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Everything posted by Rags!
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Oh. I thought this was going to be a thread about people the mob have killed. See
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A few thoughts on.. (Difficulty, Modding, etc)
Rags! replied to Hicks_206 (DayZ)'s topic in News & Announcements
Worst developer ever. You can't just go around giving freedom to players and allowing them to make their own experiences and stories out of your product. You have to narrowly guide them to the point of wanting more but not providing it until about the time your third DLC is out, and then finally make the game what everybody wanted it to be. And if you set the Season Pass at anything less than $40, you're just showing how out of touch with modern game development is right now. Letting players craft their own styles of experience? Where the heck do you get off thinking you can just go and pull a stunt like that. You'd better make sure that the ability to edit even the size of the UI is locked behind a premium service tied to my universal Bohemia Live account that makes sure I'm connected to the internet, too. I can't wait for this site to have a store where I can buy pink camo M4's and dance moves. That's what games really need. Not all this freedom bollocks. -
No. Don't server hop. It's DayZ's cancer.
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Much like a mighty zombie, I have risen once again :P
Rags! replied to TheWookieMonster's topic in General Discussion
http://dayz.gamepedia.com/Changelog -
The adventure wouldn't be "going inland", then. It would be whatever adventure you wanted. Which sounds preferable.
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Gamma was not put into the game to give you night vision capabilities. You are using a software tool (in-game computer settings) to take advantage of a flaw in a computer system (The computer graphics of night in DayZ) typically for malicious purposes (night vision with the naked eye) Obviously, "malicious" isn't what I would call turning up your Gamma settings. But it's actually kind of obvious that using a Gamma slider to give a character night vision in a "survival" game when not being able to see in the dark is a huge survival liability. By not changing this setting, you are putting yourself at an objective disadvantage since you can see less. It's like removing all the tall grass in the game, allowing you to see people or objects inside of it that you otherwise wouldn't see. That is a game setting that is also an exploit. And, no. It wasn't an exploit now. It has always been an exploit. It wasn't magically a non-exploit in the past and now it is.
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And yours, since they can exploit settings when you choose not to for the "immersion". It's like going into a 3PP server and only using 1PP.
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From my experience of playing Arma, the ability to toggle the FOV at whim, especially in the monstrously overpowered 3rd person, is something that represents a huge negative aspect of an otherwise interesting game. I won't even play this game without friends because of it. I understand where you're coming from on the 1st person aspect, though I would prefer something more static in terms of view. To each his own.
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I recently started playing DayZ a little more, anticipating the .60 update launching in late October 2018. So excited. I can practically taste it. Tastes like frames per second. So raspberry. Tart. Just how I like 'em. I've been spending a lot of time around the NWAF as it is the end point of my runs I take from Berezino, Gorka, Stary and Novy, Kabanino, Vybor, and ending there. Because I'm a murderous psychopath from what I'm told. That said, I've become somewhat of an expert in the area of tent interiors and the objects within. One might even say a connoisseur. That's Japanese. Mazel tov. I have noticed a couple things...firstly, items spawning in front of my face, which is actually much more of a good thing to see than a bad thing to see. I love seeing items spawn. Like it confirms that just because somebody else was in a whole town before I was, I might actually find something useful. Take that, ISIS. But there's also something else I noticed. FN FAL stocks. Everywhere. EVERYWHERE. On the floor, on the ground, on the dog, on the couch, everywhere. Motherfuzucking FAL stocks. Everywhere. Not just that, but VSS magazines, SVD magazines, VSS ammo boxes and piles...basically, these places are spawning a seemingly excessive amount of these practically useless items. Before you start typing your angry comments about how I don't understand things, I get it that: 1) The loot system isn't finished. 2) Statistically there is only 1 FAL for every 4,592,656 players, so nobody will ever pick them up so they don't cycle out of the loot spawns as fast. 3) Statistically there is only 1 VSS for every 3,495, 992 players, so nobody will ever pick them up so they don't cycle out of the loot spawns as fast. 4) I do not expect every tent to look like an Indian wedding reception three minutes before the doors open for partygoers, full of every goody I could possibly carry. 5) Guacamole takes money to make, so stop complaining that it's not free when you go to Chipotle. They're a business. They can't just give you people guacamole. You think they just grow avocados on the roof? Hell no. But when tents consistently have four shotguns or three AK's, of four FAL stocks, or three boxes of ammunition that only 1 out of every 562 players will actually use, it does a few things. 1) Devalues high risk locations like the NWAF and other military spawn locations. 2) Reduces the amount of usable items in those spawns, which means that stagnant loot stays there longer untouched. Thus the VSS ammo box pileups. 3) It encourages players to go on wild goose chases for helicopters where VSS's and SVD's and FAL's spawn. Helicopter hunting sucks. Balls. Big ol' horse balls. Big 'uns. Like grapefruit sized. 4) Give players who have these weapons an excessively easy way to procure ammunition for their deadly deadly deadly weapons. I understand also that since the loot system isn't finished, it will have changes in the future. This may not be an issue later on. I hope not. But I'm vocalizing my concerns since...that's what this website is for. Apart from all the dank memes, of course. What I would like to see is to have limits on how many of certain types of items can spawn within certain proximity to one another, or to make attachments for extremely rare weapons that don't even spawn in these places to have extremely low chances of spawning. Also, perhaps the respawning/despawning rates of these items could be tweaked so that magazines and weapons and other items will last longer or shorter or have differing windows on when they could be found. For instance, what if the SMERSH vest spawned rarely and was only in the world for ten or fifteen minutes before despawning again, giving players a small window in which to pick it up? Then there's, of course, the idea that you only need ONE Kalashnikov so you'll only pick up one, but every mag and pile of ammo you'll take with you because weight isn't a thing yet and you might as well get it all before somebody else does. So that obviously has a dynamic on the rate that weapons and their magazines and ammo lasts. And this isn't a post made because I'm getting dunked on consistently by people with these super rare high power rifles. I can't recall the last time I ever saw or heard one. I'm a little merfed though that I spend so much time in this high risk areas and it's full of items that are basically useless to not just me, but everybody. Because the items that you need to use the ones in the tents spawn a couple counties over. You know. Possum country. And let's be frank...why would there be such an emphasis placed on boxes of VSS ammo when the VSS is rarer than bottled unicorn farts? Just a thought. Call your mother. She misses you. #MakeNWAFGreatAgain
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1. They won't need to tell us to celebrate, I'm certain. 2. I am pretty certain that this will happen in the future. It's almost standard for multiplayer games now, so DayZ really doesn't have any reason to not have it. 3. You shouldn't even be able to zoom in at all with the naked eye. For all its problems, H1Z1 doesn't allow you to do this, so zooming optics like binoculars increase in value. Being able to see far in a game like DayZ is important and has survival value. Knowing what's ahead is very important. Sometimes life saving. The naked eye shouldn't be able to zoom in like a scope. It will lead to an appreciation of binoculars and the use of optics for scouting out areas. And it will encourage players to move in closer to possibly populated places and create more impromptu player interaction. 4. I'm pretty certain that player movement will be addressed at a later stage, and vertical movement could possibly receive a major overhaul. 5. Ehhhh, I'm not a fan of this entirely. DayZ isn't like Battlefield or Dirty Bomb or other games where you can tell which player is which and can quickly make out what is or isn't a cheat or an exploit. DayZ has no player name indicator, no kill-cam, and no kill feed in the corner. Relative to other multiplayer shooters (and right now DayZ is a shooter and little else) you have much much less information provided to you by a heads up display to describe other players and what they do. So you really would not have any idea if you were shot in the head by a scoped rifle, or instakilled by a pistol at three hundred meters by a hacker. The result would be the same. Just a black screen. There's too much possibility for players to mistake normal gameplay, which is by nature occassionaly impossible to explain based on the information you have, for hacking or devious software assistance.
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I think there's ways to work around that, though. Besides, once this game supports the 100 or more that Hicks wants it to, current spawns simply won't work.
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I'd rather have jive support.
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...or we could just spawn people all over Chernarus...
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Wrong. I said "horrible idea". Because the idea is horrible. I did not say "You are a horrible person". I explicitly stated that the idea was a bad one. You are saying that I am insulting a person because I think they have a bad idea. That is a very incorrect thing to say. And it would be wise to learn the difference between insulting people and criticism of their ideas. And personally, I could not care less how people are able to deal with my criticism. It is inconsequential to me. They may feel however they wish.
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End goal of the game? "PvP fiesta" or "gritty survival game"?
Rags! replied to WolverineZ's topic in General Discussion
Well, if my friends are playing on a 3PP server and I want to play with my friends... -
People choose to respawn of their own free will. There are never forced into making that decision. If somebody is kidnapped and they do not want to be kidnapped, they will just respawn. If they cannot respawn, they will just log out and play another server instead since they're going to the coast anyway.
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Pretty bold statement seeing as the game hasn't been finished yet.
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Hardcore is Normalcore. Softcore is Babycore. You don't know. It means the server's seen some shit. Boring.
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End goal of the game? "PvP fiesta" or "gritty survival game"?
Rags! replied to WolverineZ's topic in General Discussion
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Learn to deal with criticism.
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When you have to run twenty minutes to get to your friends in this game when you die, to me, that sure does give me a hell of an incentive to value their lives more than being able to spawn close to them and resume the adventure with just a slight inconvenience. DayZ is very much a Journey > Destination kind of experience. And if the "destination" is to be in a group with your friends, then why would you want that goal to be so easily accomplished? If I die when playing with friends, then it's a journey and its own adventure to regroup with them anyway because it involves travel and re-gearing and them deciding to take ABC from my body and leave DEFGHIJ behind. And what's this about a "squad leader"? Like Squad? Battlefield? This is a survival game. Not a military simulator. There are no "squad leaders". There are survivors and there are not. You do not have an army backing you up. You do not have central command or HQ or an FOB. And imagine what that would do to this game if whenever you died, you knew you could just respawn right back where you died, even if it was at the NWAF miles away from the coast. You would literally have groups of players perpetually controlling zones of the map for as long as they liked since there would be no HUGE delay between you killing one of them and that person having to make the long long journey all the way back? When you kill somebody in DayZ, unless you're on the coast, that person is out of the fight. This would change that and just encourage waves of spawning on somebody over and over again, waves of players spawning on people to attack you with the potential knowledge of where you are and how they died. It all ties back to a player's value over their lives. When players value their character's life, the way that they behave is drastically different than if they behave in a haphazard fashion and without any fear.
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Horrible idea. It would ruin this game. If I kill you for no reason other than my personal enjoyment, that's a good reason for me. And this game isn't done, so there's no real reason to cooperate with another players for survival purposes. Because as of now, this isn't a survival game. You're assuming reasons and want to build mechanics (and silly ones) around your perception of why other players do what they do that you don't like. This is pointless. If a player knows that if they can have their personal karma magically sensed by other players or that speaking will give them away somehow...they will simply kill you from a distance or just not speak. If I am a murderer and I know that doing A and B will get me caught...then I will not do A nor B. They won't get close to you and they won't speak. At BEST this will mean that instead of somebody stabbing you in the back, they'll just shoot you from a distance instead. Plus, you're assuming that this game can give you accurate metrics of killing in self-defense and murder. And it can't. Because there can potentially be an immense amount of other factors that come into play besides "Person 1 shot Person 2 x times with Bullet C". What nonsense. "A player who does not want to be associated with bandit status but who are killers?" Well, I'm sure Hitler didn't want to be associated with Horrible Mass Murdering Dictators of the 20th Century when he started that global war and killed millions of innocent people, but when you do things like that then you're rightly associated with people who do that same thing. In DayZ, I basically just go around shooting people. I'm a murderer in DayZ. Whether or not I like being one is not relevant to the objective fact that I murder, so I am associated with the Murderer status. Let's say Brian Hicks and Co. were tripping the light fantastic enough to implement this change...literally nothing would change for me. Nothing. I shoot people at a distance and I go take their stuff. I'm not interested in what nonsense they have to talk about. You admit here yourself that "Bandit will be bandit anyway". Then why make a rule? This won't encourage people to change their behavior, because at the end of the day the causes of KoS are probably the fact the game is extremely easy, and people enjoy challenges, and humans are the most dangerous game. There's nothing to do that's rewarding or fun beside hunt other players. At least for me, that's how I feel. You can and you should. Because that's what's so great about this game. Every character can live a dozen lives and every new spawn can be its own new adventure. By tying all your characters together you essentially force people into roles. You will be good, or you will be bad. You are telling Commander Shepherd that you must be Paragon or Renegade because if you are in the middle, nobody will trust you anyway because of your magical Chi aura that other players can sense. So you might as well just be black or white. There is no point in grey. The risk of human interaction in this game is, to some, one of its most interesting and suspenseful aspects. If nobody ever tried to kill you, you would never fear for your life and the game would be nothing. The unpredictability of human beings and human nature is the underlying foundation for what makes DayZ such an interesting experience. Some people just want to hurt you. Some people want to help you. And you don't know which is which until hindsight kicks in. And that's what will keep DayZ interesting into perpetuity. Mechanics like this basically coerce your behavior in a game that should be about freedom of choice in how you behave.
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And people wonder why I don't call this a survival game.