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Everything posted by dallas
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New to DayZ and forums hope to enjoy the mod with everyone.
dallas replied to treecancer's topic in DayZ Mod General Discussion
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I think it's important not to trivialize the survival aspect. DayZ has many paralels to mmos, just look at the termonology: PvP, rarespawns, farming, welfare epics, mankriks wife ect. I consider DayZ to be an mini-mmo(mmmo). I'd hate to see DayZ make some of the same mistakes Blizzard did with wow, were every player expect to find a minimum amount of loot in every village or demand a car at level 10 and a chopper at level 20. If you up the precentages on even basic beans and pepsi, before too long, noone is desperately starving or being forced to conserve their last rounds for their makarovs. If you're not struggeling/fighting to survive, what's the purpose of a survival game? Vehicle availability is also something that can trivialize Chernarus' great distances, if everyone have easy access to bikes, skodas and choppers, reaching the northern parts wont seem like much an achievment, unless you count getting slowed down by traffic in the rushhour or getting into a fistfight with a roadraging soccermom. DayZ is appealing because it's challenging to survive, because all zombie encounters have an element of unpredictability, all player encounters have an element of mistrust and because sometimes even the best geared bandit has to open his last can in a desolated area.
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Temporary immunity goes against the purpose of the game. New players should be scared, stressed and lacking survival skills, like any average joe, finding himself no longer working at the local shoestore, facing zombie survival instead. I remember the first night I played this mod, without any friends, scared to move in the dark, unloading all my ammo at the first zombie I saw. Learn to adapt very fast and learn to trust your fear. Caution keeps you alive, immunity to new players, is doing them a disfavour. Keep spawn points in the southern part and continue to keep the nothern areas as high level zones. Once you've aquired a certain level of survival and navigation skills, you can head north.
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DayZ Screenshot competition winner
dallas replied to mattlightfoot's topic in Mod Announcements & Info
Teamwork Dark nights Moon lit shadows A lonely flashlight Carngage in desolated streets The essence of DayZ Not bad for a screen grab, congratulations! -
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This kind of make me change my view on the bandit skins. One of our guys turned bandit, after we retalitated and we have now made him the default healer to restore his huminity.
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Filter DayZ not Day Z. I only filter for the EU servers and all 7-10 servers were full. All day.
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Tight spaces, try lowering your rifle.
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Simple solution to disconnect exploit
dallas replied to Alexander (DayZ)'s topic in DayZ Mod General Discussion
Three bandits caught one of our team members who had fallen behind in the dark and killed him before we could get a clear shot on them. So we hit the dirt and waited for them to close in on his loot. As soon as they stopped to check his gear, we droppen two of them faster than a speeding bullit catching a disconnecter in the nogging. The thrid bandit managed to disconnect, but we got his name and waited him out. 5 minutes later he reconnected and took a .303 in the hip. Under heavy fire he clawed his broken body behind a small stonewall and while one of us suppressed him, our sniper now out of ammo, snuck up to him and put two nine mills in his cornered little self. Then we took whatever valuables they had and burried/denied their corpses/backpacks. All in all a very rewardning experience. -
Content with dry, old pringles and lukewarm pepsi?! If the gaming industry can't bribe Rocket to implement COD-style health regeneration, auto-aim and cover mechanics by offering him a nice corner office, a personal assistant and buy him some nice pc-reviews, how are we going to appeal to the 7-13 year olds, the house wifes and the hipsters? Atleast tell us you're considering a smartphone and facebook version!
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I think everyone should start out with evenly sparse gear as now. I play as one of the good guys, I do that knowingly that in a post apocalyptic world the nice guys hide in the shadows and operate at night, while the bad guys walk proudly, spreading fear and death in the light of day. If you wanted to determine default gear based on karma/humanity, the most realistic would be the bad guys spawning with big knives and long guns, while the good ones spawned with an unloaded weapon, getting slowed down by a weak loved one's company.
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Zombies are near the gear.
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I haven't killed any players yet(pooping rainbows and humping trees) Palms are sweaty most of the time.
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A view on this whole PvP fiasco
dallas replied to Cmdr Snipes's topic in DayZ Mod General Discussion
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A view on this whole PvP fiasco
dallas replied to Cmdr Snipes's topic in DayZ Mod General Discussion
I never played much PvP in ArmA or OFP, I'm a pure-blood coop player and I really don't enjoy PvP deathmatches or CTF. However... This is something else. If you remove the PvP aspect of DayZ, the game will turn into a giant boring stockpiling experience. If you don't like PvP in DayZ, you can avoid it fairly easy. Infact avoiding PvP(bandits) becomes the game. The human opponent is a huge factor in the zombie genere, other survivors and marauding bandits is a luring threat in any zombie movie and should be in this game too. In the animal kingdom the predators stalk the watering hole, the easiest locations to feed, also attrachts the most prey. Wise survivors will have to have approach any potential goldmine of loot, as a potential death trap. The bigger the reward, the bigger risk. -If you want the best gear, you must fight other players for it. -If you want to survive with your humanity intact, you must suffer the remote and barren hunting grounds. -
Yes Scrap them. I'm primarily a coop-friendly-carebear-survivor. I don't plan to play much as bandit, but I think bandit outfits are breaking immersion and I treat all strangers with equal ammounts of paranoia anyways. Maybe humanity can play a different role later in development, a bit like faction points in traditional mmorpgs.
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-Game purchase only, prefered. -Monthly fee, acceptable. -Free to play(pay to win), close to unacceptable. -Studio developed - you already have a firm vision. -Kickstarter, I'd kickstart.