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vfxtodd

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Everything posted by vfxtodd

  1. vfxtodd

    Multi-Person Mechanics to discourage KOS

    I'm guessing that a lot of the KOS-ing comes from people who play a lot of FPS type games, like Call Of Duty and Battlefield to name a few. And/or people who simply like going around and shooting players dead.
  2. vfxtodd

    SurvivaL Please ...

    Jexter: "I also have to ask what's the big deal about the guns. Are people still not clear about the direction DayZ is going - zombie apocalypse survival - not run around blasting each other. It's also strange that with so many other shooter games out there that people want to make DayZ into one of them. Whoopy yeah, let's have another FPS like all the rest." I wasn't aware you were on the development team, Jexter. Your name isn't highlighted in blue or green, so I can only assume you're just another person talking out of their bung hole. You talk as if you have the final design plans for DayZ right in front of you, and the rest of us are just lowly scrubs without a clue. Weapons, ammo, food, supplies, tools, etc can be easily dealt with by randomly spawning them around the map after server restarts or some other time frame the developers decide on. Random spawns automatically force people to search and explore new areas of the map. Not only will this help everyone learn the map better, it will make the survival aspect of DayZ more consistent and balanced for everyone. I think another suggestion I've heard that will help people enjoy DayZ more are servers that are designed around different play styles. Personally, I'd like to explore all play styles myself. If people want to just plant and grow their own food. Great. Because we will have lots of servers to cater to all aspects of "survival", we can make everyone happy. I'm happy to let the developers handle everything with and without our input. In the end, I'll either play DayZ or I won't.
  3. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Studies that try to seek a correlation between video game behavior and real life behavior have been done over and over ad nauseum. The fact is, a person already has a predilection towards harming someone or they don't. Video games don't create that behavior. It's inherent or it's not. Canada has a similar percentage of people playing violent video games as we do here in the states. Yet, their crime rate is microscopic compared to ours. People with religious agendas tend to be the ones who try to argue against these conclusions with nothing to back their claims. And the beat goes on.
  4. vfxtodd

    SurvivaL Please ...

    I'm with the idea of enjoying the current DayZ as it is. Trying out weapons you may not normally come across. This way, when a more difficult DayZ comes out, and you come across that rare weapon you'll have had some practice with it. The key here is allowing for multiple ways to experience and play DayZ. It's getting old hearing the people who keep insisting DayZ should play how THEY think it should play. I'm bored to tears when I hear these things come up over and over again.
  5. vfxtodd

    Multi-Person Mechanics to discourage KOS

    As pointed out in another thread, the most fair approach to loot and defense is to everything - food, tools, weapons, ammo - spawn randomly around the whole map. There's no need to make anything "rare". Making any one type of item/loot "rare" will remove balance from DayZ. It's a simple solution that respects all play styles. Saying that you're all for supporting all play styles while suggesting a feature that would punish certain play styles isn't supportive at all. Last night I was KOS'd twice. Once from someone who chased me down and killed me despite the fact I was trying to avoid confrontation with anyone. I was armed. But I'm not a KOS player. Although there are times I want to KOS to get back at someone who killed me. The second time I was killed was by a group of FOUR players who chased me down. I was a fresh spawn and unarmed. They told me they wouldn't kill me if I stopped running away. I was a fresh spawn, so I told them to go ahead and kill me. They killed me despite their own claims of not planning to. If DayZ is developed with rare ammo and weapons this is what DayZ will become. A KOS paradise. This is where randomly spawning ammo and weapons around the map will balance the game. Then I'll have a chance to defend myself against KOS losers.
  6. As mentioned in other threads, I think spawning loot in random areas around the map for server restarts will go a long way in balancing DayZ gameplay. No need to make anything "rare". The random spawns of loot will serve that purpose and make the game fair to all play styles. No one can honestly complain when everyone deals with the same loot frequency. And it encourages players to move throughout the entire map.
  7. vfxtodd

    Airfield Towers.

    I totally agree that loot should always spawn randomly. That's what will help keep the game balanced. Some people suggest making ammo and weapons rare. When all loot spawns randomly, you don't have to make anything "rare". By keeping it random everyone has an equal chance of finding loot, weapons and ammo. Problem solved. All play styles are respected. Simple.
  8. vfxtodd

    Multi-Person Mechanics to discourage KOS

    You shouldn't be kitted out in your first few days??!! Wtf?What utter nonsense. It should take you a few days to get armed or geared? If that (stupid) idea was implemented we would ALL be dead before we found a weapon. This is about supporting ALL play styles. When the day comes that DayZ is released, there is a good chance we'll be looking at full servers with players who cover all imaginable styles of gameplay. Forcing players to take several days before they can find sufficient protection will most certainly lead to more players DYING then surviving. DayZ is already difficult. When the servers are full, survival will become exponentially more difficult. Not everyone who gets armed will go on a KOS spree. I've been fully armed most of 144+ hours I've played DayZ. Yet I've hardly engaged more then 5 players in that time period. But I defend anyone who chooses the KOS style in DayZ. In the end, DayZ will probably be a difficult game to survive in. I trust the developers on this. Given the poor reasoning skills I've witnessed in these forums, I only trust a few people who post here. The rest are just selfish whiners who seem bent on creating a DayZ that supports their play style and screw the rest of us. Unless your ideas are inclusive of all play styles, without favoritism, I'm not interested.
  9. vfxtodd

    Multi-Person Mechanics to discourage KOS

    . Survival isn't fair? What the hell? This is a game. The design of the game has to be fair and balanced to support all play styles. Otherwise it's a complete waste of everyone's time and money. So, a 60-player server SHOULD look how YOU described? Are you insane? What in the world inspired you think you can dictate the frequency of kitted players, to semi-armed players, to fresh spawns? How in the world did you come to these strange percentages? Thank God you're not on the development team. DayZ would be dead before it left alpha. I like where DayZ is at with .57. If you're not happy, fine. Wait for DayZ to get released and come back to see what happens.
  10. vfxtodd

    Multi-Person Mechanics to discourage KOS

    To be honest, the idea of finding just a few rounds of ammo has been happening to me lately. Making anything rare works against one play style over another. The whole point of DayZ- to me - is learning how to survive with whatever you have. Limiting supplies also punishes fresh spawns. When someone spawns in fresh they're at the mercy of someone who's stayed alive and is armed. What's key to balance is testing various amounts of supplies of food, weapons and ammo. Not just arbitrarily making something rare. After all, what is rare to one person is too much to another. That's part of game development. So many people keep forgetting that DayZ is still being developed. Developers could ask players to report where they spawned and how long it takes them to get sufficient food and become FULLY armed (carrying ammo and matching weapon). From there they can adjust the amount and frequency of food, ammo and weapons. "Rare" is a subjective word. Fair balance can only be achieved when all play styles are taken into account.
  11. vfxtodd

    SurvivaL Please ...

    We don't have too much food, ammo and weapons. What we have too much of are people who want DayZ to be designed just the way they play and no other play style. Oh, they say "Yes, make DayZ for everyone", then suggest ideas that only.cater to their play style. By keeping ammo and weapons available you allow players to CHOOSE whether to play KOS or use their weapons to defend themselves. If you want to live your DayZ life with a garden and white picket fence, you can do that, too. You say that people can arm themselves in 20 minutes. Great! Then they will be prepared sooner for players who only play KOS. That is what a fair game looks like. It's mind boggling that people don't get it that reducing ammo and weapons does not discourage KOS at all. As a matter of fact, it will make it easier for KOS players because it will make it harder for other players to arm themselves before a KOS player gets to them. It's so obvious. If a fresh spawn takes 2-4 hours to find ammo and a matching weapon, they are more likely going to come across a KOS player in that amount of time. Why doesn't this occur to people who think rare ammo and weapons will help? It won't. All play styles should be supported. It's a survival game. Thus, there should be multiple ways to deal with surviving. And dealing with armed players is one of those ways. If you came across a KOS type player, wouldn't you want to be armed when that happens? Of course you do. This is survival. Not home and garden magazine.
  12. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Yes, because you're latched onto this self serving idea of "victory". Victory comes at the end of a competition. You focus on killing me and taking my loot. A situation that represents a fraction of the possibilities available in DayZ. Killing another player is equal to 1% of what is possible in DayZ. But it seems to be your primary objective. Which explains the "need" for victory. The need to defeat someone else. Which tells me you have a very narrow point of view when it comes to playing DayZ. The best survivors avoid engaging another player in battle. The best survivor moves throughout Chenaraus without being detected. The best survivor knows when to work with other players to extend his/her life in DayZ. The point of this thread is to discuss ways to encourage cooperation between players. Cooperation extends the life of those who participate. Cooperation does not include competition if survival is the intent. But, hey, kill and steal loot all you want. But, if it's competition you want, there's always Call of Duty and Battlefield Hardline.
  13. vfxtodd

    Multi-Person Mechanics to discourage KOS

    "I am clearly the victor." Yep, you're clearly looking to stroke your ego. "You speak of honor and supremacy like someone who doesn't know what either are." And you suggest that there is competition in DayZ as if it's the real world. Victory is only important if there's something to be gained. You merely caused me to respawn away from you. There is no victory. But, your self-esteem clearly depends on "defeating" someone else. So, you shoehorn the idea of "competition" into a survival game because you need your ego stroked on a regular basis. I'm sorry you need so much validation to feel good. I'm just playing a game. You seem to "need" to defeat someone. I'm not defeated. I just respawn. Stick with internet porn. You can compete with yourself there. Hahaha.
  14. vfxtodd

    Multi-Person Mechanics to discourage KOS

    if loot, weapons, ammo, and vehicles spawned only once then yes we would be competing for the means to survive. Competition may kick in if you're pvp-ing with other players. Or fighting to get the loot in a particular location. But competition is not inherent in the game. Competition implies that there is an end and a victor. If you kill me, I respawn. You didn't win. There is no final score. If I'm a lone wolf, I am only concerned with staying alive and feeding myself. I'm not competing with anyone. There is no prize, honor or supremacy. You might end up with an inflated ego at the end of the day. But, nothing to show for it.
  15. vfxtodd

    Multi-Person Mechanics to discourage KOS

    I disagree. This assumes everyone plays with friends all the time. When I respawn after dying, I'm usually far away from my friends assuming I was playing with them when I died. I also like playing as a lone wolf. When you die, you're a lone wolf when you spawn. Even if you're on teamspeak with friends, you still have to make your way back to them or they come to you. I have a lot of fun playing as a lone wolf. And personally, I don't see DayZ as necessarily competition. It's a survival game. Competition is not inherent. Unless you think you're competing for loot. But, since loot is spawning all the time it's more about a continuous search for supplies throughout the map.
  16. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Aimlessone: "Do those of you campaigning for less guns and ammo not realize that it will widen the gap of bambis and KOS players? Think about it for one second, if they make guns and ammo rare, those that wish to KOS are going to play safe UNTIL they get their hands on guns and ammo. Then they are going to go hunting, hunting a larger population of players with no means to defend themselves. It's like a madman with a gun in a gun-free zone. IMHO less guns and ammo will INCREASE the problem because those that have them will rule the land." This is exactly my point. Why people are so blind to the fallacy of "rare ammo and weapons" is mind boggling. Reread what Aimlessone said. It's so clear. To argue for less ammo and weapons makes no sense. When a KOS style player is geared to their liking, they take up a position and wait for fresh spawns to appear. Or the make their way to towns they know will have more targets based on popularity. Since the KOS players will be aware of the "rare ammo / weapons" factor - if it's implemented - they know it will take their "victims" more time to find weapons to protect themselves with. Making EVERY player susceptible to coming under attack by ALREADY geared KOS players. It's so fricken obvious! Rare ammo and weapons FAVORS the KOS players. So it takes them a little longer to gear up. It also means it takes everyone else longer to protect themselves from KOS players. Jeez!! Think!
  17. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Gibonez, Your stats don't mean anything. We're talking about DayZ, a game based on a zombie apocalypse. And you're pulling stats out of your butt that have no relevance to a fictional video game. Play DayZ however you want. But stop trying to rationalize your self serving ideas by incorporating real life stats into a discussion about a fictional, fantasy based video game. I don't give a flying monkey how many privately owned weapons are "actually" available in Russia. Stick to the fact that DayZ is a video game. DayZ needs to be designed for multiple play styles. Don't ask others to accept your ideas that cater solely to your personal play style. Unless you want to play on servers as populated as a ghost town.
  18. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Realism. We're talking realism in a zombie apocalypse? Seriously? Let's make ammo and weapons rare because this is Russia. Yea, Russia...in a zombie apocalypse. Talk about realism, eh? Maybe I should just wait for DayZ: New York to get developed 10 years from now. Right? Some people can't think beyond one day ahead. Imagine when DayZ gets released. We just might see every server filled. We might even see 100 player servers. Imagine that? Then imagine, fresh spawns along the shore of Cherno or Electro being greeted by a bunch of players lining the coast waiting to kill them after they spawn. It could happen. How? Well, let's think for a minute. (Thinking is not popular here). A lot of people will form clans for the very purpose of meeting fresh spawns with "resistance". Why? Well, that's what happens when thousands of people buy a new game where "survival" is a key component of the game. To many, this means well armed. "What shall we do, Obi Wan Kenobi?!" "Get used to it. Adapt to survive. As soon as you spawn, run inland and get supplies. And if you really want to survive, arm yourself in case you come across these soulless creatures who want to harm you for your goods. " "That sounds scary, Obi Wan!" "That's what an apocalypse is like. Scary."
  19. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Dashender 7, It's not that I'm unwilling to listen to you. You seem unwilling to consider other options for discouraging KOS other then making guns and ammo rare. Which is the worst idea. That's what I'm against. What ColdAtrophy suggests is much more acceptable to all play styles. When firing a weapon, the zombies flock to you as soon as you fire your weapon. That way there are consequences for using a fire arm. That makes a lot more sense in dealing with KOS then your idea of making ammo and weapons rare. And all play styles remain intact. The KOS'ers pay for their aggression with REAL balance. This way, people can CHOOSE to arm themselves for protection or for a more aggressive style. Either way, they're given a choice. Your clear presumption is that anyone who grabs a weapon and ammo must be interested in KOS. a truly mistaken presumption.
  20. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Dashender 7, No, dude, YOU just don't get it. You're assuming that by limiting access to guns and ammo you're making the game "balanced". That's selfish and delusional thinking. People are going to play KOS regardless of what you do. Imposing limitations on a specify style of gameplay will limit the sales of the game. On top of the fact, this game is based on an APOCALYPSE!! You will have KOS in any apocalypse, real or game based. You're being "nonsensical" in your insistence on controlling and limiting on how others play. KOS isn't going anywhere. You think you're smart because you think you know better then anyone who disagrees with you. Search YouTube for DayZ videos. It's amazing how many ways DayZ is played. You don't like KOS? Don't blindly run into towns looking for loot. It's an APOCALYPSE!! It's supposed to be scary! And KOS is part of what any apocalypse would be like. Adapt or cry to your mom. The way to BALANCE and discourage KOS is by rewarding cooperation. And that has been discussed thoroughly in these forums. Pay attention.
  21. vfxtodd

    Zero loot after latest reset

    It seems like a case by case issue. I played a long time yesterday and had no issues regarding loot.
  22. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Yes. And if your idea comes to fruition, DayZ will sell the fewest copies of any game in history, imho. They might as well change the name to "DayZ: Home and Garden Edition". People seem worried about "encouraging" one play style over another. While missing the point of encouraging all styles of gameplay. Most of the ideas I read here are people suggesting things that support their own preferred style of gaming at the sacrifice of other play styles. DayZ will only remain challenging if multiple styles of gameplay are encouraged. Suggesting ideas to support your style, then turning around and suggesting ideas that hinder or limit other styles is the worst approach to the development of a game like DayZ. Do you really want balance? Or do you just want to make sure your gameplay is supported? You can't have both.
  23. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Disagree. It will only SLOW DOWN players who are into KOS. The reduction will be imaginary because you're only delaying what's going to happen anyway. And again, you're FORCING a style of gameplay. You're always going to have KOS players on games where there's competition for ammo, supplies, or weapons. Especially in survival games. Here's another situation. You're on your way to meet up with a friend in DayZ. While you're heading towards him, you hear that he's surrounded by KOS players. You get there, and what happens? Well, if you're geared and armed, you get to help your friend stay alive. If you're not all you can do is run. So, we're right back to allowing the KOS players to have the upper hand. People keep asking for things that would happen in a real apocalypse, except where it would interfere in their personal play style. In a real apocalypse, you would have KOS people. People who would rather hunt down and take other people's supplies. So, why are you trying to reduce the frequency of a situation that would actually generate intensity in a game made for intensity. Survival games wouldn't be fun if all they were about was gathering stuff, planting and growing foods, and building bases. If that's all you want to do, then play SIMS. Survival games are meant to create moments of fear.They're supposed to be visceral experiences. If you're too worried about being killed, play Mario Brothers.
  24. vfxtodd

    Multi-Person Mechanics to discourage KOS

    Ridiculous. This whole idea of reducing ammo and weapon spawns would only mean it might take the KOS players a tad longer to get what they need to go on a KOS spree. But, it won't reduce KOS. It will only mean fewer players would be able to defend themselves against KOS. I've had encounters where my having ammo and a weapon prevented being KOS'd because I fired back and bought myself more time to get away from the KOS group trying to kill me. Being able to defend yourself is part of an apocalypse experience. Reducing the ability to do that will surely reduce the chance of my ever playing DayZ. You really want to reduce KOS? Then you have to increase the rewards / benefits of cooperative gameplay. One possible way to do this is to enable a player that wants to team up with another to "tell" the server through an interface of some kind that the two players are teaming up. This could initiate the ability of these two (or more) players to shake a tree together to get more apples. Or to knock down a barricade - with loot on the other side. I see people suggesting more ideas, but without including how to implement their ideas. I love ideas for "valuing life", etc., but try to include how you believe your idea can be implemented. Otherwise this thread will just decay into another whiny, rambling waste of time. We have enough of those threads.
  25. vfxtodd

    Multi-Person Mechanics to discourage KOS

    I share ColdAtrophy's concerns. I don't want there to be a finite lifespan either. After all, DayZ is a survival game. If you're forced to die after a certain amount of time, that would contradict the whole point of the game - survival. REGARDING THE "BARRICADE WITH LOOT" IDEA: I think there are ways to include lone wolves in the game regarding certain features. For instance, if a lone wolf comes upon a barricade with a "pristine" splitting axe or fire axe in his hands he should be able to take out the barricade and enjoy the spoils of newfound loot. Naturally, his axe will be damaged - badly damaged when he's done, but at least he's included in the benefits of his efforts. Again, nay on lifespan limitations. That would be a game breaker for me.
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