other hand, if you think an improved compass design in the game will make for a better game - for the players - (not just "easier" I mean "more fun, more immersion" )or you think guns should shoot way off center until you fix them, to make a better game for the players ("more fun, more immersion") - then that's very cool, propose that stuff. Hey - you can sugest 1 loot = "10 cent giveaway keyring compass", or 1 loot = 'boy scout cheap compass', and 1 loot = 'high grade military compass', or even 1 loot = 'wristwatch with mapless GPS direction finder', or 1 loot = 'a battery powered homing signal that always points to Green Mountain' ... whatever could make the game more fun for players who might probably play VERY differently to you. For me ATM - I don't mind about guns that ALWAYS shoot straight wherever you find them, and telescopic sights that are always perfectly zeroed (sure, it's an unrealistic totally crazy idea, you just clip on a scope you found, takes 3 seconds, and wow, you can hit a fly 400 yards away?, .. nnnahh.... but I personally don't mind that ATM), but I DO think compasses that are difficult to use and maybe don't work to well, are pretty cool in fact.... So if you look from this angle you see there is nothing in the game that "does not serve it's purpose" - it might be a pain in the neck, but some players will find it really useful exactly when others will throw it away or get pissed off, There's nothing ATM "not functional" except in the process of development (like the zombies for instance). Just remember this is an ANTI-GAME, and THAT IS the point of the game. The game is not to be the "most battle-ready" private. - but sure you can do that too if you want, there's space for everyone. Be warned though,if you fail "woodcraft and survival" you're not excused because your compass "didn"t work properly". I'm beginning to think the "mil freaks" (I used to call them) who wanted sighting-in of weapons as part of the game - maybe they were right - probably you SHOULD have to fire 10-20 shots from a long range weapon before you could even start hitting close to target. Easy to implement in-game: you fire twenty rounds and get message "your scope is ranged in". It's simplistic, but might add a bit to the gameplay? What you say about rarity and scarcity; and the emotion that it invokes in other players - is important in the game - specially for players who play differently to you. You are 100% right on that , q.S. - across the board not just for ghillies - it could also include a zeroed scope, for instance. Any way of living in DayZ evokes emotion in other players who live differently. And rarity depends how much you want it, right? I don't want an M4 so I really don't care how rare they are, so long as no one's shooting one at me. Then I get emotional. And I DO think ghillie wearers should have some definite mid-range advantage from wearing that stuff... but how to do that, is open to discussion.. But the compass... do not blindly trust it dude, find out how to use it, what it's not good for, how it can sent you wrong, And check it out first, Line it on the sun at a known hour, or on the pole star. You don't know where it's been. It's a DayZ compass, not state of the art, it might have been lying on a metal garage rack, or on top of an engine block, or in a draw with a box of nails for the last 5 years...and the last owner probably paid 4 dollars for it anyway. xx
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I got attacked by a zombie yesterday 07/Oct/2015 about 10pm UTC and beat him to death with a sledgehammer. I swear I really believed they were out of this patch. Now I understand that there just aren't many of them, or perhaps there was only one? So I may have killed the last zombie in DayZ. I truly apologize for this.I feel bad (what can I say?) I would have left him free to roam if I'd known he was the only one on the map, but he growled behind me unexpectedly, and I'm afraid I whacked him. Sorry. A while ago I used to hate them, Really - Hate - But yesterday ..uh..it was just 1 ragged infected skinny guy in an old brown jacket lying there in a heap, dead and .. then he faded away... I hope all his 16 Family and his 133 workmates and his Grandparents and his 26 drinking buddies, and his 10 mad brother's in law, and all their hoodlum mates and escaped-from-jail underworld uncles, and their death-squad military contacts, and raving-lunatic-pitchfork-killer farmer hillbillies, and their crawling hopping halfwit sons, and crazy eyeball-eating little old schoolteacher ladies too, and every out-of-work hungry diseased butcher with a cleaver..- I hope they ALL Come Back and get HORRIBLE REVENGE get well soon, zombies xx
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? sound British ? ? sound BRITISH ?? xx
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Day Z as it should be : The Earth Abides
pilgrim* replied to Whyherro123's topic in General Discussion
Yes - sorry Schlake, I was kidding around a bit. Also I was a bit obscure and ironic, sorry. I should have been more clear. The real trick for DayZ to work, is to keep a balance between PvP tournaments and "hard" survivalist gaming, with some players interested in one end, some players interested in the other end. ATM If you want PvP you have to "survive" = bandage wounds, eat and drink, find ammo, etc, just to be able to play the military PvP clan battle game Also if you want to hunt, fish, make stuff with a flint and cowguts, you still have to protect yourself with weapons and ammo, go into town sometimes, and be ready for any bandits or PvP geared-up players turning up in a truckload or two. So the ideal would be: - At one end you could live out in the woods, make everything from scratch, and never see another player the whole game (but you might get sniped by a KoS anyway, or meet a PvP pro squad) - At the other end you could PvP as much as you like, live your whole game-life in your fave deathmatch area (but you still have to find gear and weapons and food.. and not get too wet) - AND you could if you want play your game anywhere in between those two extremes. And change your playstyle to any balance between those two, whenever you feel. The map's big enough for both, but there are a couple of problems coming up (IMO): - IMO there is too much urbanization now - all through the Mod and at the start of SA, you knew where you could find miles of wild lonely woods, and also you knew exactly where to go if you wanted a fight. It's a pity there are no longer whole BIG areas of wilderness, because if there were, then players who wanted a hard-to-find base would put it out in the real sticks and also have to move distances overland to get their dose of PvP - Players who are in the game for PvP want military weapons and clothes - this is their expectation when they joined and they get pissed off when they can't get those easily - its a "player expectation", not "a fault in the game" - this is proved by games like - well, any fantasy PvP game you care to choose - you do not NEED an M4 to PvP, you can use spears, shotguns, sledgehammers, whatever.. but players who arrive from standard CoD and deathmatch games come to DayZ with that expectation (modern military hardcore). Perhaps they've been encouraged too much (maybe?) but those players are an important voice in DayZ, there are many of them. - Players who want "survival" find it too easy to survive ATM.. so I guess they want more 'hardcore' survival. But ya know, IRL "hardcore survival" there really ain't no such thing. IRL either you can make it and stay alive where there is food, protection, and the stuff you need (IF you are smart enough and know how the locality works) or there is not what you need... if it's minus 30 degrees at night and there is no game, no plants, then you're screwed, however well trained you are as a Real Life Survivalist.(sure you can survive a night or even a week, but you cant LIVE there, no way, you will 100% die). But if you can find seeds, make shelter and scavenge in towns for food and old blankets and bits of metal to make knives etc, then you can survive ("easily") - But that is post apocalypse survival, NOT "out on the tundra alone" survival. So the survival aspects of DayZ are a little too much "nature trail" = roughing it in a pretty, non-extreme, nice environment .. and not nearly enough "post apocalypse". eg no "survivalist" in their right minds would use flints for arrowheads if they could find an old hacksaw and fix a section of sharpened factory gate iron on the end of their wooden spear. So at present for the PvP players, scarce ammo is just making them nuts and they complain, it's not the game they signed up for. And for the survivalists, woodsmen, it's not a challenge it's just a habit once you've understood the parameters of the game and how each object works... the country is not going to dustbowl on you, it's never going to be minus 12 at night, there are no forest fires, the hunting season lasts 12 months, the apple trees always have apples all year round, and the major danger to your crops is a server restart - if you can't "survive" in this sweet temperate nature-trail country it's because you haven't noticed it's all laid on for you. Where the interest comes in - is in the spread of players and how they interact - the PvP dudes and the backwoods farmers, the total-fun players and the serious "I want to stay alive" players, the TS3 ARMA-style teams and the solo hillbillies, and the "I never speak" hawkeye hunters.. The moral of all this is - the more that is provided for the whole spread the more the game will work.. "the survivors" will have to fight more and the "fighters" will have to survive more. First thing to do - obvious - is Bring in the Zombies in a BIG way... that will even out the spread across all kinds of player. It was a basis of the game. Zombies were FIRST and PvP was Second in the original concept. Everybody had to survive, and surviving meant - first off - dealing with the zombies. Ya had to deal with other players too, but everyone had to deal with the zombs all the time. Second thing is - find a way to calm down the PvP players who expect 100% a PvP modern military game, and are convinced that collecting gear is a pain. Make adjustments to move hardcore PvP towards a multi-weapon event and not just an ARMA/deathmatch faceoff in one or two small well-known areas (and do it without loosing half the player-base). Third thing is - put a whole large area of wilderness into the game (or back into the game) . This will benefit both types of players, specially with tents, bases, vehicles - and maybe helicopters - coming in. [ - just to put it on record, because I doubt this will happen: if some players wanted real "hardcore" survival, have highlands up in one corner where terrain is difficult to travel and it is always below zero at night... so it's "really" hard to survive there, but with the advantage that fewer players would turn up in that area..] Fourth thing is - move the "survival aspects" from the already good 'wilderness' survival more towards "post apocalypse" survival. Add in the hundred things a real-life survivalist would do with recovered items from the ruins of society. Just examples - you can cook up a good meal on a trashcan lid, in an old can, or on any square of metal cut from a car bonnet/roof (also you can make a stash from a buried trashcan - I've seen this IRL) - you can make knives and gutting tools out of bits of recovered metal, you can cut with broken window-glass, find grinding wheels in wrecked factories, you can use an old blanket for 50 different things from backpack to bag to stash to tent to personal cape or hideout camo - [so strange there are no blankets in Chernarus after the end of civilization, that must be the only thing you can guarantee every house on the map must have 2 or 3 or more... but there ain't any] * OK - We know that all this stuff together can only be "realistic" inside the gameplay - you can't wait in the game for 3 whole game-time months for your crop to grow, and you can't in the game take a M4 round that incapacitates you - so you can stop the bleeding but you can't fight (for a day or a month), you can only crawl maybe, because you have a fractured scull, fractured pelvis or 4 broke ribs, So realism can only be inside the terms of the game, it has to be limited to 'game realism'. Surviving in the real wild can be shit-difficult and hard work, surviving in the ruins of a civilization can be easier than that, but still not "fun". Game PvP can be real exciting, but a real life assault on an enemy position ain't nowhere near that feeling. There are truly very few people who love the sensation of engaging an armed enemy, and not many who like living on the bare ground in a forest and eating grubs either. So "game-fun" has to be a limit at both ends of the game - the PvP end and the Survival end. For game "realism" things such as having to eat every game-hour, and getting "cold", "shaking" "starving" after 15 minutes, and being able to change a magazine directly from your backpack into your gun while under fire, and ... huh.. all those things (everyone can think of plenty) those are all acceptable as game-imitations of "reality" in a game-limited way.. because ... it's a game. Many can be improved but it's always got to be a game (for fun). If people like to wear raincoats to stop themselves dying from hypothermia, and people like to have gun-sights that are always zeroed, and everyone likes to run as fast as a sprinter in shorts, with a full backpack and a weapon and a pickaxe on their back ... then ok... ATM that's acceptable.. * As for Earth Abides (a good book back in it's time) - If you look at DayZ SA you see the real breakdown of society has already happened. I dont mean "the apocalypse" I mean that most everyone exploits game weaknesses, half the public servers are kick servers - (I got a "real" Battleye notice onscreen today from a public server saying Kicked from the game because "Not on Whitelist") - hey, public server? Seems like the general attitude is 'Me first and screw the Game". That can only end one way IMO. So the society has broken down, I mean the DayZ society, not even the in-game society, where there was never any idea of "cooperation to rebuild civilisation". The players of DayZ are already moving themselves into the Last Chapter. xx pilgrim -
Day Z as it should be : The Earth Abides
pilgrim* replied to Whyherro123's topic in General Discussion
You really have a thing about rain hu ? You know rain exists in real life too ? I think you don't want to admit it, but look deep into your soul - you know it to be true. Has no one ever told you that wearing a raincoat can cure you of this phobia ? [hey - don't take offense - I had to explain to my own son that Pingu really exists, At first he didn't believe me either, but now he's older - he understands] DayZ is in fact an online first person shooter the proof is all the exploiters running round the map to the exploit areas to get M4s and mags, and kicking each other off public servers so they can do it first. Why are they only collecting military guns and ammo ? People have a great fascination about killing with guns (it's a psychological thing like your own fear of rain except much more common) I've heard psychiatrists say the desire to kill is built into human nature from way back, heard others other say the gun fetish is due to a crap sex life, heard others say it's just kids who naturally want to murder their fathers but we won't let them. I don't know about any of that - I'm male, born well endowed, girls say I'm ok, got no firearms fetish IRL, don't have much of any urge to carry guns or any other weapons or even kill rabbits Can do If I have to - I'm not squeamish, ya know.. and don't mind getting wet either...I have faith in the existence of Pingu and I've spent nights in holes dug in the snow, but that's all just me .. If people didn't have this thing about killing other people, then most PvP games online would be tennis or football or chequers, or car racing, or skipping contests, but they aint. There is nothing in SA it that is not in "Earth Abides" - we have already reached the last chapter of "Earth Abides" in the DayZ SA game, except for the one difference that in SA new guns and ammo keep springing up out of the ground all the time for some reason. Remember in the last chapter of "Earth Abides" where all the public servers were join=kick and nobody cared about anyone else any more ? The community had broken down . That was just before the END. if I knew what "ultra hard core survival" meant, I could answer how "hard core" I'd like this game to be. - Do you mean "no guns" or do you mean "no rain" or do you mean no "join/kick" servers or do you mean no "love to hate", or do you mean something else? And why does "Hicks is a bandit" have something to do with this? I do KNOW that the loot-farmers and the exploiters and the public kickers are NOT running around storing up fishooks, and seeds for sure. Take the guns away, give players chunks of metal instead to hit each other, and you already got "Earth Abides". I'll survive anyway. And may Pingu have mercy on you all. xx pilgrim [edit:] I ought to point out , about "survival" and "community" - that if you have a group or a clan of 5 or 6 guys with TS, with guns and maybe a base to defend, fighting another 5 or 6 dudes with the same, it is NOT a community, it's not "life after the apocalypse" etc .... it's just a Team FPS game. -
Did I do something wrong? Sniping in the Airfield
pilgrim* replied to FrigginTommyNoble's topic in General Discussion
Good story ! Did you do wrong or did you do right ? You did one thing wrong for sure You had eyes on the dude and you followed him by sight, thinking about him, concentrating on him - how can you tell he didn't have a friend working some other part of the airfield? "You ran up to the body" If you do that, the next thing is - you get a bullet in the back. If you want loot you already know how to get loot - you're a lone wolf, you're fairly well equipped, you said yourself you have an AK already. If you want to kill, go to kill - snipe - see if someone else comes to that body. Lay low or change position, get quick away or move to other cover. Don't go out there yourself. If anything is going to happen it will be in the minute after he goes down. Various different player situations might be on around that area - if you go out to the body, anything happening will happen to YOU. About morality - work that out first before you bring your scope up on the target. Having those thoughts in your head while you're targeting will only mess up your aim. Very nice tale FTN - worth thinking about before AND after the action (you aint the first) but dont' think about it AT ALL when you're in the situation, that just gets you messed up, keep the doubts for camp while you're cooking up your beanz. beanz xx pilgrim -
Day Z as it should be : The Earth Abides
pilgrim* replied to Whyherro123's topic in General Discussion
? So I guess most people dont like DayZ ? -
Is this to do with logging out/in when you're in a house ? I gave up logging inside buildings because you're never sure what will happen when you log back - mainly you're ok, sometimes you're not, you can fall through (I guess) or end up in some strange place not even directly below you up to present, I always finally managed to get out by non-stop spamming run and jump, going at a corner joint between walls from different angles, but Ive spent hours doing this
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doesn't that kind of mess up your concealed carry ? on second thoughts ..no.. no - don't even suggest where you carry it...
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When you know you play too much Dayz :p
pilgrim* replied to [email protected]'s topic in General Discussion
Like I mentioned last year, I still sometimes get some rubberbanding while I'm driving the car home from work, but its a lot better than it was. Thanx for all the 'get well soon' cards xx still - when my girlfirend comes in and opens the door behind me while I'm playing it is a Good Thing my gun is virtual, or I swear to G - I WOULD shoot her