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Crosshair (DayZ)

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About Crosshair (DayZ)

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  1. Crosshair (DayZ)

    Lets talk about 22. lr

    Even unsuppressed, a 22 Rifle is about 145 db vs ~165 db for a 16" .223 AR. So right off the bat, a 22 Rifle is about 100 times quieter than a .223 rifle. Even a rudimentary can will take that down to about 130 db and a good can will get you to around 120 db on a rifle. 22 Pistols are NOT quiet. Even 22 rifles with 18" barrels are quite loud when fired indoors or in a semi-enclosed area. The reason 22 pistols are preferred is because they are cheap, (more-or-less) reliable, readily available, and easily concealable. Anyone doing a serious "hit" gets rid of the gun as soon as possible after the killing, or just leaves it at the site of the killing The gun you're using only has to fire a single magazine/cylinder worth of ammo at most so no point in spending the time and money getting a high dollar weapon. The person is going to ambush their target from the back if at all possible with a shot to the head so long range accuracy is moot.
  2. Come on. Common sense says that? Really? Common sense prescribes eventualities for being stranded in the Russian wilderness an indefinite amount of time after the end of the world? Common sense makes no allowance for the fact that you've watched your entire family torn asunder' date=' eaten, or worse had to shoot them in their beautiful faces after they turned and tried to eat you like a rare steak? Going to bed every night with the image of your wife's torn, bloody face in your mind, that last guttural sound she made after you shot her, now waking up every morning lost, smiling, patting the wet earth beside you hoping to find her there? To kiss her again? Just once more... Common sense hangs on, after that? After hearing your son cry out for you as he was pulled out of sight into a mass of swarming, hungry zombies, his cries of "Daddy, help!" echoing in your ear to this day? Wondering if you had just reached another inch, pulled a bit harder, not let his sweaty, bloody little fingers slip... if all that, maybe you would still have him, for one more hug? Instead you have the sound of a child's shoulder separating from the socket and an image of that hand you used to hold to cross the street, that watch you bought him for his birthday, then red, wet strips like licorice dipped in motor oil. She was an amazing cook, and your son was just learning to ride a bike. You can smell her hair, hear his laugh if you try, but you don't... not anymore. You hang on to common sense after that? [/quote'] Yes you do. A former co-worker is a refugee from Serbia. Her house was destroyed by mortar fire. She watched her hometown turn into a shot-up hellhole. She watched her friends die. She walked through a minefield to escape the fighting. The only reason she survived 10 minutes was because she kept her common sense, her and others worked together to survive. Did the people in the concentration camps start killing each other? Did the people in the Warsaw Gheto start killing each other? Did the people in the Siberian prison camps start killing each other? People have been through far worse. Those who lose it don't make it 15 minutes, even without zombies.
  3. kumiiyo 1. Record Video of that 2. Put on YouTube and ask for donations. 3. PROFIT.
  4. It has absolutely nothing to do with goodwill and everything to do with perusing their own self interest. Wolves in a pack often do not like each other, yet continue to work together because it is in their best interest to do so. A lone wolf is a dead wolf. The same is true with humans. The best way to interact with your fellow humans is the way that doesn't get you shot at, that way is voluntary exchange. Not to the degree it needs to be to make the game work as a zombie survivor game and not a COD-mod. I am seriously concerned with the path DayZ is taking. I may not have all the solutions, but I do recognize that there is a problem. Perhaps these issues will be resolved, I hope they are.
  5. I think what is trying to be said is that in real life, being a bandit would be a far less attractive because eventually you will run out of the lone survivors. People will group up and you will eventually come across a group that is bigger than you, who doesn't like it when you shoot people for their stuff, and who will hunt you down. In real life you would recruit as many survivors as possible into a group, build a base of operations, and take advantage of the various skills everyone has. Cooperating to ensure the mutual survival of everyone. In real life a group of even a dozen will probably not be proficient in some important skill. That 50 year old woman may not be much use searching for supplies, but what if she is an expert seamstress who can sew bite-proof armor for those who go outside the wire? In real life only a few people can perform medical treatment more advanced than first aid. Ham operators who know how to operate long range radios are even more scarce. Ranchers and farmers would be equally valuable. In real life, cans of beans don't re-spawn. In real life, for every person carrying a rifle for a survivor group, there will be 3 or 4 people behind them performing important tasks to keep them fed, clothed, sheltered and armed. Just to maintain an over-watch position takes 3 people, not counting the people who make sure that position stays supplied. Also, in real life, you can't "log out" when it's time to go to bed.
  6. It seems to be getting to the point that DayZ might as well be a single player game. If avoiding other players is the only way to get anywhere, then why not just have it be an offline game with NPCs that shoot at you.
  7. Crosshair (DayZ)

    Why no starting weapon incentivizes killing.

    Exactly, even though the newly spawned player with a pistol may not be able to kill the sociopath, they are going to do enough damage that they will soon be dead if they continually pursue that tactic.
  8. Crosshair (DayZ)

    Don't punish bandits; reward survivors

    I feel very stupid now for not thinking of that.:dodgy: A very good idea.
  9. Crosshair (DayZ)

    A foundation for co-operation

    Adding onto the player built outposts, one could also have the players need to "help" the NPC guards. Find that nice sniper rifle? Perhaps it would be better used by lending it to the NPC guard so they aren't shooting zombies with a Makarov. Giving them food and whatnot will increase their effectiveness as well. I was at first against the idea of NPC guards, but quickly realized that, as was said before, it compensates for the non-persistence of characters. Perhaps the number/effectiveness of NPC guards is determined by how many players are "in" that outpost. Have an outpost with 10 players in it? Well then your NPC guards will be much more effective than when everyone leaves at once to go out searching. It will allow such outposts to be raided if there is no coordination between players and everyone does leave at once. Perhaps the NPC guards could be independent survivors that players need to recruit Just throwing out ideas.
  10. Crosshair (DayZ)

    Don't punish bandits; reward survivors

    I think you are right. Eventually there is going to have to be some sort of player specialization. The reality is that nobody can do everything. In real life I consider myself a jack-of-all trades, but with the caveat that I can do most things, I can only do a few of those things well. Against a group of 10 which was more specialized per individual, 10 clones of me would do poorly. Back in the days of BF1942 I loved playing as the engineer class. Sure my K/D ratio wasn't that good, but my teammates were grateful for me hiding behind the tank with my wrench. (Or up in front defusing anti-tank mines.) I would even capture and fix enemy tanks that had been abandoned and give them to another player. I played to win the match, not for my K/D. People WANTED me on their team, despite my mediocre K/D, because engineers were always "scarce". DayZ needs to be about winning against the zombies. Specialization will encourage players to work together.
  11. Sounds to me like you're making excuses for going around being a bandit/sociopath. To me and the people I know personally, the point of the game has always been everyone against the zombies.
  12. Crosshair (DayZ)

    Misdirect zombie to animals

    I'm no programer, but I don't see how it could be that difficult. Just program a zombie to react to an animal the same way it reacts to a human. To avoid having a map full of zombies chasing cows, make it only take effect if the zombie is chasing a human player.
  13. Crosshair (DayZ)

    Don't punish bandits; reward survivors

    I put this proposal elsewhere, but think it is relevant in this thread. For every zombie that a player kills a player gets more zombie scent on them so zombies have to get closer to them before sensing them. For every human a player kills they get more fresh human blood on them and so therefore zombies will detect them at longer and longer ranges. So the people who live as bandits will have a harder and harder time moving about the map without attracting large numbers of zombies. Players also will be encouraged to kill zombies to build their zombie scent, so they can move through more heavily infested areas, and perhaps even team up to do so. This will make server hopping all the more dangerous for bandits because the server they hop into could have a group of 4 zombies in the bandits now massive zombie attraction zone. Of course the ratio wouldn't be 1-to-1, killing one human player would perhaps require killing 2-4 zombies to undo. Easily within the abilities of a player who kills in self defense, but a major headache for a bandit. This could easily be implemented as it would just be an adjustment to an individual players visibility and noise stats. Your thoughts?
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