Jump to content

Scerun

Members
  • Content Count

    285
  • Joined

  • Last visited

Everything posted by Scerun

  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
  16. While I half-agree with your points, there is no need for mockery. Cannibalism is yet again, going to be one of the small details that accumulate to build that larger sense of immersion, and choice. Unfortunately, for achieving a dynamic, immersive and very un-KoS-y environment, there is no one solution, and it's simply the product of, and what happens, when a whole bunch of other stuff comes together right
  17. This alone says that this is a game about telling stories. Stories, of an RPG nature. the game does very little in its current state to encourage that, and I feel the community at large are simply taking DayZ to be Arma with zombies, when I honestly believe it's supposed to be, well, not-that. On the contrary, I feel character customisation on that level is what makes me associate with my character. Imagine if every walking dead character looked the same, and sounded the same. Would you still feel the same about them, and their character? Being able to design my character is what makes me connect with the world. I don't like wearing masks and all that, simply because it de-humanises your character, and all association is lost beneath all the defacing rags and military equipment. I opt for the chest holster over the assault vests because it helps me build an idea of a character. Just like in the Walking Dead, and all film/TV, characters are designed very specifically. their costumes and how they act and speak are all what help the viewer associate with them and it's what defines them. It should be no different for a computer game that is trying to achieve the same level of emergent story-telling
  18. Heh! Well, I won't go s far as to regurgitate what I've said before, and what Semipr0 said above, but I don't think you should be ignoring what's said, and telling us we're the ones who aren't listening to opposing views. There's more to suggest that KoS is a not a result of "The prevalence of guns or even a lack of them", but indeed, as said "the shallow nature of the simulated experience" - and I absolutely agree with it. It has nothing to do with human nature or other unfounded beliefs based on a very abstract game. Certainly, there will always be those that won't take the game seriously and just go around killing and taking hostages for the lulz and upvotes on reddit. But, I'm one of those who just goes around murdering any and all, because there's, well, nothing else to do - DayZ Mod, alike. Once the game is deepened (as I'm sure it i will be!), and hopefully in the right ways that steer from the deathmatching/clanmatching and towards a story-telling RPG, then I'll be one of the many who'll choose co-operation over murder, because there'll certainly be benefits to co-operations, and it'[ll be way more fun.
  19. I think I can agree with you there. I think. It's hard to say! Do I not like the idea of skill development, because it's a bad idea, or because it'll fundamentally change a game I'm otherwise used to? I'll go with the first, but, this kind of thinking is in the right direction. Though, if there's anything I can agree with, in the OP, is that a lack of "Who am I?", and attachment and association with my character, or any one else's character being as non-existent as it is, is causing a problem. The vision of Rocket's "This is your story..." has fallen well short in all the time the mod has been out, and I'd like to see the SA finally take that direction. It should be a game about story-telling - rewarding the creative minds with a unique experience. Instead, my story is "Had a shoot-out at Balota. Respawned. Went back for my gear, and continued deathmatching.". Hardly intriguing! While, yes, it's, alpha, I only feel the need to bring up these points so strongly, because it doesn't feel like any developments in the mod, or what I've seen of the SA so far, have done anything to achieve what I imaged DayZ was supposed to be. Hopefully the Development team see that there is a portion of the community out there who do want all that entails of the slogan "this is your story" and not just some gimmicky e-peen arena for all the super-leet tacticz teams and again, absolutely right! All small details that'll go towards changing the landscape
  20. I don't necessarily agree with this solution. The problem isn't, strictly, KoS. It's the violence between all the players (because there's nothing else to do, and it's more beneficial to kill otther, stranger, players. The risk of keeping them alive outweighs the reward). So, if you remove more guns, and add more table legs? It won't be Kill on Sight, but Pummel on Sight, and there we go, we have a new epidemic on our hands. The problem isn't guns, but the fact the game facilitates no real use of your time other than using these guns to kill one another.
  21. Thanks for the putting all that together! While I don't necessarily agree with there being sanity/stability infliction per murders, since it seems to be far too broad-sweeping to possibly fairly measure each scenario. I do agree, however, that there should be one. Though perhaps, where I feel you're wrong, is simply the ailments of the murders. instead of suffering delusions (which I think is a bit contrived, and a student-level solution to a far more complex issue). A good-guy may feel the guilt a murderer may have after a 100 kills, after he has only killed one himself. So something as arbitrary as saying 'good guys can kill more, because they're good' doesn't necessarily reflect a reality, and I'll conject that it won't make a good system - one that's is simply too black or white. The good ideas, are certainly the attachment you have to your character. Definitely, more clothes will help that out. Hairstyles, etc. Facial hair/hair growth would be fantastic. Perhaps as your hair grows longer, you get access to style in certain ways? Longer styles, clearly, will need longer hair. I know things like this to the arma-cross-over community of DayZ to be silly, fluff items, but attachment to your character is something that is very lacking from the mod, and currently the standalone. It's absolutely right, that DayZ is, and always has been, simply a glorified deathmatch, for everyone to troll each other over VOIP, spew slurs and team up with their super-leet mega-tactics clan and fight other self-aggrandised clans in tawdry team deathmatches. DayZ is meant to be more than that. I'd love to see character customisation that makes use of how common RPGs, amd MMORPGs do it. Lists of faces, hairsyles. Adjust cheek-bones, nose size, eye angle, etc, etc. It's things like these that create an attachment to your character. DayZ was all about "Your Story", but why should I care about my story? There isn't one. I'm using a generic character. Unfortunately, the solutions to KoS are not going to be direct countermeasures, but instead, a whole tonne of indirect measures. Let's include what I've said above, and say that upon death: --You must redesign your character. This makes sense, because the last one died. You are a new story; a new person. Tedious? Perhaps, but let's not rule it out immediately. --You wake up on the beach, ill, dehydrated and almost starving. Your blood is full, but your health has seen better days. If you want to, as-the-crow-flies, make a bee-line back for your gear and carry on with an inconsequential death and continue deathmatching with your clan, then you have to first get your new character into good health. In these two examples, I guess I've just gone for increasing the weight of death, but there'll be more to it than just punishing deaths. Right now, death is only a consequence if you're alone. If you've got friends to camp your gear - where's the consequence? A bit of tedium isn't consequence. Those two ideas above don't necessarily do anything to stamp out the corpse-camping, and that's something that will need a very direct solution, and a bit of bravery to go around (Say, upon death, you lose access to the server for an hour, two hours? Just spitballing, here). Any way, I thought I'd pitch in my ideas,and I'm glad to see that there's more to this community than "TLDR", and idiotic smack-talking. Appreciate the time you put in!
  22. Scerun

    so I killed a bambi...

    "Bambi" isn't as a cool a name as you think it is :thumbsup: I however share your same abundance in joy. Back to bein the tootinest rootinest lootinest bandit dey ever waz
  23. Scerun

    Musket's and Minie' ball ammunition.

    An excellent accompaniment to sporting an outrageous english accent over comms, and therefore I think this is an awesome idea
  24. Scerun

    Happy Birthday, Matt Lightfoot

    MERRY LIGHTFOOT DAY TO ONE AND ALL
×