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Your DayZ Team
Arnoldio
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Everything posted by Arnoldio
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Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
Indeed. Its up to players to decide. Any presets would counter the purpose of the game. -
I know this is an alpha, yes. But one aspect wich needs to be covered is fear of death. At the moment, there is very little. Given that you are a veteran player, you die and spawn. Get to the nearest shack, get a winchester, kill everythng, ammo is abundant, go after players, become a bandit, got NW airfield, get some better gear, and then hunt players feeling allmighty. But them players who you hunt, possibly people who spawned, can just spawn again. If they die, they die, tough luck, wasted 10 minutes watlking from spawn to death. Even if you are geared up bandit/survivor, you can go all out rampage... After death, in 2 hrs, you have all the gear you need to repeat the process. Good, rocket's proof of concept works, but, as its more of an experiment than a game, its turning into a horribly gamey game on a level of pacman really. I dont have the exact remedy, but feel free to add ideas, thats why this forums is here. (These changes should not be really introduced untill a stable version is built.) - Spawn time. Long spawntime. Im thinking 30-60 minutes, depending on the humanity (negative humanity, longer respawn and vice versa, as ith not knowing friend from foe at a distance, bandits have nothing to loose when the skins get removed). Imagine, youre playing with your friends, and if you die, they lose an important "asset", and you lose gaming time. That would greatly increase fear... Maybe to the point that only crazy/ballsy people go on killing sprees that can be very rewarding in this case or deadly as hell. With less people recklessly killing, the normal ones would create more bonds and socialize, defend from those lunatics. I had full gear, got into the crashed chopper, died, respawned, went straight back, recollected my gear and voila, lost nothing but some time. With such long spawn times, there is a high chance your body gets looted... another thing to be afraid. - Less weapons and ammo. In conjunction with the idea above, less weapons and ammo provide aditional paranoia if getting killed. As it is now, if somebody braggs about how he has an M4 CCO, oh well, give me 30 minutes in the barracks and ill be on his level. People with elite equipment will be either heroes or wanted. Atm, everybody has the OP winchester, or some army grade stuff... there is no challenge. Think about it. With such penalties and limits, you would have to organise a group, have great skill or balls to get through and "win". Now you just need time. Compare it to real life... why isnt everybody a millionare? You must do something risky (most of the time) to become one, or it will take lots and lots of time or both even. People would automatically stick together, Chernogorsk would probably become the meka of surivors, afreid to move out but rather stick together.. some kind of safe zone, even though one can turn rouge anytime. Many other systems need to be implemented/fixed together with this, as player name recognition of some sort, that is discussed in some other thread, (Click here for my post), and zombies not spawning in 50-100m range, that is allready getting fixed.
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Well, youre also playing it, so it is a game. I am tired of bouncing them words left and right with each post bending the meaning, because we wont get far. I know what i meant, i know what you meant.
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Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
I see your point Haiiro, not sure how this silent leveling would be introduced, but picking your own class if out of the question with such system. You imagine you were a doctor before, you will automatically do more bandaging and blood transfusions, thus level further and ultimately become a "doctor". Its not the skillset, its the mindset. And also, if a sildier class would have some aiming/weapon perks... everybody would go for that, i am 100% because this is a game at the moment and who shoots wins. -
I shall quote Rocket from one of his interviews. "One of the key things that I wanted to get is that I wanted the player to have that sense of desperation when they started out. I didn’t want any sense of balance at all. I wanted it to be an anti-game. I wanted the player to enter the world and say “Wow, everything is out to get me!” and to feel that tension the whole way through. But I also wanted them to feel a tension from the environment, from the weather, from the land." Go on, keep posting nonconstructive stuff, youre the idiot at the end, not me. :*
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Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
Oh my, im kinda starting to regret opening this. DayZ has to have as little features as possible. Everything you add can and will be exploited. Add leveling with bonuses, people will start powerleveling with some thing like chopping wood, so they reach elvel 50 and then be powerful. Every non-real life feature you add, has a chance to fail, if not done correctly. Then stuff needs balancing, and it takes months. See, good equipment spawns ad airfield barracks. Go there, farm for few days, then go do your own thing... I exploited that, was fun going around with that uberleet gear, but did i have to work hard to get the equipment? No, it was childs play. Now crafting could be good, but what would you craft? What would you craft that other players couldnt craft? Improvised knife? I dont need you to do it for me. A gun? You know jack shit about building a gun, and so do i, so were just quietly going to pick it up from the floor. We wont need crafting. I hope to see more variety in items and especially rarity, then markets and safe zones will develop. People sticking together because they have limited loot, and demand for certain items would be high, only brave ones would go out. With spawn penalties, even they would have to think it through and assemble a team. I adressed those in another thread so i wont do it again here. You can "Improvise" crafting at the moment. Get a team that loots all good needed loots, setup a trade post of some kind, have certain weapons on "sale". You didnt craft them, but you have a stash of them, wich in the end is the same, as with crafting, you would need the crafting materials,wich again requires looting. Here is the thread. http://dayzmod.com/forum/showthread.php?tid=4780 Also, i see i have -2 rep, haha, keep them tears coming, i will share them with rocket! -
Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
True. When i first started DayZ, it was so epicly good. Now the effect wore out when i know how people play it and ins and out of the spawning system. -
So do i, but thats because we are immersed in the game. Many people take it as game, play to win, something on a 2d screen, wich guns and killing people.
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Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
Exactly. It is not a "fun" game. I mean, it is, but it is not. :D It should get you scared and frustrated, but currently provides frustration on a whole other level... its an alpha though. The "fun" in this game is (or is intended to be) the application of your way of thinking into a different atmosphere than your ordinary life. It should be what you would do in a situation like DayZ not what you want to do. Currently with this flawed system, Survivors are mostly those who "play by the rules" aka doing what they think should be right. That doesnt exclude Bandits. Murderers think that killing is right, but i dont think that many serial killers are playing DayZ, yet it seems like there is lots of them, because kids take this as a game. I take it as an experiment. -
No, no. DayZ is not a game. How many times will i have to repeat that. Also, you dont need to wait. You could go paly/do something else in the meantime. See youre afraid of me even suggesting that change, let alone being implemented. People would be scared shitless. But first bugs need to go.
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Glanced over them. Not bad, iked some. First thing that needs to be done is to get fear of death ingame. Atm there is none, its like COD. Spawn, die, spawn, die, 2 hrs go by, go eat and sleep.
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Its a porttrayal of weather effects on your body in the wilderness, not getting a cold. Cold is not really cured with antibiotics. It could be pneumonia for instance. We dont need every fucking plausible disease. Game is not supposed to be fun, as its not really a "game".
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Random Perk System (hear me out/not COD)
Arnoldio replied to ElemenoP's topic in DayZ Mod Suggestions
Too gamey. Maybe a tad randomised spawn equipment, but not class-oriented. Its the player himself that decides what he is. Thats the magic of DayZ. -
Please stop with anti-sandbox suggestions!
Arnoldio replied to Arnoldio's topic in DayZ Mod General Discussion
That. Some "gamey" things need to be put in' date=' for the sake of gameplay>realism. Some penalties for murderes need to be introduced, but not like it was until now, with the obvious bandit skin. More subtle penalties that effect the murderers brain and mindset, and so that banditry actually is risky and requires skill. There are other threads that cover it. -
Today, i got killed by a bandit 3 times in a row. Ok, was interesting. Then i spawn again, kill 3 bandits. They whined. Their tears were delicious.
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that feeling you get....
Arnoldio replied to -ACES- The Trail's topic in DayZ Mod General Discussion
That feeling when you watch a survivor kill 2 other survivors, turn into a bandit and then stalk him and finish him. :D -
Performance Drop; 1.5.8.2 Hotfix
Arnoldio replied to darkduke606's topic in DayZ Mod Troubleshooting
I have slight performance drop aswell, still palyable though. -
Needs more attention to the social aspect of the game. And this probably wont get any leveing and shit like that. Its not your ordinary game this. GO play KF, L4d, Dead island for that stuff.
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The One, The Only: I HATE TEMP THREAD
Arnoldio replied to rocket's topic in DayZ Mod General Discussion
Buildings should offer temp raise, another thing to stick around town sand villages... its dangerous outside. -
Bumpy? Any more ideas, thoughts?
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* [FIXED?] Too many zombies for the Carebears to be able to play
Arnoldio replied to Landuin's topic in DayZ Mod General Discussion
Probably slower zombie spawn rate and zombies not spawning in such and such area around the player... -
Yeah, noticed that. Typo maybe?
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Has been discussed... with this flow of threads stuff gets lost. The masses are here as of the last patch, but they need less explosiveness, these zombies.
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I saw someone pointing the pistol upwards in DayZ. No idea how he did that.