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Everything posted by Gank Moody
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What has been your biggest "I'm done" moment?
Gank Moody replied to aquamonkey's topic in General Discussion
Just got killed on top of the factory in Cherno. Had a character for a while and thought i would head back towards to coast to do a little PVP. First server i am in I manage to make it up to the top without any shots fire. 2 mins later appears a fresh spawn punching me. I kill him a log since he would probably be back any minute. Next server i get in clean get prone and find my bearings. i see a few guys semi geared guys I can hear them talking about how "I am on top of the factory". Some how they car see me laying a top and I get shot by a shotgun. I am watching the ladder no one can come up. Then boom i'm dead and Hear hear in direct chat. "Don't worry I jumped up and got him" then all his gay little friends going "good job" and he starts looting me and says "when I jumped up here I broke my legs good thing he has morphine" Sigh..... all i wanted was a good ol'fashion firefight and all i get is a hacking kiddie and his buddies killing me like i was nothing. How can the devs let this happen? how are we suppose to test this game when we don't stand a chance against these guys. Seems like this game promotes hackers since they don't do a damn thing to fix them. -
Experimental Branch: 0.45 Discussion
Gank Moody replied to SmashT's topic in PC Experimental Updates
I disagree, 30-40 man servers on a 225 KM map is to little. There should be people on all sides of the map. If you go inland NW or far east past elecktro there are barely any people around. Also with 100 man servers there might be more player interactions beside KOS. Because when you run for 2 hours and then you see 1 or 2 people your urge to kill them is much greater since your bored to tears. There should be players everywhere, in reality in a 225 square section there should be more than 40 people in that area especically with the amount of towns in that radius. -
Glitch abusers have found their way into the appartments now..
Gank Moody replied to toasted duckie's topic in General Discussion
HAHA, That is not always an abused glitch it's a BS glitch! I got session lost on the top of the apartments in the new big city and when a relogged i was stuck underneath and so were my other 2 friends. I managed to get out TWICE only to rubberbanded back in. I WAS RAGING SO HARD! I ended up dying of thirst fully geared and I am never going in one of those buildings until i know its been taken care of. So don't think its glitchers or hacker always sometimes honest players. -
Why do zombies spawn out of thin air (experimental)
Gank Moody replied to infiltrator's topic in General Discussion
So funny people complain that there isn't enough zombies then people complain that there are too many. No pleasing anyone, just play the game and quit crying.... -
Oh fun - all geared up 12 hours ago, now naked. Fun.
Gank Moody replied to Death By Crowbar's topic in General Discussion
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Why co-operate if you're gonna get shot anyways?
Gank Moody replied to Goddam Firestations's topic in General Discussion
got held up fully gear in eletro, 4 guys cuffed me and took my blood. They said thanks and let me go but left me in the cuffs. Broke free and survived. -
Did you read the warning at the start of the game?? Sorry but they told you that its an alpha. If you want to complain then wait until 2015 when they release the final build then if you hate it you can cry all you want...
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Thats why the have 3PP:on and 3PP: off so you have the choice if you dont like it play hardcore.
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I have a better idea than the OP, Lets replace gun ammo with bullets that shoot rainbows and rays of sunshine. Then when you hit someone their your superduper best pal in all of Chernarus! then they should add safe zones where you and said friends can hold hands, frallich around singing Justin Bieber together. better yet! lets make the Zombies have fresh picked daisies in their hands and if you wave at them they will give you the daisies and be your best shucks darn friend you have every had. The by then end of the game everyone is one big happy family holding hands together in the shape of a giant heart that spans all of chernarus. Would that just be superduper fun guys? OP does my suggestion sound retarded? because it should and is about as appealing as playing dayz with no guns....
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A suggestion that could change the way everyone plays dayz and add more realism.
Gank Moody posted a topic in Suggestions
Just like to say to the dev props on the game thus far, This game is based on essentially cause and effect. Not eating will cause you to be hungry and effectively make you starve to death. Same with your health untreated injuries will cause you die. This is nothing new to dayz but what is missing is your mental state. In real life when a person shoots an unarmed or defenceless person or multiple people for no other reason than personal gratification they are considered mentally unstable. If a soldier or police officer justifiably kills in the line of duty they are deemed a hero. If someone helps another person and shows compassion for fellow man they are praised and considered a heathy functioning member of society. So my suggestion is why not incorporate that into this game. When you eat it says your full, when you use antibiotics it's says you wounds are healing. So when you kill why can the devs incorporate a system the determine why and how you do it and this effects your character in a positive or negative manner. For example: if a geared player is sitting on a hill killing defenceless spawns they should be considered not right in the head. So the more you kill without justification the lower your mental state drops and vice versa the more you kill in either self defence or in a fair battle the higher you mental state goes. So how does this effect your character? (Now these are just suggestions) if your mental state drops to a certain point it could warn you like when your hungry or hurt. It could say something like "your not thinking clearly" or "you start to hear voices" and this could effect you in a few different ways. Like you could kill to the point of insanity where maybe you start seeing things like other players than aren't there or zombies. (How funny would it be to see a bandit at noob hill shooting at nothing lol in turn giving away their positions) or maybe it effects your vision and/or your ability to accurately fire your weapon, maybe even to the point of suicide. (again just suggestions) On the other side how would a justified kill help you? Well It could help you become a more proficient soldier of good. Maybe you get increase health or accuracy (because in real life a trained soldier with restraint and discipline will be more efficient killer than a crazy lunatic) this could give you a message "you a becoming a very proficient survivor" or something. Now how could the devs determine what kills are just or not? This would be actually quite easy on paper (not sure how that translate to the actually game) but here's my solution: This system could be base on 2 factors how much gear and weapons a person has and also what body language that are using. There many types of body language that depicts your intentions as a player at the moment they are purely aesthetic and seem to have little or no baring on the majority of player interaction. 9/10 times if you surrender and puts your hands up. Your either kos or handcuffed panted and killed by windex or execution. What if these actions effected your mental state. For example: when a geared player is gun up they are tagged in the system as a major threat and killing them has a positive affect to you. If they are gun out but lowered it could have either no effect or a minor increase. When a player has their gun away they are a minor threat since they are in fact still armed. If a player has no weapon or a undrawn melee weapon they are no threat at all and would give you a very negative affect on you. If that same player pulls out his axe and runs at you then your kill just just and has no effect what so ever. Now lets say your a bandit and just want to loot someone you can force a surrender, handcuff them and steal their loot with no consciences, if then after you take their stuff you kill them then you get a very negative effect. This could work as well for the wave gesture, hands up and the finger (which could give you a just kill) this could help with players verbal interaction since they might get a few words in before the other player opens fire. Now the current meta is kill on site or die with honour trying to be a good guy. But unless you have a very tactical squad this is hard to do for a lone wolf. This system could help with player interaction because their actions actually effect the state of their own character this coupled with gear being wrecked if shot will help players that do not wish to play mindless kill of sight. Also to balance the game out you feel like going a little crazy and shooting some fresh Bambi's, sure you can but maybe a counter action has to balance that out like helping a few later on to gain back some sanity. This could be implicated with a trade system where you gift people items for mental or a "moral" reward. Now from being a fan of zombie movies and shows I have learned there are 2 ways to survive. You have the kill or be killed mentality on your own or in a group or you try to saved the little humanity you have left. This way you can choose both paths. But usually in the movies and shows, the crazy killers are the first to go ;) Thanks for reading. Happy surviving! -
A suggestion that could change the way everyone plays dayz and add more realism.
Gank Moody replied to Gank Moody's topic in Suggestions
What you don't mention about these events is the military presence in both Katrina and Haiti. Also the millions of dollars worth of food/water/supplies that was donate by compassionate people in support of these events. Also please can you fill me in on how many military Installation were looted and how people where killed with military m4 assault rifle during these events as well. Also I highly doubt the people who committed crimes during these events went unpunished. In chaos there is still order. As for forcing you to play Certain way you do what you want but just like not eating there is consequences to your actions in this game. You yourself know it is a video game there is no moral dilemma for a person hiding behind a keyboard since there is no consequence to your action. But if this was a simulator there would be a consequences to actions. You unload a m4 on unarmed people and laugh about it then the game should simulate the characters mental health not yours. We are not the character we are just controlling them and our actions cause effects to said character. I honestly don't think any of you actually read my whole thread. No where does it say kos or killing in general would cause immediate mental stress. It's states that kill innocent in any culture is a direct result of mental health issues and should be SIMULATED in the game. -
A suggestion that could change the way everyone plays dayz and add more realism.
Gank Moody replied to Gank Moody's topic in Suggestions
It doesn't have to be a complex system as explained in the original post. The game opens up justification on its own with its different player gestures. There are friendly gestures and aggressive gesture already in the game. If a person is coming at you gun up do you shoot? Yes but if he waves to you do you open fire? Well you shouldn't but in this game you do with no consequence. I wish I could just choose not to eat in this game like you can choose not to have mental stress when killing a defenceless person. I find it funny people think if the apocalypse ever happened it would end up a bunch of people looting rural towns and army bases just to run to the nearest populated center to go kill everyone in sight. Lol sounds very believable. -
A suggestion that could change the way everyone plays dayz and add more realism.
Gank Moody replied to Gank Moody's topic in Suggestions
I disagree and the other thread touches way to much on kos in which I think there is a time and place. If you read my post you would see that it is very just and encouraged in certain situations. Then if the balancing factor is you why do you have food in the game couldn't the state of hunger be left to the player not the character? If you choose your character not to eat he dies but if a player kills defenceless people he doesn't become mentally unstable? These characters can not survive without food but they can kill a defenceless people only armed with a flashlight and not bat an eye leash. You have to realize your playing the character you are not the character so how are you to decide weather killing is just or not the same as eating or fixing wounds. With your train of thinking why have eating in the game why can't the player just decide if the character is hungry or not just like he can decide weather or not he is mentally stable after killing someone. You feeling hungry is the same as feeling mentally drained, mad, or happy.