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About Vattenlarv

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  1. I have played Darkest Dungeon like a mad dog. Awesome game! I am a total sucker for first person experiences though, and a true belieber that we will one day have that really challenging and brutal experience, with natural and intuitive game play, possibilities, dangers, but also "natural" limitations within the game world without compromising player's free will. I am not waiting for the matrix, but I would love a game in which I would not exclaim frustration over completely unrealistic events, player behavior, etc, every time I sit down with it.
  2. I am starting to give up on gaming, again, as I did a couple a years ago when I was so sick of the mindlessness in the gaming community and how games with great potential were, and are currently, dumbing down to please a certain crowd. Eventually I gave away my rig to a person close to me, and thought I had moved on. Not more than a year later my fingers were itching and I bought myself a new rig. That is little less than a year ago, and I am starting to have those feelings again. I see supposedly hardcore shooters being "balanced" to please people whining when they die, and how they do not like this and that, and developers deviate from their vision of creating these unique experiences. Nerfs and buffs to armor and ammo, recoil, stamina, you name it. Some popular streamer whines about something, and a horde of gullible "gamers" flood forums with these complaints and whatnot, without even thinking for themselves, or about the consequences of these complaints. Developers want to please the community, so this is unfortunately a natural progression. I do believe that most people who has bought DayZ, or is going to purchase their own copy, is looking for a unique experience, and would love a true challenge. A hardcore survival shooter with depth and severe repercussions when making a mistake, or being careless. However, I also believe most of these players do not bother to join a game forum and voice their opinion. They have other things in life to be bothered and opinionated about. The evolution of video games has always been an interest of mine, even during the long periods of time when I have not been actively gaming, so I join forums and argue my points for that reason. What I think I am trying to say is; Developers should not listen to the community, because I think the actual player base is being gravely misrepresented by a few loudmouths (myself included). This whole game forum phenomenon should just go away (not the forums themselves, but developers should not receive their feedback), and developers should at most have a feedback tracker with a very limited possibility to get into arguments, and spam "I don't like this"-posts. Developers should try to finalize their vision, and put it out there. Not sure how this reflected your post... just thoughts.
  3. You pushed the same rhetoric on me some time ago, in a thread in which we discussed how certain game mechanics could change the behavior of players, without setting rules or implementing a karma system. Sometimes it seems like you do not want the game to progress. Like you think it is perfect the way it is, at all times, and players should just man up and stop being so self righteous.
  4. Holy macaroni, the forum is alive! You nailed it. However, DayZ still is an open sandbox, and players are allowed to do whatever they want. This is what I have been thinking for a long time. The game should have a more hardcore / punishing approach. The infected must be a force to be reckoned with. Blast off somewhere in or near a village / city, and you have a serious problem on your hands. This would make the "fully geared" player think twice about needlessly killing that cowboy hat wearing gardener picking apples or digging a garden plot. If you can't outrun the infected, and they are easily drawn to loud noises, you would have to take a fight with a potential horde of zeds in consideration every time you decide to go postal. The majority of retarded fist flailing fresh spawns will disappear with time, as they are probably too intellectually inapt to survive in the long term, or have the attention span of a squirrel. I do not see how anyone with that mentality would grind a game like Dayz. I am not against KOS, as the fact that there are murderous psychopaths lurking in the shadows is one very important factor when it comes to the overall tension and excitement in DayZ. If the devs could just implement game mechanics that felt intuitive and logical, but would make the homicidal maniacs out there consider their actions ( due to consequences that could jeopardize their own survival ), without making them feel as the game is prohibiting them from playing the way they want, we would have a win / win. Edit; Cheeses... I didn't realize how much of this thread I had not read when I decided to put a few words in myself. The forum is indeed alive! Awesome. The most interesting game forum out there, as it is more thought provoking than any other forum out there!
  5. I miss my Dayz

    I agree. I do not compare them too much, other than the "hardcore" game play and looting aspect. However, I do think they attract the same player base, and as much as I think EFT will be played like crazy by a huge amount of players, DayZ is in a league of its own. Just like you, I hope for both these games to succeed.
  6. I miss my Dayz

    I long for the day when DayZ offers a smooth and polished experience. There will be nothing like it, and trying to create something similar of its magnitude would be too big a feat, and risk, for any game developer. Looking at the ambient sounds video from the devs gave me the chills. The environment, sounds, and attention to details on such a large scale is unmatched. I do hope for more diversity regarding buildings and their interior, but other than that the game world of Chernarus is just short of a god damn masterpiece. After fooling around with the oh so broken Escape From Tarkov, I hope that game- and gunplay, melee combat, player controller, sounds and looting in DayZ will be on par, without all of the netcode and performance issues EFT is experiencing. The potential of EFT is great, but the potential of DayZ, as a much more complete experience, blows EFT out of the water. There really is nothing like it, and if done right all of the naysayers will come crawling back. Even if it takes another full year until release.
  7. Opinions on culldistances

    I am not sure who or what you are arguing, Pilgrim*. As I remember it, millions of trees was mentioned in a status report, and I found some info after a quick Google search that the Arma 3 Chernarus port had close to 700,000 thousand trees. Arma 3 Tanoa some 500,000 trees. A shitload of thousands of loot spawn points was also mentioned in a status report at one point. Also, I formulated that statement as a question and not as facts. What is so unlikely about a million trees in Chernarus, and what is with the shitty bully-attitude? The whole point was to make it a highly detailed environment, but the level design would prevent you from ever having a clear line of sight of more than 300 meters. If you do not care to read what is written, then please do not get all "... dude ... duh..."-ish, and throw a lot of information around that no one has mentioned or asked for. It's lazy, and rude more than anything else. See... see what you make me do, you bastards. Pissing me off again. I am not in any way "hurt" or "offended" like Mantasisg insinuated. Supposedly grown ass people arguing with a 10-year old's rhetoric just pisses me off.
  8. Opinions on culldistances

    What up dude!? Yeah, back in the DayZ forums, rocking out! I know, the idea is not really suited for DayZ, and a decision to reverse all the work and shrink the map down to 1-2 km² would literally cause all the DayZ-fans' brains to explode and poor BI would have to go into exile, deep in the amazon jungle to evade the wrath of all the DayZ-survivors. I do think that a landmark of a unique set of buildings, with greater detail, a lot of access points and so on (as mentioned earlier in the thread), would be a pretty cool point of interest in Chernarus. Maybe a place like that would serve as a point of interest for many different reasons. Players who do look for interactions, of all sorts, would definitely find it there. Keep the details to an acceptable minimum to be merciful to Mantasisg's precious computing power. I am still not a dev, but a couple of wholes in walls / ceilings / floors with ladders or rubble to help you access different floors throughout a building should not kill your FPS dead, or?
  9. I really hope that 0.63 will force players to completely rethink how they play DayZ, combat tactics, survival and movement. It would be nice if 0.63 "reset" the skill of all the 2000+ hour players who have become super experts at A-D-A-D and sprint twitching while fiddling with their inventory, to level the playing field and giving some of us (then returning players) a chance to kick ass every now and then.
  10. Opinions on culldistances

    Sorry for the harsh tone and "fight-picking" earlier, buddy. Text on the interwebs bring out the demon in me sometimes. I am a dreamer, and dreams are IMO just as important as "know how" and elbow grease. That is all!
  11. Opinions on culldistances

    Brainstorming is definitely NOT negating a thought, that already has several disclaimers on it such as "non applicable" and "nor do I have sufficient knowledge about anything really to back up a suggestion", with passive aggressive remarks like "million stories tall skyscrapers lol". If there is something I despise it is putting words in other people's mouths to prove a point. Discuss what is actually being said, or your input is pointless. My mindset is that you do not take a shit in a fan, unless you are ready to have some shit thrown back at you. But hey, to each his own.
  12. Opinions on culldistances

    Didn't the devs quite recently explain how they had individually placed millions of trees around Chernarus, how they re-worked the entire engine, how they constantly make changes to the countless (in the hundreds of thousands if I am not mistaken) loot spawns to optimize game performance, how the struggle to create the best game ever and at the same time please an impatient community fucking sucks (with other words), just BWAAAAAAAAAHHHH!!!!!!!! With your mindset, why even bother to post in a forum where people brainstorm and do just that, imagine what there favorite game could be like? It is not your job to make these changes. It is not you who set the limitations for what BI are capable of. You do not work there... or do you? *intensity intensifies* I have already stated a couple of times that this is somewhat off-topic, that it is non-applicable on DayZ, and that I was more or less just throwing my thoughts out there. You STILL had to take a passive aggressive dump on my thoughts with your "all-knowing understanding" of what game engines and cpu's are capable of. Dude, if you were Gabe Newell, Half-Life 2 would run on the Doom engine, and we would still have to buy physical copies of every single game we wanted to play. Just imagine that.
  13. Thoughs on Open World and the SR Report

    Nature in DayZ does look absolutely stunning now, no doubt about that. Now, if only player controller, gun play, melee combat, survival mechanics and all that is fixed and feels naturally intuitive then OOOH JEEZUS... I kind of get a tingly Rambo: First Blood-feeling looking at that video. However, I am a little concerned. Actually, confused might be a better word to describe my thought process here. So, nature looks absolutely stunning, unique, and is by now so diverse that you will be able to use "natural" landmarks to navigate, even in the middle of nowhere. Cliff faces, ravines, dams, streams and shallow rivers, trails, unique rock formations, ruins, bridges, railroad tracks, etc. If the detail in the Chernarus nature is where the devs put a lot time and effort, that is where I would want to spend most of my time. But the devs seem to remove more and more wilderness to make room for villages and cities that IMO are kind of generic, lifeless and boring. I wonder, are they going to work as much on making the cities more diverse, replacing many of the re-used buildings with new ones? As long as the base of the old building has the same dimensions as the new one it shouldn't mess with "city planning", right? Maybe rip out a wall here and there? Collapsed buildings?
  14. Opinions on culldistances

    I do not think there is a problem, Pilgrim. I am pretty sure everybody understands, in their own way.
  15. Opinions on culldistances

    Dude, c'mon... are you seriously suggesting that a 10 story building, with different interior in each apartment, furniture, some windows blown out / some half shot out / some whole, unique wholes in walls leading into other apartments, wholes in ceilings floors of some apartments with make-shift ladders providing access to a different floor without having to use the staircase, elevator stuck on one floor but you can access the service ladder in the elevator shaft, but maybe not reach all floors from that one ladder, and whatever else you could imagine would not provide more opportunities to hide, store loot or whatnot than one of these: Imagine those two buildings being completely unique, with only the general architecture in common. Shelling, weather, wear and tear, and people have opened up several entry points, and once you are inside there are 2-4 ways of accessing every individual floor, with each floor different from the other. The possibility to board up or block certain access points, forcing potential enemies into choke points unless they either blow up your blockade or waste a crowbar on it, making lots of noise giving away your position and activity. On level 8 you stumble across an apartment. It has obviously been a hold up for a larger group at some points. Most windows are covered up, and the ones that are not are enforced to provide cover for look-outs. In the living room there is a big whole in the wall, probably caused by shelling. There is a dodgy suspension bridge built between the two buildings, leading in to a room with a sturdy fire door, that can only be opened from the inside. An escape route! Use your imagination, mate. These two buildings could be super interesting, terrifying, important, just awesome. Now they are two generic buildings, that both look exactly the same, you can not differentiate one floor from the other, and there is nothing inside any rooms to obscure the vision for a potential sniper searching the building from a tree line a couple of hundred meters away. Gaaaah, the lack of imagination and creative thinking is so god damn frustrating sometimes.