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Scerun

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About Scerun

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  1. Scerun

    Berets more useful

    I don't believe that these sorts of fantasy-RPG-like stats would find an appropriate place inside DayZ. These sorts of items will find themselves a use inside the player creativity, and the roles we might create for ourselves in the game's world using that creatvity!
  2. I sincerely hope there aren't just more port-overs from Arma. While I think Chernarus+ is great, I think DayZ could use with doing everything it can to break away from its Arma, mil-sim roots. I do like the sound of a more western map! Though, this post-soviet state thing has woo'ed me with its charm.
  3. Scerun

    In Game Cameras

    This would be such a brilliant addition. It's stuff like this, which I think the game is supposed to be about
  4. Scerun

    Modern Weapons

    WW2 weapons 5eva. They're not exactly cap-guns, and their ability to blow a hole in a man isn't out-dated either. These weapons were designed to make sure the German you just shot was definitely, beyond a smidgen of a doubt, absolutely dead. My personal preference is towards these guns, since i prefer the style they encourage that steers away from the super-leet mega-tactics mil-sim Arma spill-over gameplay squads that run rampant in Dayz. Gameplay that is more about organising deathmatches against other super-leet mega tactics mil-sim Arma spill-over gameplay squads, and less about organising scavenger squads, town guards, traders, collectors. That sorta thang. I suppose, also, you're likely to find these sorts of weapons around civilian areas. These, and an AK47 for every pillow on every bed in the house. I like it like this!
  5. Scerun

    Cowboy Boots/Hat

    I'm all for Western-y stuff, so long as we're looking at things that aren't just achieving some for of over-erotic 'MERIKAHism, homo-erotica-fantasy sort of cliche cowboyness that'll make us all look like Woody from toy story. IF, however, we're going to have things that will grant appearances like we're Clint Eastwood, Gary Cooper, or like Mister Sunshine from Deadlock, then hell yeah I'm all for it! Though, it can easily be done wrong, and just seem like a bad, try-hard attempt at being cool. Dayz might have to explore some more Western-esque themes before throwing cowboy attire and hoping it doesn't across tawdry. Which Dayz can very easily do! Though, I'll take anything, just as long as it gets away from the whole mil-sim shit that's plagueing it
  6. Scerun

    Meele system similar to MnB?

    This would be tremendously interesting to the gameplay! An enjoyable melee mechanic would bring the focus away from guns, which would just be nice in general
  7. Scerun

    [Suggestion] Magnum Roulette

    Yes. YES A fun option for hostages, I say! Or just for passing the time
  8. Scerun

    [SA]WeaponZ Survey

    I HOPE LOTS OF PEOPLE MENTIONED THE MAUSER C96 IN THIS POLL THAT I MISSED :( And all them attachments. The stock. The foregrip. The scope. The extended barrel. THE JOY And I'm disappointed to hear the hunting shotgun might be put on hold for a while. I've been looking forward to that gun for a long while! ^_^
  9. Scerun

    will there be Cheats/Private servers

    Whatever form it comes in, I'd love to be able to have tools to make machinimas. The second post above is another of the typical reddit-like bullshittery that plagues this forum. I hope this becomes a consideration for the devs down the line, maybe upon release or something. Making machinimas is awesome!
  10. Well, I suppose, before I start, I'd suggest you take yourself away from the discussion unless you disperse your butthurt inflection. We're here, discussing. someone thinks it should be this way, and you think it shouldn't be that way. Can you explain why you need to act so aggressive? Drop the attitude and we'll see this discussion become more than another of the typical DayZ forum threads. If you're right, you can prove it without your subtle mockery. Now, "This is your story". What was your last story? Had a cool shootout. Re-spawned, collected your loot from the body of your previous character that your Arma3-crossover leet clan protected for you. Continued more clan wars. A thrilling story. While I'm not saying that it's not a oversight entirely of the devs that the story-telling aspect of DayZ has been overlooked - but it is certainly one of those who regularly play DayZ. Unfortunately, what I see most of, are people asking for new weapons, new sniper rifles, new ways to kill the other player. This seems to be from people who expect DayZ to be a military zombie simulator, when I don't think it is. It's a survival narrative game. Supposed to be. Nothing in the mod really went any lengths to achieve that story telling aspect, and the only thing that leads me to believe there is a focus for that in the Standalone is because of the scattered notes and pens. Aside from other players with M4s, what is there really to survive from? Let me put it this way. Instead of us going to player another game - why don't you go and play the Wasteland mod on Arma 3? That's probably more what you're looking for. Aimless, psuedo-freedom deathmatches. See how fruitless that is as an argument? Unfortunately, DayZ is still just a game, and there is no true sense of value or connection to your avatar as you do with yourself. Frights are short-lived, and the uncertainty you face in the game is too, once you know it. Survivng the initial stages in DayZ was tricky at first, and now it is not. Once we become familiar with the game, the uncertain challenges become a cake-walk, and second-nature. There need to be system like this in place to maintain a long-term challenge for the player. Are you aware there's a 'Health' system in this game? It works alongside the 'Blood' system, and it's my conjecture that this is used to grant penalty to the sicknesses, pain and other ailments your character will face over a long time. Not all too different from mental health, I suppose. Now, you're thinking "What, my gy is dying because he's in pain? But I don't feel that pain. And besides, even if I got hit with a baseball bat, I'd be really fixated on surviving that I wouldn't even care about bruises." Isn't that just as stupid and contrived as a mental health system? Pain and discomfort can't exactly be quantified and even less arbitrated, but it's being slapped right in there with sicknesses like your colds and flus and a bit of food poisoning, and it's being done to maintain a long-term challenge, and provide alternative veneers to survival. Systems like this need to exist, and there need to be more of them, and they need tobe more complicated, because once the challenge of uncertainty of the game's facilities and challenges are gone, you're faced with a very easy game, otherwise. And when it's easy, people run out of things to do, and like the current state of DayZ, we all just grab guns, because there's always one challenge left. Other people. In fact, it's the only challenge there is. Should we be worried about new system being implemented to artificially increase the challenge? No. Should we be worried if they're contrived? Absolutely. Don't mistake all new ideas for being bad. It is absolutely their choice. But when the majority of theplayerbase are doing this, becuase there'snothing else to do, it is a problem, no? Especially when this game is meant to be more than an open-world Battlefield game, or Call of Duty, or even just an Arma3 with zombies. Most players consider survival either boring, or just far too easy to master. As I understand it, Rocket intends for it to be an anti-game. More in the lines of a work of art, and not for the mindless entertainment. Pretentious? Perhaps. Does it prove my point? No, but it goes to show that youre simply doing what you, and others like you, accuse opposition of doing - forcing their vision of the game onto others because IMRIGHTUREWRONG. Now, the reason we're all shooting each other isn't because we only find entertainment in shooting one another's virtual avatars. It's because the game does very little, at this point, to facilitate anything else. ANYTHING. Yes, it's alpha. It's alpha as fuck. And I'll once again say it. the only reason I say what I say, is because it feels like it could have been over-looked, seeing as how the mod developed. Not a result of social-programming. Just a result of a lack of things to do in a game that makes it fun to shoot other people. Your defiance at adding more dynamic features that change the landscape of survival in a survival game bear no logical grounds. Or not even adding the, just considering that there could be a greater intricacy, and that it could be an improvement to your old ways. Unfortunately, the feelings of the game intially invokes are son drowned out by the competitive nature the game has taken, arena-style. All those feelings that made the game a popular success intially have been lost, because they're all based on the uncertainty you felt when you played first. The only thing that remains a thrill, is shooting other players, which is why the game is nothing more than a great big deathmatch. Is there anything wrong with opening up more avenues to give players, like myself, a way to enjoy the game that makes co-operation an intriguing experience, rather than a statement against the status-quo, because edgy. Or ways to allow a more natural and immersive way to tell a story in the game's environment? Unfortunately, if the game is about telling a story, and survival, and I have to to out-of-game means to achieve that, then the game has failed its goals. I see no reason why you oppose opening up more avenues that wouldn't take away from the thrilling PvP aspect of the game. Finally, I'm not asking for the game to pander to me, but pander to the necessary implementations that achieve its role of telling a story, and a dynamic, emergent one at that. And survival. It's the same old shit - went to the airfield, got in firefight. Respawned. Picked gear back up. Went to Cherno for some beans. Had firefight. Went back to airfield. Had firefight. Got killed. Lost gear. Server hopped til I found Mosin. Went to airfield. Had firefight with clan. Won. Went to Cherno for beans. Had firefight. So on, and so forth. it's sure as hell fun getting in firefight, even as buggy as it can be, but I see no reason why we shouldn't have to experience survival in greater quantities, and from other sources - and face new challenges.
  11. Scerun

    why dayz is best play in dark

    Once the gamma/brightness exploit is dealt with, night time will be great. but, until then, I'll be avoiding it!
  12. True enough, but, I suppose this thread was more on the implementation of your ideas regarding KoS. I think a sanity/stability system would be great, but, not for the sole purpose of affecting people's choices as ultimately, being either bandit, or hero. We're all survivors, way I sees it! A sanity/stability system would be complex, like you said. But would it be worth? I absolutely reckon so! It's another challenge to the long-term survival, which is what needs exploring and elucidating in DayZ. Short-term survival is easy once you know the game, and long-term survival is nothing more than avoiding bullets. The hidden 'Health' system, along with the 'Blood Levels' system are great for increasing challenge over time, and another system of sanity/stability would be another hurdle for all those who're looking to really live it out for a while! Definitely worth discussing!
  13. Hah, depends on your interaction I suppose! The only time I've asked for their names is when I've taken them hostage, and I'm just keeping them entertained. As time goes on, hopefully there will be more social interactions outside of these, uh, very sociable hostage negotiations! Think you're right there! Though, perhaps this would fit Rocket's vision for an anti-game? If so, then I guess that's what we could look forward to, but if not, then there'll need to be game mechanics that give a sense of development, without forcing your way through some contrived game-system to achieve it. I figure, that with the want for emergent story-telling, that we'll simply see most of our character-connections stem from random events and interactions with players, and over-coming survival obstacles against the environment. Character customisation will be, in my eyes, a way to give that experience a unique appeal and one that is original towards the individual I imagine, and hope, we'll be towards the ends of emergent development, as opposed to tread-mil game-mechanics. Say you spend 60 hours in a character, there should be nothing that'll say you can't achieve the same sense of achievement in the next 10 hours, next time
  14. I don't disbelieve that in any way, and it's the right thing to do. Way I figure it, if it's something they've over-looked, and something that most posts on the forums seem to have over-looked, then the discussion of it will be useful down the line. If it's something they've considered, then there's still no harm in discussing it. I have perhaps missed it, but I've not heard much, or anything, about the customisation of character beyond clothing, and not really with the consideration of it being used as a tool to connect with your character, and other characters. I don't need this now, or demand it now. I'm just discussing it, because it's a healthy discussion to have. It's just something I think, "Hey, has this been over-looked?". All in good time, though! ;)
  15. Surely is, but as more customisation is added, the chance for that is less, right? I'm not fixated on the idea that customisation is the be-all, end-all solution for character-connection, and I absolutely agree that the experiences you have in-game, and survive through, will give you a great deal of connection. though, it just seems that there's a very big focus on those sorts of implementations from the community, and the dev-team, and very little that simply revolves around character creation, which i think is just as valuable I'm not opposed to this idea, but would this reduce the need for asking for the other guy's name (and subsequently, player-interaction)? If character customisation reaches a respectable level, then you'll be able to recognise the character simply by what they wear? Though, I suppose there's the issue of recognising a character if they change clothes. I doubt there'll ever be a time we can recognise another character simply by their face, in a game. So, maybe a solution would be to simply have some kind of notification that shows that you've met this character before. That's probably a far too gamey solution, but again, just spitballing
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