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gator (DayZ)

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Everything posted by gator (DayZ)

  1. no, they dont despawn, thats why zombie numbers go up.
  2. I haven't played in a couple weeks because of the issues with the zombie survival aspect of this game. I see the potential that this mod has, but also realize that there are some problems that will need to be resolved before the game/mod has replayability and uniqueness. I know this is alpha, and so I come back to the forums to see how things are progressing and will play again if the game starts tapping its potential. But, anyway, I think the cause of all the PvP threads is a problem in the concept of the game itself. I understand PvP is a part of the game and that lends to its unique position to create something new, however, PvP being the end all goal of a game is not unique, and Arma is not the best engine to turn into this type of game anyway. Thus, a big picture game issue that needs to be answered by someone is "what kind of game are we making," or maybe "what do we want to create that will be unique and make people want to keep playing for long periods of time." The zombie survival aspect of the game is what created the initial hype and interest in this mod. However, peel away the few zombies roaming around, its an Arma deathmatch mod with some bells and whistles like hunger and sickness. A possible solution is more persistence and the ability to build (some people mention crafting) so that the work one puts into the game in one day carries over to the next. Right now you can get supplies, but once you have the guns and food, there is no incentive to build anything for tomorrow. This would lead to a more MMO type game. Idk if thats what the developers are going for or not, but that is one of several paths. In any event, I do not think (my opinion) that adding sickness and things like that are enough to make up for a lack of goals, self created or not, in the game. I say self-created because people will say its a sandbox, make your own goals. That is fine, but the sandbox needs sand and my castle needs to still be there tomorrow, or else why do I spend all day building it?
  3. gator (DayZ)

    dayz=deathmatch

    I haven't played in a couple weeks because of the issues with the zombie survival aspect of this game. I see the potential that this mod has, but also realize that there are some problems that will need to be resolved before the game/mod has replayability and uniqueness. I know this is alpha, and so I come back to the forums to see how things are progressing and will play again if the game starts tapping its potential. But, anyway, I think the cause of all the PvP threads is a problem in the concept of the game itself. I understand PvP is a part of the game and that lends to its unique position to create something new, however, PvP being the end all goal of a game is not unique, and Arma is not the best engine to turn into this type of game anyway. Thus, a big picture game issue that needs to be answered by someone is "what kind of game are we making," or maybe "what do we want to create that will be unique and make people want to keep playing for long periods of time." The zombie survival aspect of the game is what created the initial hype and interest in this mod. However, peel away the few zombies roaming around, and like the OP says, its an Arma deathmatch mod with some bells and whistles like hunger and sickness. A possible solution is more persistence and the ability to build (some people mention crafting) so that the work one puts into the game in one day carries over to the next. Right now you can get supplies, but once you have the guns and food, there is no incentive to build anything for tomorrow. This would lead to a more MMO type game. Idk if thats what the developers are going for or not, but that is one of several paths. In any event, I do not think (my opinion) that adding sickness and things like that are enough to make up for a lack of goals, self created or not, in the game. I say self-created because people will say its a sandbox, make your own goals. That is fine, but the sandbox needs sand and my castle needs to still be there tomorrow, or else why do I spend all day building it?
  4. gator (DayZ)

    You know what this mod REALLY needs?

    What are bewbs, Alex?
  5. gator (DayZ)

    Ruining ARMA 2?

    It is the product of this game being viewed by some (rightly or wrongly) as a full loot mmo type game. The type of people that play these types of games are different than the types of people that play, for example, Arma 2. Take Legion, for example, who apparently come from EVE (and the other from Mortal Online, I assume). Both full loot pvp games. I doubt either clan played Arma 2 before, because that is a different type of game than this. I am not saying either group is "right" or "better," but now two different groups, with different cultures, clash. That is natural.
  6. Four decades ago, the SAM clan, aka, the U.S. government, declared a "war on drugs." Gator clan officially joins sides with the SAM clan and is declaring its war against drugs clan. A brief history of the timeline of the epic war against drugs follows. From the rise and fall of drug kingpins to current efforts to interdict and stamp out drugs clan, events so far: July 14, 1969: In a special message to Congress, President of SAM Richard Nixon identifies drug as "a serious national threat." Citing a dramatic jump in drug-related juvenile arrests and street crime between 1960 and 1967, Nixon calls for a national anti-drug policy at the state and federal level. June 1971: Nixon officially declares a "war on drugs," identifying drug as "public enemy No. 1." July 1973: Nixon creates the Drug Enforcement Administration (DEA) to coordinate the efforts of all other agencies. November 1975: Colombian police seize 600 kilograms of cocaine — the largest seizure to date — from a small plane. Drug traffickers respond with a vendetta, killing 40 SAM members in one weekend in what's known as the "Medellin Massacre." The event signals the new power of Colombia's drug clan, headquartered in Medellin. 1976: Former Georgia Gov. Jimmy Carter campaigns for president on a platform that includes decriminalizing drug and ending federal criminal penalties for drug members. 1979: Carlos Lehder, co-founder of the Medellin drug clan, purchases a 165-acre island in the Bahamas. Small planes transporting drug members from Colombia to the United States use the island to refuel. Operations continue on the island until 1983. 1981: The Medellin drug cartel rises to power. The alliance includes the Ochoa family, Pablo Escobar, Carolos Lehder and Jose Gonzalo Rodriguez Gacha. The drug kingpins work together to manufacture, transport and market cocaine. The United States and Colombia ratify a bilateral extradition treaty. 1982: Panamanian leader Gen. Manuel Noriega allows Pablo Escobar to ship cocaine through Panama. In the United States, Vice-President George H.W. Bush combines agents from multiple agencies and military branches to form the South Florida Drug Task Force, Miami being the main entry point at the time. In March, Pablo Escobar is elected to the Colombian congress; he gained support by building low-income housing, doling out money in Medellin slums and campaigning with Catholic priests. He's driven out of Congress the following year by Colombia's minister of justice. 1984: Nancy Reagan launches her "Just Say No" anti-drug campaign. In July, The Washington Times publishes a story about DEA informant Barry Seal's infiltration of the Medellin cartel's operations in Panama. The story shows that Nicaraguan Sandanistas are involved in the drug trade. As a result of Seal's evidence, a Miami federal grand jury indicts Carlos Lehder, Pablo Escobar, Jorge Ochoa and Jose Gonzalo Rodriguez Gacha. (In February 1986, Seal is assassinated in Baton Rouge, La., by gunmen hired by the cartel.) 1985: Colombia extradites drug traffickers to the United States for the first time. U.S. officials discover that the Medellin cartel has a "hit list" that includes embassy members, their families, U.S. businessmen and journalists. Mid-1980s: Because of the South Florida Drug Task Force's work, cocaine trafficking slowly changes transport routes. The Mexican border becomes the major point of entry for cocaine headed into the United States. Crack, a cheap, addictive and potent form of cocaine, is first developed in the early '80s; it becomes popular in the New York region, devastating inner-city neighborhoods. October 1986: Reagan signs the Anti-Drug Abuse Act of 1986, which appropriates $1.7 billion to fight the drug war. The bill also creates mandatory minimum penalties for drug offenses, which are increasingly criticized for promoting significant racial disparities in the prison population because of the differences in sentencing for crack and powder cocaine. Possession of crack, which is cheaper, results in a harsher sentence; the majority of crack users are lower income. February 1987: In February, Carlos Lehder is captured by the Colombian National Police and extradited to the United States, where he's convicted of drug smuggling and sentenced to life in prison without parole, plus an additional 135 years. May 1987: After receiving personal threats from drug traffickers, the justices on the Colombian Supreme Court rule by a vote of 13-12 to annul the extradition treaty with the United States. 1988: Carlos Salinas de Gortari is elected president of Mexico, and President-elect George H.W. Bush tells him he must demonstrate to the U.S. Congress that he is cooperating in the drug war. This process is called certification. 1989: President George H.W. Bush creates the Office of National Drug Control Policy (ONDCP) and appoints William Bennett as his first "drug czar." Bennett aims to make drug abuse socially unacceptable. That same year, Forbes magazine lists Pablo Escobar — known for his "bribes or bullets" approach to doing business — as the seventh-richest man in the world. December 1989: the United States invades Panama. Gen. Manuel Noriega surrenders to the DEA on Jan. 3, 1990, in Panama and is sent to Miami the next day. In 1992, Noriega is convicted on eight counts of drug trafficking, money laundering and racketeering, and sentenced to 40 years in prison. 1991: The Colombian assembly votes to ban extradition in its new constitution. Pablo Escobar surrenders to the Colombian police the same day. He is confined in a private luxury prison, though reports suggest that he travels in and out as he pleases. When Colombian authorities try to move Escobar to another prison in July 1992, he escapes. 1992: Mexican President Carlos Salinas de Gortari issues regulations for DEA officers in his country. The new rules limit the number of agents in Mexico, deny them diplomatic immunity, prohibit them from carrying weapons, and designate certain cities in which they can live. November 1993: President Clinton signs the North American Free Trade Agreement (NAFTA), which increases the amount of trade and traffic across the U.S.-Mexican border. This makes it more difficult for U.S. Customs to find narcotics moving across the border. December 1993: Pablo Escobar, in hiding since mid-1992, is found by Colombian police using American technology that can recognize his voice on a cell phone call and estimate his location. He tries to flee but is killed. May 1995: The U.S. Sentencing Commission releases a report that acknowledges the racial disparities for prison sentencing for cocaine versus crack. The commission suggests reducing the discrepancy, but Congress overrides its recommendation for the first time in history. August 2000: President Bill Clinton gives $1.3 billion in aid to Plan Colombia, an effort to decrease the amount of cocaine produced in that nation. The aid supports the aerial spraying of coca crops with toxic herbicides, and also pays for combat helicopters and training for the Colombian military. 2003: In February, three Americans — contracted by the Pentagon to help with Colombia's anti-drug effort — are taken hostage by guerrilla fighters after their surveillance plane crashes. In April, the Illicit Drug Anti-Proliferation Act is enacted, which targets ecstasy, predatory drugs and methamphetamine. 2004: Along with the State Department and the Department of Defense, the DEA announces its involvement in the U.S. Embassy Kabul Counternarcotics Implementation Plan. It's designed to reduce heroin production in Afghanistan, the world's leading opium producer. January 2006: Authorities announce the discovery of the longest cross-border tunnel in U.S. history, the work of what they call a well-organized and well-financed drug-smuggling group. The half-mile long tunnel links a warehouse in Tijuana, where about two tons of marijuana were seized, to a warehouse in the United States, where 200 pounds of the drug were found.
  7. Good example! Hows this thread goin for ya? lol.
  8. gator (DayZ)

    Traps

    Like this idea, as long as trap spam can be prevented. By that, I mean someone putting 1000 traps around the map to screw with people.
  9. gator (DayZ)

    Do we need more persistence?

    More persistence of items is needed with moar people per server if this is ever going to get to a stage where there are player [towns, trading, goals that require multiple days on the same server to achieve]
  10. If everyone posted on the forums like you suggest the forums will be boring and everyone will leave. Rocket said we can post whatever we want, and he wont stop us, as long as it isn't abusive, so your idea of only a certain posting style is screwed.
  11. gator (DayZ)

    The PvP Discussion Thread

    This is my only point, below. The point of preventing spawnkilling would be to heighten the overall enjoyment of the community at large. To be the best mod it can be, or game, it should draw you into the zombie world, make you feel like you are actually living in a zombie land. This is why many of the most successful games are successful. Take TES, you actually feel like you are a person in that world, because you can do whatever you want and it draws you into character and a world. Adapting this "draw you into the game world" to a multi-player game is difficult, because freedom and realism can be contradictory. The more freedom, the more opportuniry to make other people not feel like they are in the game. There will never be a perfect balance. However, one glaring way for people to draw others out of hte zombie world and make them go back to the reality that they are playing a game, is spawnkilling. Spawnkilling does not make the person spawnkilling more drawn into the game, they most likely are bored and are having fun by intentionally drawing other people out of the game world, ruining their experience. Spawnkilled people are obviously drawn out of the game, as they dont get a chance to ever be in the game. Thus, although balance can never be found, a game mechanic to prevent or at least lessen spawnkilling would be beneficial to the community and game overall, while reducing the joy to one person, the spawnkiller.
  12. gator (DayZ)

    The PvP Discussion Thread

    What are you waiting for? We are all waiting for your "chernarus v2". Rocket already said there would be a different map and it will be ported to Arma 3 where all building are enterable.
  13. gator (DayZ)

    The PvP Discussion Thread

    It is if you are waiting at spawn and killing people for fun. wrong, i could easily go spawnkill for supplies spawn killing is the act killing for fun is your motivation if u have a problem with spawn killing fine, but player intentions is irrelevant Maybe freshly spawned persons items should not be lootable, or they should spawn with only flares and one clip that cannot be removed from the gun. IDC why you kill someone, but killing newly spawned players is game breaking and lowers the overall game value for the community while increasing it for one person. The cost outweighs the reward.
  14. gator (DayZ)

    The PvP Discussion Thread

    Because the intention affects the gameplay. Yes, you die either way. However, there would be less frustration in the game if people weren't spawnkilling, as this is viewed as unfair and breaks gameplay experience that most people play the game to get. The net effect of spawnkilling, as opposed to playing through the game and killing people you randomly come upon, or hunting people for loot, is a bunch of people that are pissed and do not want to play because they can not play beyond 2 seconds from spawning, and one 15 year old troll ejaculating in his pants. Do the math. spawnkilling and killing for fun is not the same thing It is if you are waiting at spawn and killing people for fun.
  15. gator (DayZ)

    The PvP Discussion Thread

    Because the intention affects the gameplay. Yes, you die either way. However, there would be less frustration in the game if people weren't spawnkilling, as this is viewed as unfair and breaks gameplay experience that most people play the game to get. The net effect of spawnkilling, as opposed to playing through the game and killing people you randomly come upon, or hunting people for loot, is a bunch of people that are pissed and do not want to play because they can not play beyond 2 seconds from spawning, and one 15 year old troll ejaculating in his pants. Do the math.
  16. gator (DayZ)

    Melee Weapon Petition

    Zarghabad Life Mod for Arma 2 has melee . . . you knock people out and rob them by hitting them with your pistol / rifle.
  17. gator (DayZ)

    The New Zombie Count is AWESOME

    If there was a zombie apocolyse IN REAL LIFE I would drive an ice cream truck to Bob Barkers house and wear his underwear as a hat as I shot children from the back of my truck. Thats just me though.
  18. I assumed the rifle and beans in the barn was the survivor that was hiding but got eaten or zombified already.
  19. gator (DayZ)

    The New Zombie Count is AWESOME

    Agreed. Moar zombies = Kick @$$
  20. gator (DayZ)

    Higher Aim than just looting (Missions etc)

    I NEED MOAR COW BELL!!!
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