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Everything posted by scriptfactory
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I'm kinda' tired of all of the "status button/text message" apologists on this forum. A few icons will not break immersion. Add icons that not only tell you your current status but also the rate that your status is being affected.Example: If I am getting colder I need to know how rapidly this is happening. It is not being communicated very well with the text messages...Friendly hex markers will not break immersion. What will break immersion is prosopagnosia. It is not realistic that someone can just change their clothes, run up to me and look exactly like one of my friends.Get rid of all hidden stats. Not knowing what is going on with your character and suddenly dying WILL break immersion. And it happens quite often with the sub-par UI DayZ has.Or, at least, add it as a server option for private shards. Modding this crap yourself will never be as good as if BIS implemented the mechanics directly.
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DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
scriptfactory replied to carbine781 (DayZ)'s topic in General Discussion
Well, I would actually like to have to track an animal quietly to kill it. Almost like a mini-game. Not harder, I just don't think I should be able to run up on a deer and kill it with an axe. If I fire at a deer and I miss completely it should run faaaaar away. If I wound it, it should still try to run away, just at a slower pace. Sorry for being so negative without giving actual feedback. -
I can't wait to play a survival horror game that has caves. Caves are pretty much necessary for a bandit hideout.
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DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
scriptfactory replied to carbine781 (DayZ)'s topic in General Discussion
You are correct. I totally wrote this comment on my morning commute. I don't know how I thought it was almost 6 months. Ok, almost 5 months. :) Camping gear doesn't work. Hunting is super lame. Building completely new structures from scratch is a horrible idea. Leave it at tents or force players to carry every single stone. And yes, I should not have played DayZ until beta, at least. 10 months of progress with very little change in gameplay. Horrible. Edit: My expectations are horrible, I mean. I should have expected much less. Game development can be difficult at times. -
DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
scriptfactory replied to carbine781 (DayZ)'s topic in General Discussion
I can't believe this post was made almost 6 months ago. I was expecting "more" from the game by now. This is probably why I shouldn't create unrealistic expectations about DayZ development. -
I have noticed that my encounters on Hardcore servers have resulted in me being KoSed less since I generally get the drop on other players. It seems that most Hardcore players are oblivious to their surroundings.
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This really disappointed me. After 6 months one of my new friends finally upgraded his potato a bit. He told me that once he upgraded he would start playing DayZ so I bought him a copy. Turns out he is still running 32-bit Windows because he can't afford a new license yet. Guess what? DayZ crashes every single time after about 5-15 minutes.
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I am not sure if you are talking to me or OP but every item in-game entity is the equivalent of a "hardcoded mechanic". Zombies. Animals. Bandages. Trees. Everything. The fact that it looks like a human makes no difference. You hit a tree and a log comes out. You go to this NPC and he gives you items. It is a slightly more complex AI but it would be script-driven, just like trees. It seems that you are actually against complex entities being added to the game, instead of any hardcoded mechanic. Well, complex entities like cars are fine. Just not entities that take player items and give them other items in return. An NPC trader could set a baseline for item worth, allowing for an in-game economy to form. Without setting a minimum value for items, as well as a giving an in-game item fiat worth, there would be no standard for trading. This is why Eve Online has CONCORD. Without it, the game would not exist. I was talking about this feature as a mission/mod, anyway, since BIS seems to be against any NPC that looks like a human and interacts with the player in a non-violent way. It kinda' sucks because trading simply won't work on the public hive. Too many people with a griefing/hacking/deathmatch mentality that would do whatever they could to keep players from opening up stores. Random people who join the game will simply view DayZ as the Minecraft FFA DM it currently is then leave or join the DM. Private shards would not need this as creating a player-based economy is as easy as adding a relatively safe trading mechanic that can be circumvented with some effort. A certain level of trust (and safety) is necessary for people that actually want to open shops.
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I like the idea of adding NPC traders. The NPC trader could just be a person that sits in a secure, reinforced building or vehicle and will trade an in-game pseudo-currency (e.g. cigarettes, alcohol, weed, bullets, etc.) for useful items or vice versa.Players could be able to break into the trader building or vehicles, shoot the trader and steal his items but they would be banned from using any other trader on that hive for an extended period of time (> 1 month). Also, the trader would fight back with powerful weapons so it would, usually, take a group of players to rob him.These traders would not be allowed to create many new items from scratch; they should mainly be able to trade the things that players have given to them.Players could be ganked while purchasing items. No safezones.The traders could give out Bounty Lists (new in-game item) of players that were blacklisted.If you "use" a Bounty List on a dead/alive player you will be able to tell if that person is wanted.Wanted players could be turned in for packs of cigarettes or whatever but you would have to deliver them to a trader. Dead or alive.Traders could give a bigger reward for wanted players captured and delivered alive.Bounties must be persistent.If you are delivered alive to an NPC trader you are put into a small jail.No suicide in jail. You would be provided with food and water. Starving to death should take a long ass time.Your sentence could be something like 1 week, real time. You could choose not to login for a week or just serve your time in prison with the other prisoners.After serving your time in jail you are allowed to use the NPC trader again.It could be possible to break people out of jail but the player that opened the door would get placed on the bounty list as well.Could be fun. Much better than zombies or packs of wolves like H1Z1. In fact, it would be cool to play this as a mod with no zombies at all.
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Is This A Mechanic Or A Bug? Bone Condition Death...
scriptfactory replied to jacobahalls's topic in General Discussion
I really dislike hidden stats like this. I wonder how long it has been in-game. Horrible. -
Jumping Server Cheating and Spawning Characters
scriptfactory replied to Dark233Play's topic in Suggestions
Private shards will be added. Play on those servers. Stop trying to force your ideas on everyone else. Alpha. No, but really. Private shards will definitely change gameplay in a positive way. I'm pretty excited to see them added. -
Is This A Mechanic Or A Bug? Bone Condition Death...
scriptfactory replied to jacobahalls's topic in General Discussion
That is an interesting thought, however vitamins don't usually cure bacterial/viral infections (antibiotics/antivirals) or the flu virus (viral infection, vaccinations, no cure). Calcium and vitamins C & D, on the other hand, all help promote bone health/"growth". -
Is This A Mechanic Or A Bug? Bone Condition Death...
scriptfactory replied to jacobahalls's topic in General Discussion
Vitamins. -
You mean like Eve does with their CONCORD NPC faction, right? Because that is exactly the same thing.
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I am talking about "rules" in the context that most people on these forums seem to understand them. An NPC faction (CONCORD) adds structure to gameplay. It forces players to be conscientious of their actions or face the possibility that traveling through certain areas will be extremely hard.Eve Online bans players for real-life death/rape threats. DayZ doesn't even have a mechanic to report players.The player-based economy has its own rules. Players have to trade according to the structure setup by the Eve Market. You can't just trade however you wish across whatever distance. You have to travel to your station of choice to actually make the trade.Safezones.etc. This is why I said "perhaps". If you want, substitute this word with "arguably".
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All games have rules. Eve Online is, perhaps, the greatest sandbox game ever created and it has rules and limits your actions. Even DayZ has rules and limitations in the form of game mechanics like player respawn, health management and limited run speed. A game can be classified as a sandbox regardless of the presence (or absence) of rules. I would argue that the presence of rules is what has kept the Eve successful for the past 10-11 years.
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What exactly do you think "sandbox" means in relation to video games? It doesn't mean FFA DM.
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So, basically, you just want a better character editor because everything else is already in-game.
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I think you are speaking from a real-life perspective. I wanted something more applicable to DayZ. In DayZ I have never carried much. I don't need more eyes since I am pretty good at spotting myself. More hands will not improve my survival, it isn't like you need to clean out a town quickly. There are no problems that require solving in SA so brainstorming is unnecessary to survive. The way I see it, harder survival in DayZ means people will be more likely to kill me for my coat and backpack contents.
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Even when surviving is made more difficult, in what ways do you feel grouping up will improve survival? Because if resources are scarce it is easier to feed one mouth than two.
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My responses are in red above. :)
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Excellent write-up Evil. I will read this in-depth and try to learn some of the concepts you are talking about. Player identification in DayZ is woefully lacking. I believe that gameplay would improve if unchangeable, unique player names were shown in-game. This current player-guessing situation (akin to prosopagnosia) we currently have is fairly unrealistic and disorienting. In my opinion it is no less immersive than the status messages we currently get that tell us our character is getting warmer, colder, warmer, colder, wetter, etc. Party identification, perhaps in the form of the Arma 3 hexes, would also have a minimal impact on immersion (I hate this word) for most of us while allowing players to recognize friendlies in their communities and keep out strangers. What I would really like to see is a realistic way for players to safely interact and trade with each other. Not safezones but some kind of in-game feature like barricaded windows/doors or barricaded cars that allow players to trade from relative safety, thereby allowing for trust between players to grow organically.
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Should we look at the possible outcomes? I am assuming that KoSers accept death as a normal part of the game so, for them, death isn't really a negative factor. If a KoSer meets another KoSer there will be a shootout with the more perceptive person getting a distinct advantage due to noticing the other player first. But, for the sake of argument, let's say that there is a 50% chance of death for either player in this scenario. The surviving player gets all gear from other player.If a KoSer meets a non-KoSer the aggressor will most likely win. Let's say that there is a 75% chance of death for the non-KoSer. The surviving player gets all gear from other player.If a non-KoSer meets another non-KoSer then the best than can be hoped for is a can of beans or an untrustworthy traveling companion.So if we just take these three scenarios into account, along with the fact that KoSers don't care if they die, it appears that always choosing to KoS will more often result in an advantageous position for the KoSer, especially as their skill with the game increases and they are able to put themselves into more advantageous positions over other players. Do you see the situation differently?
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I actually never said KoS is a win-win situation. I am merely talking about advantages/disadvantages when two random groups/players encounter each other in DayZ. Not the outcome. The non-KoSer is immediately placed at a disadvantage.
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I am not an economist. I was only talking about the advantage/disadvantage upon entering into a scenario based on a violent/non-violent strategy. Could you explain why you think DayZ is more like a Hawk-Dove game, though? :)