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Everything posted by scriptfactory
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Trading posts/NPC (guards) Hear me out. Thoughts?
scriptfactory replied to Adams (DayZ)'s topic in Suggestions
The developers already said "no NPCs". You know... besides zombies, deer, bears, etc. No NPCs that would actually do something to make the game less of a deathmatch. IMO, they just need to add a party option with ff:off for private shards so we can do this ourselves. As of right now, with the horrible desync/lag problems you are more likely to shoot one of your teammates than the hacker that is running through you group at high speeds... -
I really want to believe this is true but I play on Experimental. In my (extremely subjective) opinion as loot goes down, murderous intentions increase. I had way more interesting encounters when everyone had an M4.
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Muka does have a point, though. Social interaction in DayZ has gone waaaaay downhill recently. I can't remember the last time I had an interesting encounter in DayZ. Now it is either people trying to kill me or someone offering me food and then running away because they think I will kill them. To be honest, I had the same problem in Mod (only with worse griefing and hacking)... but I kinda' thought SA would be different.
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A few thoughts to mull over: incentives/skills/kos
scriptfactory replied to gcriseightysix's topic in Suggestions
I like the Project Zomboid system. In fact, all I want is Project Zomboid as a DayZ mod. I would play it forever. -
There are a few RP servers which are better than PvE servers anyway. I just signed up for one (waiting for my confirmation). Just google for some.
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Private shards are too friendly, in my opinion. What would be fun is a faction mechanic with FF:Off (or x for crosshair when hovering over faction members) option for private shards. It would, hopefully, results in more team battles and less random KoS.
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Famous Quotes That Apply To DayZ..Post Here
scriptfactory replied to harteman's topic in General Discussion
This probably wasn't a quote from Einstein. -
Just happened to me on a private shard. I was running along the coast near Berenzino. I lost all weapons and magazines. My pants and boots were also destroyed.
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2 minutes that sums up this game...
scriptfactory replied to rickyriot's topic in General Discussion
Who hurt you, man? -
Problem with this merge is that I don't think the game is shit and want my money back.
scriptfactory replied to Barbosa1955's topic in General Discussion
Where I work we have a "zero-defect" policy for all in-house programming and require the same from the external development studios. The longer you wait to fix a bug, the more expensive it is to fix, in terms of time and monetary investment. The OP has a valid complaint, in my opinion. It sucks that new features are implemented and then left in their broken state. They should be working on fixing bugs and not constantly implementing new broken features. This whole thing about fixing bugs in the beta is simply bad. And fairly wasteful. -
I'm not sure if you are talking about .50 but it is a known problem on my private shard.
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They are invisible or something. They don't spawn.
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I don't think helicopters are spawning on persistent servers. The loot is spawning, though. You can just run around to every helicopter site and hope you get lucky? XD
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Nothing reduces PvP KoS like...I don't know...EATING PEOPLE!?!
scriptfactory replied to bfisher's topic in General Discussion
You can eat people in Rust and they seem to be getting KoS under control in Experimental. The same with Breaking Point. Because of their class systems and grouping systems KoS seems to be way lower than in DayZ. Because of my experiences in other sandbox games I believe cannibalism has no effect on KoS. Can't you use a machete? Those are pretty common. I accidentally skinned a human the other day. I immediately threw away the meat. Bleh... -
If the game is not ready until Q4 2015 then this will definitely happen. AAA studios already have "DayZ-killers" in development. But it's OK. If we look at Mod as an example the hardcore PvP/griefing/hacking crowd will stick around.
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This game and trust go good together
scriptfactory replied to scratches's topic in General Discussion
I am only nice to hackers. It is the only way to survive in those situations. Otherwise, KoS everything that moves. Including deer. Fuck deer. -
Someone forgot to clamp that integer. I wonder how they calculate this percentage, actually. Anyone know?
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Or, perhaps, improving over time based on character age. Imagine that the stamina skill only increases when you run, but also increases at a maximum % per time period. For skills based on resources there should be no problem. People might waste bandages for a higher skill (speed) in bandaging. But people will definitely waste bullets for better accuracy just like people do in real life. And expose themselves to danger in the process. Meaning it isn't a win/win scenario. And there is actually no way of telling if they will even show us our skill rating. They probably (hopefully) won't. I guess that is why he is saying to wait and see how they decide to do this.
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Hicks was posting about this on Reddit. He called it something like, "A project close to my heart." I hope it means he is going to try to add features that give our characters value, i.e. soft skills and aging effects.
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If we reach beta by Q1 2016 I would be surprised, but pleasantly so. I don't care about these time estimates, to be quite honest, and have little faith in them. I wish they would just do something like this.
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Results of killing (insanity, morality)
scriptfactory replied to threedogification's topic in Suggestions
Instead of adding mental health affects, Garry added ways for noobs to protect themselves in Rust. It isn't finished yet but I think this is definitely the way to go. Make it easier to protect yourself than kill someone else and all of this rampant killing will slow down a bit. But just a bit. Half of DayZ players would be griefers in other games if they had the skill. The idea that you can gear up and shoot unprotected/unsuspecting people is too fascinating for the vast majority of DayZ players. -
Right now all loot spawns inside of buildings. Right now all loot degrades inside of buildings. On server restart. Every two hours. Please stop trying to play the realism game. That ship has sailed. Edit: I just saw your later posts. I guess we are on the same page.
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And if I drop it on the ground inside of a building it is protected as well. So what is your point?
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All they would need to do is adjust the loot tables. When you have an item equipped or stored in a persistent container does it degrade? If not, it shouldn't degrade when you drop it on the ground either.
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I don't think loot should degrade over time, to be quite honest. Only damage or actual use should degrade items, IMO. My question is, in what way does the current degrading loot mechanic improve gameplay?