-
Content Count
1329 -
Joined
-
Last visited
Everything posted by scriptfactory
-
Does anyone want an invite for a OnePlus One phone?
scriptfactory replied to Korsbaek's topic in Technology/Programming
What is the advantage of this? Is it good for mobile development? Will this work in Germany? Edit: Woooow. It's super cheap. I have an HTC One M8 currently. I wonder how these two phones compare. I will do some research. :) -
What do you think about realism in DayZ?
scriptfactory replied to CJFlint's topic in General Discussion
Your argument is invalid. The fact that H1Z1 exists is not somehow evidence that "too much realism" is good for games. You are kinda' just saying words right now. -
What do you think about realism in DayZ?
scriptfactory replied to CJFlint's topic in General Discussion
DayZ isn't realistic in the least. Unless having to guess about everything having to do with your character makes a game realistic. We are a bunch of superhuman, drug addicted, murderers running around with no idea about what we are doing or who we are talking to. Just a bunch of freaks running around a big map. -
Well, you know what people want, right? They want to pretend like they are the cast of the Walking Dead. The good and the bad. The current KoS situation takes away the whole drama of player encounters for the person on the losing side of things. It offers a sense of satisfaction to the player that is doing the killing but even that is fleeting. This is, essentially, turning DayZ into a game of loot until you see a "You are dead" screen then trying again. I think the vast majority of players agree that social interaction is what makes DayZ fun. Whether that interaction is positive or negative. I dunno, running through the woods avoiding all other players because they will kill you or you will kill them is not that fun, to me...
-
True enough. But everyone will be able to play the game they want. There will, undoubtedly, be a few communities devoted to a hardcore SURVIVAL experience. And KoSers will be left to play by themselves.
-
Because when everyone is shooting everyone on the public hive it does not feel like a survival environment. It feels like a slow deathmatch. Per default the best type of interaction to have with another player is to shoot them. But, as I said, it doesn't matter. Once modding/mission support is added the community can take care of the problem themselves. You can play your KoS game with other KoSers. Survivalists can play with other survivalists. RP carebears can play with other carebears. Everyone will be happy even though the community will be splintered.
-
KoS doesn't need to go anywhere but a balance can be found between the extensive griefing behavior we see now and a friendly carebear environment. Latest when the ability to create custom missions is added people will run away from the public hive in search of a more robust survival experience.
-
This is an awesome idea. Once they add more zombies this could be a great motivation for teamplay. Edit: Really sorry for the necro! I didn't see the date of this post. :(
-
The vast majority of voices on Reddit and these official forums seem to be shouting that they don't want to survive in the apocalypse. They just want to murder in it. And that shit gets old after a while... There definitely ARE a multitude of ways to combat griefing. Player identification (realistic or otherwise). Anti-KoS defense methods (e.g. safehouses, craftable weapons, helmets). Reduction of gear dependency and attachment (e.g. defensible stashes, storage). Create penalties for player killing (e.g. zombies are more attracted to PKers because they smell like blood and death, animals run away, heartbeats when close to KoSers). And many, many more. But the DayZ devs continue to pander to KoSers because that is, currently, their primary target group, right? The "learn to play" / "get good" crowd. The ones that blame the victims for not being good enough to defend themselves. These sad people that are attracted to, not only, guns and shooting but also intentionally ruining everyone else's game experience and hours of time investment simply because they can. The ones that drive new players away from the game with their abhorrent speech and behavior. But it won't last forever. Eventually SA will be given back to the community. And the community will come up with solutions to these problems just like they did in Mod. PvE servers will be added for some roleplaying communities. Faction vs faction servers will be added where each faction has their own server on a private shard. Anti-cheating tools will be given to server admins to keep their servers clear of cheating assholes. DayZ SA is an awesome game. And it will get even better. We just have to wait a long-ass time for that to happen.
-
Forge Steel and Iron - Blacksmithing
scriptfactory replied to Damnyourdeadman's topic in Suggestions
I enjoy something like this: Safehouse are able to get boarded up from the inside and/or outside. Breaking through these barricades should take a decent amount of time and generate noise attracting zombies.Doors should be able to be secured with combination locks.We can set traps (bear traps, electrocution traps, shotgun traps, etc.) inside or outside the house.Traps can be "hidden" with canvas, boards, nails and spraypaint.We can create fake traps on the floor so we can safely get into our own safehouses.Dogs can be set to "guard mode" to automatically attack people that come into our houses. I would love an server-side option to automatically reset traps/pets after a person escapes but that is a bit fake. It would, however, guarantee that players had to get through your complete "trap matrix" to get at your loot. -
Forge Steel and Iron - Blacksmithing
scriptfactory replied to Damnyourdeadman's topic in Suggestions
At first we should just be able to craft stuff like nails, spikes, knives and crude hammers. I want safe houses so bad. -
Incapacitation/ Kinectic knockdown discussion
scriptfactory replied to gibonez's topic in General Discussion
Don't necro. Just make a new thread, dude. -
If he is even still playing in a year or two I'm sure he will. :)
-
We can remember who is good and bad ourselves. We just need a way of identifying people.
-
I can only agree, dude. I would play Mod if I could stand the horrible graphics and crappy A2 engine. SA is beautiful in comparison. I check out H1Z1 tonight but I don't think it will give me the same feeling as Mod. ...you made me depressed with your post... More zombies and more dangerous zombies are coming, thankfully. I just hope server-side performance doesn't suffer even more. The medical system from SA is so focused on being realistic they forgot that the whole point of gameplay mechanics are to drive gameplay. Realism for the sake of realism doesn't make a game more fun. I am pretty sure the devs are aware of this and will make changes soon. I read a post from Peter saying something to this effect. Something like improved functionality for defibrillators would help this immensely, in my opinion. Yeah... the focus for SA is on survival. But Mod was amazing. So many weapons... so many glorious weapons. Oh, man... I might play Mod again tonight. The bandit vs. heroes system was something created by the community. It worked. There is a different vision for SA but we are not quite sure what it is right now. The one thing that is for certain is, players need to be able to tell good guys from bad guys to a certain extent. Player recognition is something that I sorely miss... This bullshit with guessing who the fuck you are talking to needs to go away. This will be added to SA. No doubt. This is it, right? This is what we have all been missing. I miss it... I kinda' get this feeling on private shards but, somehow, it isn't the same. After a year of development I am pretty disappointed that placeholder functionality wasn't worked on first. Fucking global chat was annoying as hell and unrealistic but it made you feel like community. It helped fuel rivalries. Blah... Mod support can't come to SA soon enough. At that point vanilla SA will die.
-
It looks like new to me. :) Man, I thought more about this last night and I actually love the idea of bringing people back from the dead. This would, perhaps, be a HUGE motivator for teamplay. I like this idea. A lot. I hope the devs implement a semi-realistic resuscitation mechanic to DayZ.
-
Clarification on "Base Building"
scriptfactory replied to Caboose187 (DayZ)'s topic in General Discussion
Clan vs. clan warfare sounds great for private shards. It can't come soon enough. Doing raids and protecting bases is fun as hell. Making a cabin in the middle of nowhere with traps for offline defense, in-door agriculture and electrical generators sounds pretty survival to me. Hell, they could let us use pets as an off-line defense method, too. Bears and dogs protecting our property. Who would be against that? -
What are your biggest concerns and fears regarding the near/far future of the game?
scriptfactory replied to joe_mcentire's topic in General Discussion
Partially agreed, CJFlint. There are many gamers that are a part of the pre-alpha and closed alpha phase of a project. An alpha usually doesn't last 2 years, though. -
Please don't duck with the current 'Hardcore' mode.
scriptfactory replied to stilton's topic in General Discussion
This is just a horrible, subjective statement. What are you basing your opinion on? I used to support 3 different free-to-play games as a backend developer. One FPS and two Korean MMOs. Every time we released a new patch with more content (dungeons, game modes, customization options, etc.) to a game we saw a direct increase in average concurrently connected users, 3-day paying users and new user sign-ups. More options means more players. Making games more accessible to more players just means more money. We only had problems when the Korean devs hastily implemented features with no regard to their effect on gameplay (e.g. releasing invisibility potions without taking into account balance issues, like their effect on PvP.) This is why experienced game designers and monetization specialists are so important. One thing we did was remove unpopular options as supporting them wasn't cost-effective and increase the level of development complexity. The last I saw statistics posted on Reddit, 1PP servers are less popular by a factor of 10. Good thing BIS supports multiple server options or this "Hardcore" mode (that was an option added for SA) would be gone. ...subpar... -
Please don't duck with the current 'Hardcore' mode.
scriptfactory replied to stilton's topic in General Discussion
KoS would be increased by infinity. Cheaters would be like: -
Please don't duck with the current 'Hardcore' mode.
scriptfactory replied to stilton's topic in General Discussion
I think this is one of the worst ideas to implement at this stage. Simply horrible. Perhaps it would be a nice feature once the cheating population has thinned out and walking to the second floor of a building while lagging doesn't kill you. -
Spamming my idea. Problems If you lose track of your friends, in other words "split up and go scavenging", there is no non-intrusive way of identifying them again. There is no way of identifying friendlies through multiple sessions. Personal identification I propose a new option. Please note, I hate status messages with a passion. They suck balls but this seems to only way that the DayZ devs want to show in-game information currently. So I propose an advanced "check pulse" feature. The F1 key. Make "friends" via a "handshake" or "high five" action while your cursor is over another nearby player. Status message: "You and <friend> are now friends." Pressing the wave action (F1) while pointing at a "friend" within 150m. Status message: "You wave at <friend>." If you wave at someone that isn't your friend no status message should be shown to avoid message spam. Both the handshake and wave actions should be spammable for those times you encounter a new group in-game. I integrated another game with the Steam API and I believe Steam friends can only be added via the Steam Overlay. This is something that should probably be supported to improve the social atmosphere of the game. Steam friends should, naturally, also count as in-game friends and support any friend recognition features (e.g. SteamFriends()->HasFriend()).Non-friendly identification On private shards, there are people that break the rules. The only way, currently, to identify these rule-breakers is via the "Check pulse" action. If you are handcuffed or otherwise restrained it should still be possible to identify these non-friendlies. I propose that waving (F1) at another player within 10-50 meters automatically identifies that player. Status message: "You stare an <player-name>." Group identification For group identification they should really just bring back the Arma 3 hex markers unless they have a better plan. In Arma the hex markers are already fairly non-obtrusive and allow team coordination closer to how we are able to coordinate in real-life. Markers should fade in and out base on line-of-sight. This option should be configurable as both a server- and client-side option for people that feel it intrudes on their immersive experience.
-
role playing - which additions would we need for our role playing servers (items, craftables, loot, objects...)
scriptfactory replied to joe_mcentire's topic in Suggestions
Dice: Use to show a random value (1...6) in chat. Gold Coins: Use to show a random value (Heads,Tails) in chat. Can also be stacked to x100 and used as currency. -
Splints aren't a Brackium Emendo spell. Neither is morphine.A sewing kit can't make clothes look like new again. A leather repair kit can make boots look brand new again.IV Saline isn't the same as a blood transfusion but it doesn't matter since no one gives each other blood transfusions unless they are trying to torture them. They just eat a little bit and a few minutes later they are at full health and blood again. Possible scenario for defibrillator use: All characters become "Brain Dead" when shot in the head.Characters that are not "Brain Dead" can be revived within 5 minutes of death. (Brain cell death occurs approximate 4-6 minutes after cardiac arrest.)To revive an asystolic character you inject them with epinephrine and do chest compressions.After 1 minute of chest compressions a character is either revived with a sinus rhythym or is revived in fibrillation.The defibrillator has a random chance of bringing characters into or out of ventricular fibrillation.After being revived character are set to a baseline amount of Blood and Health. IVs and/or blood packs must be administered. Done. Realism in your face.
-
Has a lack of UI actually decreased immersion in DayZ?
scriptfactory replied to scriptfactory's topic in General Discussion
Armbands would be nice for group identification but Rocket said it probably wouldn't be possible due to clipping issues with various clothing items. https://www.reddit.com/r/dayz/comments/1w50fo/dean_hall_on_colored_armbands_in_twitch_stream/ Customizable hats or bandanas are an option but that negatively impacts the RP aspect of the game, for me. I always wear a green cap and blue shirt flannel shirt on RP servers. It also doesn't help with personal identification in any way.