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Everything posted by scriptfactory
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Duping is still in. Hacking is worse. Hacking in a permadeath game ruins it for me. No motivation to continue playing on Stable. I only log in once every couple of weeks to check out Experimental and find out if ANY of the main problems with the game are fixed (fps, latency/desync, zombies in general, character movement, hotbar actions, non-local sounds, etc.)
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The heartbeat system from Mod would have been nice. A lot of people opposed it. I,personally, would love to see ambient music reintroduced. They could use it as an indicator of your characters emotions at the time. If you wanted your immersion simply turn off the music. http://en.wikipedia.org/wiki/Contrasting_and_categorization_of_emotions
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Give each other diseases and steal.
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The last time I spawned on Experimental a guy chased me around with a sledgehammer. But whatever. It's cool. You can't lose hope when there was none to begin with.
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DayZ Lack of Social Realism
scriptfactory replied to therandomredstone's topic in General Discussion
So basically this is what you want to believe and not based on evidence. Oki. -
DayZ Lack of Social Realism
scriptfactory replied to therandomredstone's topic in General Discussion
But people were stealing. They weren't going around shooting each other in the head! What are you trying to say? That humans turn into psychopathic murderers as soon as there are no laws to follow? When has this ever happened? Ever? -
DayZ Lack of Social Realism
scriptfactory replied to therandomredstone's topic in General Discussion
I was responding to the comments stating that this type of behavior is realistic or people who aren't ready to kill would die during an apocalypse. I understand it is just a game. -
DayZ Lack of Social Realism
scriptfactory replied to therandomredstone's topic in General Discussion
While there has never been a zombie apocalypse we do have evidence of how humans would behave in such a situation. We have evidence from societies that have collapsed in the past. We also have evidence based on human behavior during and after extreme natural disasters, when laws are impossible to enforce. -
DayZ Lack of Social Realism
scriptfactory replied to therandomredstone's topic in General Discussion
Wtf? Why do so many DayZ players believe this game is an accurate representation of post-apocalyptic times? Is it possible the warmongering in Western society has just warped everyone's minds into thinking violence and brutality are natural reactions to a crisis? Humans naturally help each other. The only reason this behavior persists is because it is wanted by the game designers. They want the racism. They want the torture. In my opinion they want to nurture negative social interactions. Jeffery Lin (from Riot Games) is one of the only game designers to share information about player interaction and what the GD industry has termed "toxic" players. I suggest you all look at his work. Many of you fall directly into this "toxic" category. -
I said I'm out... but you keep pulling me back in. :) To me, playing DayZ together constitutes I am in the same general vicinity as my friends. We don't have to communicate over Skype chat or via radio. We can share items or protect each other if we are being shot at. We can split up and try to ambush an enemy. When I am in the far northwest and my friend is on the coast (somewhere), has no idea of his actual location or how to navigate the map, this is not playing together for me. Running around trying to find someone that doesn't know the difference between Novy and Novo is just a frustration, to me. I would rather kill myself (regardless of my current gear) and have a chance to spawn next to my friends than run around for half and hour and not have fun. Social dynamics and mechanics are a big thing for me in video games. DayZ servers becoming emptier every day and social interaction (not KoS) seems to be rarer as well. While I love the concept I might have to face the fact that this game just isn't for me. Sucks. Edit: I said "me" a bunch of times in this post.
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Sorry for calling you stubborn. We just define "playing together" differently. I don't think calling my friends on the phone is the same thing as "hanging out". I don't think playing a game at the same time constitutes "playing together".
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Running across a map to meet them is not playing. You are super stubborn. I am out.
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He probably means he wants to play as a team with this friends. Just being on the same server isn't the same as playing together. Perhaps it would be better to stop arguing semantics and, perhaps, just try to understand what others are trying to say.
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Impersonation is good and everything. But if we are talking about "realism and immersion" then some kind of accurate player identification is necessary. I know who my friends are. I would not be tricked if someone put on their clothes. Impersonation should only work from a distance, like in real life.
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Just kind of a "survey/experiment" test if SA early access was released today
scriptfactory replied to TheWizard14's topic in General Discussion
I think I would be a bit disappointed. March 2013: -
Player identification needs a lot of work before this will be feasible. As of now anyone can make a character that looks like yours with the exact same name. Not very realistic or immersive, in my opinion.
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I get your point. Don't play DayZ unless you have time to play it. Perhaps that is true. Sorry if I was being snappy. :) Please note, I don't want to run for 20 minutes mindlessly. I don't even want to arrange a time to meet my friends the following day to play together. I want to load the game, commit suicide and help out my noob friends. I don't care about dying. I care about the senseless running all around the map to play with other people. I feel like this game and the vast majority of players are completely antisocial. Not only in the unfriendly/hostile sense of the word, but also in the sense that any kind of normal, cooperative or friendly behavior seems to actually be discouraged. I wonder if this is by design.
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When our in-game avatars aren't in a close vicinity I am, effectively, playing solo. Since when is it negative or a "big deal" to want to play a multiplayer game with your friends? Let me put it like this. For me, multiplayer games are about playing with other people. I would prefer for those people to be my friends. Now, my friends already have a strong aversion to DayZ. The majority of them work for the same company as me, a F2P publisher in Germany, and are very critical of most video games. Of my friends that own the game none have played longer than 20 hours with the majority having spent about an hour in-game. When I tell these professionals/parents that I will have to run 20 minutes just to find them they say "fuck that, let's play something else". Sorry for making a "big deal" about it.
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Yes. I have 538 hours played. This game is not fun for me solo anymore. I'm sick of the KoS and just general "DayZ is deathmatch" attitude from the vast majority of players. I want to log in and play with people I know.
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That is ridiculous. I only have about an hour per day to play games. I don't want to spend half of my time auto-running to where my friends are. Because of this, I believe players should be the possibility to choose their general spawn location. NE, SE, SW. Done.
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Will persistence be on by default after wednesday's stable patch
scriptfactory replied to theirongiant's topic in General Discussion
I've been waiting for item persistence since March but I think they should just wait until it is verified as working. I mean, we can see what happened with the duping fixes. Didn't fix shit. Better to have patience than to have them roll out more buggy game features. -
I'm assuming that base building will be well thought out and not Epoch-style. Placing invulnerable walls in the middle of nowhere doesn't even happen in Rust. But now that you mention it, I guess barricading someone in from the outside would be a pretty effective siege tactic. I hope they add it. High timers would encourage players to build safehouses. On "PvE" private shards this might be very interesting, especially if you can use a few grenades to open locks and break barricades. The only way to break in quickly would be loud.
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No need for disappearing houses. They just need to add a substantial skill gate to get through locks. My wishlist: Walls should be invulnerable.Door locks should take between a minute and a an hour to open, depending on shard settings and items used.Breaking/picking locks should also make a variable amount of noise. Lockpicks being quieter and taking more time to use. Crowbars being louder and faster.Optional: Flag houses with locks on them so they stop spawning loot and to prevent ghosting.Optional: Increase zombie respawn in areas where locks are being broken. By increasing the zombie spawn rate around a lock being opened social interaction might be needed to break through locks.
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Wallets and Player Identification - Dog-Tags and Russian Ruble -
scriptfactory replied to TrampledByTurtles's topic in Suggestions
Nice work on this! I'm not sure I like the Bandit/Survivor/Hero coin thing, though. I think there was already talk about a furnace. It would be nice to see "honest money", e.g. gold-based coins/bullion. A mold could be created from existing coins and a few other items. As a dump make gold a required component when creating bullets, electronic devices, tire rims, teeth or something. No idea. Gold is useless. Make bullets. -
I remember reading on a pinned discussion thread on Reddit that Rocket stated he was OK with these status messages and they wouldn't be changed. If I can find the source I will post it here. It was very disappointing to read... I don't know if it 100% true so I will search for the source.