Arnoldio
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-2 PoorAbout Arnoldio
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Helicopter Hunter
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DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
We've been over this again and again. I'm getting tired of having to re-hash the same damn explanations over and over. Playing with a squad just changes this from DM to TDM. We are asking for social interaction within the game. Getting together with your clan buddies from outsside the game and then ganking everybody else you see defeats the original stated purpose of the game as a "social experiment". But' date=' maybe I am the one who is delusional and full of shit, and this is exactly what rocket had in mind (y'know, metagaming and all that jazz). If this was the intent all along, then I'll just fuck off, I guess. [/quote'] Im not palying with friends because, none of my friends have arma, or dont like dayz. But, mainly, i expect to make friends ingame, that was the initial magic of it. And what underscore said. I expected the game to have emphasis on socializin, or the lack of that incase of banditry. If the intent was freerange killing, i will gladly fuck off aswell. -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
But why dividing stuff with some ladders and whatnot, when everybody would play on normal servers then. I tell you, big ass spawntime for everybody. And how is not fair. Its equal for everybody, its much more fair than spawning into the workd and getting killed for shits and laughts 5 seconds later. Not that i have been, but apparently somepeople were. If your ladder system was implemented, and if i were a prick, i would deliberately go to a ladder server and take as many survivors/bandits down with me as i can, just to prevent them on playing there, and be the boss, and then continue on normals. -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
But this game doesnt need a "hold up buddy" effect. It needs the "youre fucking dead" effect. 1h is too little, you go play something else, and then come back. No real impact. I am against artificial factors. It sounds good' date=' but the real achievent would be for the palyers to feel that for himself by a net of more subtle "undercover" game mechanics that arent directly affecting the player. Yes, yes, Mr. John Rambo. You would be the first one to cry in the corner holding tight to your friends and family. What, if your country gets invaded, you will just go grab a gun off a dead soldier and join your forces? Uhuh. -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
Institute a grace period for new players? OR, even better, put up few TUTORIAL servers, that arent tied to data server and thus not save character stats, so you lose gear when quitting. We keep newbies at bay, until they are confident enough to start a true game. -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
No, we are trying to get you whiners off the forums who apparently like run and gun. Also, on the other hand, humanity could be put to a different use and sawntime stay universal. Now 12 hrs means that you will be able to play when you wake up so to speak, while 24 hrs means that you will be able to play at a (probably) late hour, so you would actually have to wait one more night because people dont have all day to sit at the computer. 18-20 hrs would be the optimum. -
Your opinions on forced server rules (3DP, Crosshair etc )
Arnoldio replied to john_blund's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
Banditry is easy mode, and that system would further increase the pressure on bandits. There is an option not to die, you know. If youre not good enough, see survival of the fittest. It doesnt favor any playstyle. But with or without it, that range between 12 and 24 is optimal. Its harsh ofcourse, thats what this game is supposed tuo be? harsh, cruel, unforgiving etc... -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
Posts gets lost in this massive flow, so i say again. Easiest fix to make players afraid of the game and get PKing to a realistic level: 12-24h respawn timer, dependent on your humanity. Scarcer weapons and ammo. More zombies, wandering zombies. -
DayZ has become Deathmatch / Team Deathmatch
Arnoldio replied to underpaidorphan's topic in DayZ Mod General Discussion
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Your opinions on forced server rules (3DP, Crosshair etc )
Arnoldio replied to john_blund's topic in DayZ Mod General Discussion
And this coming from a bandit. This is called pro banditry my friends. You can kill me anytime with any loot and i wont be mad. :D -
I was not sarcastic at all. With such respawn, people would stick together for safety, like in real life. It would reduce the playerbase ofcourse. The kids would fly off in an instant, true players would stay. Avg time of life would increase, everyone would want to stay alive, again like in real life. See, if this shit happened IRL, you, me, pretty much everybody would go cry in a corner waiting for it to stop. Behind a screen, in a game, with no punishment whatsoever, everybody is a brave hero or mass murderer.
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ANd i say this here, spawntime of 12-24 hours would reduce the amount of PVPing, 100% sure.
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Your opinions on forced server rules (3DP, Crosshair etc )
Arnoldio replied to john_blund's topic in DayZ Mod General Discussion
CH:0, 3DP:0 for all servers as far as im concerned.