Presence-
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Straw-man argument. You talk and bark too much for nothing. You're not aware of your cretinism and how stubborn you are. It is tiresome. 1. The realism you speak of is subjective, and so are your reality and your descriptions: “absurd” “bullshit” “ridiculous” “the real beginning” “advantage” "gameplay" “real game”. 2. I did not talk about realism for my suggestion. 3. Above all, I provide ingredients for a survival aspect. 4. The title of the post is not “Realistic Day Zero”. It's titled “Day Zero”. 5. Realism was never the goal. DayZ was meant to deliver an authentic experience.
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Abundance of ressources conflicts with survival experience
Presence- replied to Presence-'s topic in Suggestions
Nothing in my post suggests that one is more important than the other, nor does it address this issue. Contextually, subjects and objects can be considered interchangeable when each label is applied only from one angle or another. It is not the objects as such that are the problem, but their subject. "You" can be expressed as the subject and "life" as the object. Your character is an object and his life is also an object insofar as its constituent parts, such as something being done to it. As for the word "life", it all depends on the properties you attribute to life because it can apply to an object; the life of an object or the life span of an object. Before assessing error to a subject, you have to understand what the word "object" is being subjected to. By extension, life is your object and an object can be your life. According to you, objects are subject to restrictions, as is “life”, which can be illustrated by complexities, cycles and a multifaceted nature. Therefore, dissociating these chosen words from their possible relativity is an unwise thing to consider, as it not only leaves the inquirer stuck in his own restricted limit, but also keeps him in subjective ignorance and objective error. What's more, rushing to assert that someone is wrong because of your own flaws and shortcomings is a low-effort brain problem that will trip you up, yet again, and make you the textbook example of one who “doesn't survive as long as possible” on my post. -
Abundance of ressources conflicts with survival experience
Presence- replied to Presence-'s topic in Suggestions
I wouldn't choose the word "better". "Better" for what, for whom? The assessment of "better" depends on the context and the criteria used for the evaluation. The “challenge” are to the subject. What is not a challenge to me may be a challenge to you. Within your parameters, speech and debate are equal. This is above all a choice of orientation and this choice may or may not reflect your preferences. If finding resources for your survival already reaches your challenge and difficulty threshold in DayZ, then this suggestion might not be for you. -
The value may be to the subject. Just because you don't see any value in it doesn't mean it won't be outside your reality. Light a cigarette and take your eyes off the sniper scope for a moment. For everyone's sake. I'd appreciate to see cigarettes in DayZ, but admittedly the health degradation when smoking is too gamy-like for my taste, I'd just leave the option of smoking a cigarette.
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Teleportation conflicts with survival experience
Presence- replied to Presence-'s topic in General Discussion
The ideal solution is no transfer of data progress between servers, otherwise it's an open door to exploits which is a problem touching on basic design fundamentals and the heart of the content experience. However, this solution can be a double-edged sword because technical problems with the server such as performance and stability can weigh on the decision to remove the possibility of changing server with a data progression transfer. -
Nie mogę uciec The previous server switching system was abused, which is why we now have server teleportation, to prevent ghosting. However, server teleportation is also vulnerable to abuse in other ways and it goes to the heart of the survival experience. I must point out that server teleportation with transfer of user character progress data is abused, prone to abuse and not just between different maps. "Nie mogę uciec" reference is just one example of incongruity on DayZ's part as users can free themselves from time and space constraints by switching servers, thus removing the issues and challenges of logical step requirements. Furthermore, it is being misused for challenges, disrupting the CLE in the process. This is as unstable, sloppy and skippy as it gets for a survival content that is described and marketed as gritty, authentic and unforgiving.
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DayZ Frostline Dev Blog Week 46
Presence- replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
As long as availability is certified once a survivor gets there it will be easily obtainable because they know it is there, it will spawn/stay there and only there so randomising spawning to different and multiple locations around the map while keeping it in an appropriate space (relative and situational) and reducing the chances of spawns/total numbers at once while aiming for a dynamic rarity/scarce system is a good start for constraints because the experience of survival lies in constraints. Also, since the map is too small and supplies is plentiful, a certain place is easily accessible. Since the character is too fast when sprinting and navigating difficult type, surface and slope of terrain, a certain place is also easily accessible. Since the character does not face the constraint of more energy expenditure due to carrying more weight and navigating difficult terrain, a certain location is also easily accessible. Since you can navigate, carry a lot of weight and navigate on difficult terrain without any need to rest, a certain place is also easily accessible. Since you can teleport by switching servers, a certain place is also easily accessible. Since you can just attach a weapon without having to find or craft a sling, certain guns will always be easily carry-able and transportable. There's already too many guns and ammunitions spawning along the coast. Reduce the spawns of weapons and ammunitions. Make users count their bullets and cherish their weapon, not just on the coast, but everywhere. Here again. You see, that's the problem with BI with the survival aspect, they just want to incentivise users to check the item they placed there. How? By increasing the frequency and chance of this item spawning guns and ammo without wondering if there's already too much guns and ammo available even in a full server. They want you to use that snare trap to catch food? They'll reduce the time and space constraints to get it instead of wondering if maybe it's because other ways to get food are much easier and more accessible. The supply shortages themselves will make more places worth visiting and variety of use come along as the scarcity of loot implemented will be a solid means of survival experience and resource seeking. -
Survivors start from scratch. No knives, no bandages, no maps, no glow sticks. Nothing at all. Zero. Even if the benevolent idea was to help survivors and especially beginners, it's really no help at all, and it robs you of your experience more than it enriches it. Need some rags for a chance to survive? Tear off your clothes. "Don't you dare insult my thinking abilities". Can't you do it? If not, for whatever reason, you've at least tried to survive. Isn't this an event and an occurrence in a survival context? Handing survivors the necessities to survive without having to work for it is depriving them of the experience of getting there. It's a survival content, isn't it? Described and marketed as authentic, gritty, and unforgiving. So why cut out the necessary ingredients for the survival experience?
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The value of life. The recent spawn system is not working because of this. Short time to respawn and returning to one's body should be considered an exploit, circumvention, and unfair use, but I blame the creators who allow such inconsistencies. If things have been done so that alternate accounts can be used for similarities, then why not this? Minimising the loss of an investment is tantamount to devaluing it with the time and effort it takes to acquire it, leading users to make rash decisions and actions. The body should be there to rot for a while and a death timer should be activated and by death timer I definitely don't mean 15 seconds where we don't even have time to blow our noses. Distance can keep survivors from returning to their bodies, larger maps and a farther spawn distribution help make death more punishing. One the other hand, the lower the cargo capacity, the more punishing death is for non-solo users, as the more permissive the cargo, the more convenient it is to carry teammates' gear. The time and effort required to return are sufficient deterrent if they are effective enough, but what is sufficient? Sufficient time is the proportion of time needed for the body to disappear so that the deceased person, currently alive, cannot return to its dead body. Additionally, the smell of rot, also cued by the sound of flies, can prompt hostile AI to eat the body. Thus, the guard of the team guarding the corpse is constantly disturbed and forces him to use resources and even reveal his location. Only constantly disrupted because our character is unfortunately overpowered and the hostile AI underpowered. Speaking of returning, let's also reduce the character's speed. We don't want deceased person, currently alive, sprinting at breakneck speed to get back to his body. He's fast. He might get back quickly.
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They're just doing business, man. The plebeians below are already fainting from having to go get a glass of water in survival content. At this point, you and I are just trolling with our suggestions.
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To provide an authentic, gritty, and unforgiving survival experience, we must give survivors what they need. Controversially, I can firmly write that at this point, reading about people struggling to survive is a sign of good direction and a moment for a coffee break/laugh for me. Rationally, how is reading about people struggling to survive in survival content not the point? Propose them five minutes death-timer and they will pass out. Then they'll ask "Why?" before threatening to get the fuck out. When a little good direction is applied, you will see discontent springing up from the weeds. You know, the weeds that consider the need to drink water in survival content to be masochism. Contextually, if they are thirsty, we can give them what they need (not what they want) and make them work for it because the experience of survival can be experienced when one needs something, just as it can be experienced when one is faced with a threatening situation. When that need is satisfied, expectations of future improvement in one's life state are reduced or nonexistent, and the shorter the time to reach that state, the less value is placed on the time and energy required to obtain what satisfies it. Thus, the object itself has little value when it is common and easy to obtain, therefore, survivors do not care about losing it. The incentive to introduce, maintain or increase the importance of finding and protecting something is a crucial part of how you set the tone, strategy and pace, because it is part of the investment requirements that are reflected in the consequences. In a certain context, minimising the loss of an investment is tantamount to devaluing it with the time and effort it takes to acquire it, leading users to make rash decisions and actions. As an extension of the above, - The incentive to venture out and scavenge for resources fades quickly. - The incentive to help each other is minimal. - Decision-making and strategy regarding resources is minimal. - Exploration is less rewarding and easily accessible in survival content. - Extended experience is negatively impacted - Dying is less punishing - Survival is less of a concern In a survival content, supplies must be truly rare and hard to find, because being spoiled is the antagonism of confronting a constraint and there is survival in constraints.
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Presence- replied to Roshi (DayZ)'s topic in General Discussion
Excellent ideas. I had something like that in mind. I always thought that the inventory screen with the character appearing deserved further development. There's a lot to be done with this system. It could be useful for the medical system and many other things besides. -
It's an excellent suggestion, on par with what I consider good art direction. I can also see the survivors making more use of light sources as they investigate and scavenge indoors. Still life and still lights. In an apocalyptic context, shadows can recall the unknown, mystery, danger, abandonment and, above all, extinction. Dust particles in the beam of light. Lest we forget. Not working properly with shadows is not serious art direction. The purpose of windows can be relative. Fuck everybody. I need food to survive, so I'm going there.
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That's not cool. I don't consent to being brought back to life with a defibrillator or given mouth-to-mouth resuscitation after being shot in the brain for the sake of a subjective gameplay.
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Hi Glimmhand, Skinned an animal without gloves and ate with dirty hands? Your hands may be dirty, there is a visual clue (blood on your hands if your hands are dirty). You will need to wash them. If you're vomiting and making pain noise then it's Salmonellosis. The symptom of fever accompanied with faster rate of hydration depletion might be Cholera.