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diuwhysoserious

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About diuwhysoserious

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    On the Coast
  1. diuwhysoserious

    Loot Availability discussion: Reality

    I super agree what you said about "realism" and "loot finding". I have been thinking that since the first time of playing and shocked that the loot in houses that common sense would judge there should be food or clothes (the reality is nothing in there). Reasonably, balancing loots with reference to our reality thoughts would make the game very noticeable. At least to me, I'm very impressed by the theme of the game (definitely because I like cold-war stuff and Russian-like words drive me crazy). The theme and the background met each other very harmoniously. Actually, both solutions have problems. Or maybe ultimately the game just doesn't work (either way of loot spawning mechanisms). Not just mentioning that in real world you don't compete food, water, shelter, guns with max 40 people in a 225km^2 land, but also loot respawning itself is unreal. I'm obsessed with the realism of this game trying to implement (like hunting when you can't go to supermarket and find food you need anymore, drinking water that may be contaminated from ponds when you will never see running tap in your house etc). Because of these realism-like features drive me to think more radically about creating a most-real survival game (ideally). I see the vision of this game brings to gaming industry (especially realistic survival horror game). This game doesn't just dress a FPS game with a zombie killing theme BUT more importantly bringing a lot potential to a GAME. Fortunately, funding to support this game is going better and better at least a fan base exists (lots of great projects died at last due to insufficient financial support). I look forward to seeing the bright future of this game.
  2. diuwhysoserious

    question about "hive"

    Thanks guys Thanks guys! But there is a question in my mind about the last part. My situation was I thought there should be something wrong with that server. So I didn't even wait till "please wait" coming, and press "ESC" to go back to the server list. And keep doing this a few time still didn't give me access to a playable server (keep happening that message). I wonder what was really happening? Because I somehow could enter 1 or 2 servers but was a fresh character. So I guessed my character was ruined (corrupted data or anyhow), that gave the default even though I could get into a few servers. And why is that "should log out straight away" and "join a busy server"? I guess the first is not to get sync with the hive when there is delayed connection problem (once connection is fine, resulting default character). But I don't really get the second point. Whats that for? Thank you so much everyone:)
  3. diuwhysoserious

    question about "hive"

    Hi guys, I have read a post today regarding "hive" and character wipe after relog. I was thinking about that quite a while and posted a thread few days ago talking about character wipe. And recently also experienced an issue I thought it may related to the "hive" question I'm gonna talk about. I read something about private hive as a solution to solve server hopping problem. What is hive? How does it comparable to server that like normal one 30 or 40 people slots in 1 server in the list. And someone said logging 30 or 40 slots servers are with different hives, and would result in character loss. This idea reminds me about I have seen some messages during logging in yesterday. "the server can not load your character, ....default character will be load, ...log out immediately" something like that. and something about "contact the administration, ..." I can't remember the exact wordings sorry.
  4. diuwhysoserious

    Counteracting server hoppers

    I really like this way to deal with hoppers. Just like we execute criminals in real world. Killing them poses deterrence to this action which is kind of intolerable in some sense.
  5. diuwhysoserious

    Counteracting server hoppers

    An issue happen every moment across everywhere. Reason of that is multiple servers with multiple unsync restart timer, in turns resulting discrepancy of loots (in quality and quantity) among all servers. Hopping the servers is not a wrongful act at all, people have their own way to play. Shifting the focus point back to developers, is there any way to do the loot in a better or even different manner? I'm not saying about like banning server hoppers from scrutinising the server logs BUT more importantly, revolutionising the in-game mechanics. I see the point of creating multiple servers as it is limited by its very nature of the game engine (not allowing up to hundreds - thousands, thus no global server). And I'm not the guy who could give very constructive ideas to revolutionise it, but I think may be it's time to re-think about hosting multiple servers vs a single global server with completely redesigned looting mechanics as a way to exterminate server hopping activities (simply because I don't think this is a good way to get loots). Adding a greater variety of gears, more spots to spawn loots won't help as server hoppers always find a way to be fully equipped. Standalone, to me, is like tailor-made for the idea. As it is still in "early" access, and with its nature of being a SA, opportunities about taking great steps forward should be taken before it's too late to do so. Any ideas guys :)?
  6. I see your point. What I perceived is "testing" can be declined to a very basic meaning. In terms of a strict and textual approach to the word "testing", I agree that anything more than that are totally valueless. However, I inclined to argue with a contextual one which the company is more visionary and comprehensive than that and with that being said, I think those basics are not restricted to grounds like logging in/out or running around towns, BUT do include "character progression" which is the entire aim of this game - surviving as long as you can (if a character can't survive not because of any in-game features but a bug, this bug undermines the aim of this game which if its not a feature then should be fixed asap). This bug is substantive and substantial, and purpose of testing is debugging, when knowing a bug existed without intention to debug it, is meaningless. What I was trying to say in the first place is a well known bug is existed. Prioritising the fixing of it would drastically reduce this meaninglessness for the entire purpose of testing - debugging of this alpha early access.
  7. I know that everyone has different answers. But I'm not expressing about the in-game mechanics. I would like to talk about the "alpha" meaning to this game. I understand that every part of this game has bugs, some are huge some are minor as its naming as "alpha". To me, I really expect experiencing glitches during playing and this is what we are expected to find to improve it. In the post I would like to focus on a major "bug" about character wipe. I know everyone would tell me that it is more than normal and you shouldn't complain anything about it as it is ALPHA. Yes. I'm really appreciated the stability insofar of the game at least we can play for days and suddenly server problem wiping days of endeavour of trying to survive. I'm not complaining anything about the wipe problem. I would like to focus on the purpose of playing it with potential character wipe. Dying under zombie attacks, infection with no cure, or even killed by bandits are totally fine for me as it's what the game is about. But not character wipe. I think posing it to the "suggestion" is the purpose of mine thinking about the development of DayZ. New features are very much appreciated such as cooking and hunting and more mechanics like throwing stuff. To me, these should all be built on a STABLE foundation which players are encouraged to try NEW things. So far, I feel like players are KEEP doing the business of muck around cities, towns, bases to get fully equipped and comforting with a potential UNSTABLE situation which is character wipe. Someone may say hey there are experimental servers that allow players to try out new features. So what the point of categorising servers into "experimental" and "regular"? I do reckon that the company wants us to be entertained to an acceptable extent of glitches (such as zombies passing through walls and suddenly appearing behind your back which you don't expect when you close the door of the house to achieve sense of security). To me, acceptable extent is hardly including "character wipe" which breaching the "stable foundation" of the development. Say for instance if the game explicitly states that alpha DO wipe your character every time you log out a server in the disclaimer, if there is no such development for a character, what the point of "testing" it? Sorry for not saying things concisely and precisely, but I do reckon that testing based on continuous development. Quantifying the testing progress into a scale (0-100), if character wipe appears in somewhere between the scale, how can players test everything (100) of it? For example, if a character being played for 50 hours will suddenly die out or can not be loaded due to corrupted data due to a bug of storing data. And the wipe happens at 35 hours, then players would never experience the 50 hours problem. Wrapping up everything being said, just simply, why not PRIORITISING the fixing of character wipe AND continuously developing new features? I'm not so attached to my characters that being gone so many times after I have spent more than 50 hours of playing and I really appreciated to seeing changes and improvements since buying it on Feb. BUT it doesn't mean wiping characters is no big deal because I think this seriously impacts the testing progress. Thank you for reading this, please comment below and let me know what do you think about that:)
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