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Stay safe out there,
Your DayZ Team
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Everything posted by jayleann
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This is just horrible. Really. I mean not even zombies attack rabbits. Think about it. ps: thanks to the unknown zombie for the retaliation.
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:lol:
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I get lost so easily on this game - Need navigation tips
jayleann replied to TommyP88's topic in New Player Discussion
I'm not so good with maps (bad orientation) but I navigate very well with the electricity pylons as it was adviced in the dayz gamepedia. http://dayz.gamepedia.com/Navigating -
Maybe you are a morphine addict pretending to have broken limbs.
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Today I discussed about open world zombie survival gaming (of course inspired by DayZ) and gender issues with a friend of mine and we both were of the opinion, that it is kind of strange that the overwhelming majority of people who play zombie survival games are men, while the Walking Dead Series is a viewer magnet for women too. http://www.adweek.com/news/television/gory-raunchy-and-bro-filled-tv-series-are-hit-women-147503 http://comicsbeat.com/facebook-demographics-the-walking-dead-not-all-media-are-created-equal/ "Walking Dead fans are 59.38% male and 40.63% females." So I was wondering: What is different? Of course there are couple of obvious arguments. DayZ is focussed on weapons and vehicles, the social component has only marginal impact and when it is not lasting. This is probably one of many reasons, why the DayZ concept and the concept of ALL other open world zombie survival games can't reach a bigger female (or in general wider social) audience and attracts rather the military-simulation and survival-kind of player. That seems to change slowly but steady since I personally know people who play DayZ for other reasons, like roleplaying. So why are the needs and demands of certain social groups not answered yet in that part of the game industry? Do you think it has to do anything with the general (rather male) gaming culture alone or the violent gaming content? Is there at least a way you can think of, to close the gap between social gaming and the zombie survival genre and why is no Indie Company interested in closing it so far? Is this topic a dead end in your opinion? Are risks to high? Can you think of a way or have you ever wanted someone to find a way to make survival gaming a more social experience, or is that kind of contradictory? Or would you say the reasons for the lack of gender (and social) balance are of different nature and if so, could you please elaborate your point? I - personally - think it is very sad that zombie survival and common social gaming don't find a common ground for I would embrace it immediately. For me this would enhance everything, I understand that people feel different, they want this rough and unforgiving experience and it seems quite natural that humans become monsters themselves outside law-and-order, but on the other hand I think walking dead (especially the telltale series) proves very well that gaming can be VERY rough and social at the same time. Sure, storytelling is different from open world gaming, but is there really no way to merge these two trends? Ps.: English is my third language, please don't judge.
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No I actually don't criticise DayZ here since I understand that sandbox games work like that. They deliberately waste your time and the only "sense", so to say, is self-entertainment. The main point of my discussion with my friend was: Why is there no new social-gaming-approach to zombie survival? There are a couple of open world games now, there is a whole market. Zomboid, infestation, DayZ, H1Z1 is coming, but they mainly circle around the same basic idea. There is no social-zombie-survival in the narrow sense of the expression. And with social I mean lasting effects, like there are certain people you have to take care for, there is no character development as it is typical and defining for series and movies, there is no storytelling (as you said) and no achievement or perspective. Mainly open-world-zombie-survival at the moment IS sandbox. I mean open world is not only sandbox, and I really think sandbox can influence general open world development and general social gaming development. But I don't have the feeling there is much effort at the moment to try these approaches, to make the "end of days" a more social and common experience. Like between people who really try and who have really something to lose, not only gear and a rather worthless ingame life. But maybe people who you swore to take care of... if you know what I mean. I miss this sense of responsibility which you get while playing telltale-storys. And we were wondering if that will ever be reality in this genre. And of course I know this is just a game! But that is no "excuse" for not making sacrifice feel like... REAL sacrifice. And achievement like REAL achievement.
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To be honest I don't know what CoD is. It would be cool if games would generally make statistical figures public so one could compare and see trends. In DayZ the female character customization is a very new feature. I don't think it was very inviting beforehand. :)
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But the "more male playerbase" argument lacks some explanation value for: http://lmc.gatech.edu/~cpearce3/lcc4725/blog/?p=3933 So I think that is not the ultimate argument, right? We know there are games that attract both genders (lets say 60%/40%) and we know that the zombie topic attracts at least 40% women, when it comes to storytelling. So my thinking would be that there is some contradiction in the argument that women don't play open world zombie survival because they don't play generally. I mean I accept it explains A LOT of difference in numbers, but not why there is such a huuuge difference not only in DayZ, but in the whole genre.
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Hello, I was just surfing some Cabela-Hunting Simulation videos because I was curious how they do things and what maybe can be expected for the hunting in Dayz, because as I understood it, they bought that company or something... And there I realised a little detail which I found quite cool. There have been discussions that when you use your weapon scope the environment (around the telescope view) should be different, like objects should appear distant and not zoomed like the scope view. People answered this would destroy fps (for reasons I don't understand). But in Cabela's Big Game Hunter Pro Hunts they made it different. The environment is blurred instead. Wasn't that a good solution? Example: https://www.youtube.com/watch?feature=player_detailpage&v=7XH4tImGXrQ#t=182
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Oh I apologize, I have overseen this: :)
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I have seen scenes from it on youtube and it is not a hunting simulation at all but an action game. Search for "Dangerous Hunts 2013".
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I cannot play for hours but I really want to experience a day and night cycle. :)
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Quiz: How long would you survive an apocalypse?
jayleann replied to rydekk's topic in General Discussion
Q 1 D Q 2 C Q 3 C Q 4 A Q 5 A Q 6 B Q 7 D Q 8 B Q 9 D Q 10 C Q11 B Q 12 C Q 13 A :) -
Chernarus needs a theatre building + other building ideas.
jayleann replied to franzuu's topic in Suggestions
public toilets Ps.: because Omid, we owe him. -
http://en.wikipedia.org/wiki/2010_Russian_wildfires
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Did your character limp in their view?
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What are your biggest concerns and fears regarding the near/far future of the game?
jayleann replied to joe_mcentire's topic in General Discussion
My biggest fear is that in the end the game is not a simulation but a complex shooter. -
Me not. Not because he is "cool" or something but because he is tough and kind (in his own way) at the same time. He is a true survivalist and I don't think the series shows completely how much you can learn from a guy like him in terms of survival.
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I've missed it. Is there a video anywhere?
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How do you find the NWAF? I tried so often to find it and got lost. :lol:
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Was that a joke or can anything like that really happen? :|
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Zooming around your own character while running or in front of beautiful landscapes gives you some special moments which I don't want to miss. It has its own atmosphere, different from first person but I like it sometimes.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
jayleann replied to SmashT's topic in General Discussion
Please take care that the respawning process gets not too expectable. Maybe it is possible to work with a probability calculation or different respawn-modes for different areas of the map or maybe sometimes respawn two instead of one zombie, or one instead of two. I think it would be good if breaking the players expectation was part of the respawning process (for example, spawn two or three together in the same distance, so that they attack simultanously while they have been originally shot seperately... things like that). Especially when only few zombies are around you recognize the mechanical relationship between shooting and respawning sometimes, what could break immersion. -
http://news-hound.biz/google-earth-finds-woman-trapped-on-deserted-island-for-7-years/ Inspired by this story I was thinking if it was possible to slowly lose strength when you don't find food or water. So that things like throwing, crafting and the like get more difficult over time. At the moment you get only status messages, but have no real side effects, no?