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FinalJustice

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Posts posted by FinalJustice


  1. Sounds like you want to better facilitate clan-play. Which is alright. Only problem is that by implementing your methods' date=' you're facilitating clan play and otherwise destroying solo/casual-group play.[/i']

    I don't see how adding a second map would kill solo/casual play

    Not to mention this will instead of being a koS game' date=' you turn it into a glorified team death match where the guys who spend insane amounts of time on the game hold the monopoly over everything.

    That's not O.K.[/i']

    Hold monopoly over a giant city? I dont' see it. Hold monopoly over a 'base' that has no loots spawns? Oh noes.

    I understand that to an extent you need to better reward players who spend a lot of their time playing. That makes sense; but instead you'll be suggesting a world where clans are best rewarded' date=' and subsequently prevent all others from getting any kind of playability.[/i']

    Stay on Chernarus then?

    A world where bandit trolls and clans run amok' date=' ruining the experience for the rest of the 90% of the playerbase.

    No, thanks.[/i']

    What I'm suggesting is giving those bandit trolls and clans a place to run amok where everyone understands that this is exactly what the map is designed to facilitate. Stay on Chernarus if you want to be left alone. It's as if you're saying you want everyone to play on Chernarus and behave the way you want. Solo/Lonely play? Chernarus. Chaotic play? Other map that isn't Chernarus. Not, everyone play on Chernarus, and everyone play the way I think you should play.

    Let me tell you what my routine has come down to.

    - Go to top of the mountain NW of Krasnostav

    - Check for someone else's zombie spawns

    - Approach town from NW and spawn zombies on that side of town

    - Go to Market on SE side of town, where there are 0 zombies

    - Run to my Dirtbike, ride it to the airport

    - Loot airport

    - Hide Dirtbike

    - Hang out nearby and wait if someone was following me to my hiding spot

    - Log off

    Do I want to "kill" this type of gameplay? No, I want a map where this gameplay is not possible simply because there are other people around.

    Let me reiterate, STAY ON CHERNARUS IF YOU ENJOY BEING ALONE 90% OF THE TIME, GO TO THE OTHER MAP IF YOU WANT TO DEAL WITH OTHER PEOPLE

    ' pid='245202' dateline='1341399982']

    wow' date=' you really want to make dayz another arcade shooter? no thanks, pal

    [/i']

    I do? Please tell me how you've come to this conclusion. I'm not suggesting teams, target player info on the hud, safe zones or pvp flags, or any of that other bullshit. I'm suggesting a SECOND map that is smaller than Chernarus with centralized loot spawns. No changes to current mechanics. Changes to the game apply to all the maps, obviously. I'm just suggesting a new map in contrast with the current one.

    One map spreads everyone out and puts hot spots around. The other focuses players to one area an puts reasons to leave the hot spot.

    ' pid='245202' dateline='1341399982']

    also' date=' you'd need a character location etc. for every map, that means the master servers memory needs will DOUBLE

    [/i']

    Thats true. And they would have to separate the characters across every map, so that you couldn't item grind on an easy items map then hop over to the "run through the forest to items" map.

    ' pid='245202' dateline='1341399982']

    if you want that kind of gameplay' date=' i'd suggest you ZombiePanic source

    i personally like dayz like it is right now, except for the server hopping and combat DCing

    [/quote']

    not replying to that


  2. ONE place to refill jerry cans? Are you fucking shitting me? That would be the one most camped place on the whole map.

    People are already complaining about not having enough access to vehicles. Imagine what would happen if you couldn't get your hands on fuel anymore' date=' because there would be more bandits waiting than on the NW airfield.

    [/quote']

    That's the point. You'd better bring some friends. Find a car in the city? Better find some jerry cans if you don't want to go to the gas station.

    You don't like running' date=' but the only means of faster travel would become utterly useless if there was only one spot to refuel. [/i']

    Running is pointless unless you have somewhere to go. You wouldn't have any loot spawns to run to if they were all in one big city. Cars wouldn't be just transportation that you try to hide from everyone else. If the map is small someone will find it when you log out. Better use it wisely.

    There's room for improvement' date=' map-wise, but I don't think, adding more pvp zones will help getting rid of pvp... [/i']

    Not pvp zones. A map. Not get rid of pvp, give pvp somewhere better to go.

    Some people play Chernarus, others play Utes or something (Utes is definitely too small). If you wanted to pvp, I'd bet you'd rather see 4 people per 1km sq. rather than 1 person per 4km sq. They wouldn't be playing on the same server. If you wanted to be alone and drive your truck around for more loot thats fine too, play Chernarus.

    Looking for a place to set up a fortified area? Try green mountain. It has only two entrances. A blue gate and a little hole in the wall. Easily defendable and you got a nice view from top of the tower.

    Perfect' date=' now put 3 of those equal distances from each other and the only gas station. Put all those 3x that distance to the city (aka loot).


    Y'all must be doing something wrong. I have never been shot at the coast after spawning. Even Elektro isn't all that dangerous.

    You spawn with nothing, so you got nothing to lose. Run into a town, find a building with two entrances, run through it, and the zombie train you've pulled will stop right there.

    It's so easy. It takes about half an hour to get your basic gear together. Broken bones are so much more dangerous than other players during the first hour of playing. I just don't get why everyone seems to have such troubles surviving.

    It is boring. 1 person per 4km sq. is just ridiculous.


  3. Add teams' date=' make it clan based and you will get SHITY COD/BF3 wanabe

    [/quote']

    I agree. This is exactly the philosophy change that ISN'T needed. I can almost guarantee that people would hesitate to shoot everyone on sight when they're in direct chat range of 20+ other people, not to mention 100+ zombies.

    LOL at Running simulator' date=' since you now re-spawn with NOTHING!! And without a weapon zombies just r*pe you until your forced to abort disconnect or re-spawn.

    Last patch may have stopped respawning players killing each other in starting areas, but replaced it with the gaming being very much a running/dying to zombies simulator

    I dont know about large scale safe bases, but it would be cool to use collected resources to make some kind of hilltop fort to store items in/ defend, so you could clan based raids or fire fights

    [/quote']

    Trust me, once you've figured out how the zombies work, you'll realize that you don't even need a melee weapon.

    I know I'm in the minority, but I actually liked deathmatch beach. Some of my most memorable firefights were mak duels near the coast. It's just too easy to avoid danger now.


  4. why dont you just crouch walk and tap crouch run when Zs are out of los/arent groaning at you? just pay attention to which direction they're looking and crouch walk when you hear them

    if they agro, just stand up run and zig zag through some houses/trees to get some space, then right as youre about to turn a corner and break los, crouch walk, then turn the corner, then keep walking and break los with the corner before the Z can see around it.

    the z will run up to the spot you started crouch walking, then lose agro, then he'll keep walking straight until he passes the corner, if he sees you he'll pick up agro again. if he only hears you, he'll run to the sound spot then "look" for an agro target, just dont be there anymore and youll be fine

    if you're running through a field, once in a while they just randomly drop agro and look for you again, they usually see you cuz youre still running, but if you stop at just the right moment with enough space in between, you can lose agro in an empty field


  5. barricades are a good idea so they shouldn't be removed, they just need to be implemented well

    you'll need a ton of them to make a legitimate fort, making them rare would make people use them in the only way feasible/effective, blocking entrances to loot spawns

    toolbox to set up is just putting up a barrier to entrance into the Loot Blockers Club®

    if it filled your inventory, then you'd only pick it up if you had a definite purpose, not "i have space, i will pick up" then "oh i need space, ill just deploy it here HAHAHAHA someone's gonna be piiiiissed"


  6. I dont think the setting/location is important. The only thing thats important is a direct contrast to Chernarus, where the majority of players in the server are in the same general vicinity, rather than spread out with miles in between them.

    Playing axe murderer to just freak people out is how i get over a really painful death. it sucks running through an empty cherno/elektro and feeling like im just starting the item grind again.

    If you play super carefully then you never see anyone, or if you do then you can avoid them or shoot them in the back. What am i supposed to do, purposely run around like an idiot and not pay attention so that I don't notice the guy who ends up shooting me? You can minimize risk to the point where all you need to worry about are server hoppers.

    Right now there are 50 player servers but what about when there are 100, 200? Lag isn't the only thing you need to worry about. Will zombie/loot spawns work as intended with 30 people in elektro? Are placeable items barbwire/tents/traps? You'll need a lot of barricades to make a kickass fort, but you dont want people spamming them everywhere just to be dicks.

    How about Z agro mechanics? If they hear something and start moving toward the source, will a massive horde form? If there were enough of them and no where to run (long term), would their indoor speed turn out to be ok?

    We can test all that. We just need more players per square meter.


  7. Bringing this back from the dead even though no one cares.

    Need a place for exploits to take center stage so these things can be worked out sooner rather than later.

    Need a place for people that have already figured out the game and just want to dick around.

    Need a place to go to interact with others so that the "first person i've seen in an hour, might as well kill him" victims have more than just a flashlight.


  8. Edit: I'm suggesting a SECOND map that is less spread out than Chernarus ie: centralized loot spawns. No changes to current mechanics. Changes to the game apply to all the maps, obviously. I'm just suggesting a new map in contrast with the current one.

    One map spreads everyone out and puts hot spots around. The other focuses players to one area an puts reasons to leave the hot spot.

    There's a way to address many common complaints without resorting to "bandit penalties" or major feature additions like base building or a major philosophy change such as PvP rules. It's as simple as adding a new map as an alternative to Chernarus.

    Map/Environment has a huge impact on playstyle. If this new map was designed to facilitate human interaction, rather than encouraging seclusion, there would be less complaints about how (1) the infected are too easy/predictable, (2) trading posts/hospitals could be viable, (3) people would complain less about PK, and (4) there might be something to do at "end game".

    (1) While you can control your own Z spawns, you cant control other people's. Lots of people in one small area means lots of Z.

    - A single player spawns a set number of Z, so you could spawn them all on one side of a secluded town, and hit the loots spots on the other side without threat. No secluded towns means no free loot.

    - We've all seen the "hordes" that can form organically in cherno/elektro. What if there were 20-30 players within Z spawn range of each other. Attracting Z's would have huge ramifications.

    - No need to implement a "horde" feature when hundreds of zombies are in the same area as almost all of the loot spawns.

    (2) a small outpost that is actually defensible, away from the one big clusterfuck city, like with a surrounding wall with only 1 or 2 entrances could be a place where people set up shop and have a chance at actually policing.

    - Two or three of these could facilitate gang wars/raids. Routes between the outposts and the city would be more traveled, encouraging banditry.

    - Player enforced (NOT game enforced) safe zones could only be possible if players could actually control who comes and goes from their camp,

    - You wouldn't need to have "base building" mechanics if the map already provided viable spots.

    (3) if the vast majority of loot spawns were centralized, we wouldnt have to run for hours for a CHANCE to find something we actually want (boring), limiting the rage you feel from "OMG ALL THAT TIME WASTED CUZ OF SOME ASSHOLE".

    - Less focus on avoiding people to loot, more focus on fighting over it.

    - Respawning wouldn't put you an hour away from your body so suicide spam wouldn't help you.

    - People that like to hang out away from the city (like those who control outposts) would be forced to go back to the city for food/water/med supplies.

    - If you never wanted to be shot at in the first place, you could just stay with Chernarus.

    (4) getting everything you want/need would not take days, maybe hours, so you wouldn't be so reluctant to take big risks like trying to form up with strangers and take over an outpost.

    - Groups holding outposts gives way to groups fighting other groups.

    - Completing your kit feels so anti-climactic anyway (now that i have everything it's time to log off and never play again).

    - As a bonus, you could actually meet up with your friends in a reasonable amount of time.

    - Running Simulator 2012 would be reserved for Chernarus.

    Also, only one place to refill jerry cans, imagine the fights to control that resource.

    Players who prefer a more action would go here to play, and leave all those who prefer to PvE or be left alone on Chernarus. Implementing PvP flags and "safe zones" would be unnecessary because people would know that one map is for a slower paced gameplay, while the other is for killing people and group vs group play. I imagine all those people who camp Cherno/Elektro looking to shoot people indiscriminately would rather play on a more condensed map with definite traffic areas.

    If the map was properly designed, I'm fairly certain it can address the majority of complaints that are repeated over and over on these forums (that are unrelated to bugs/exploits). Don't hesitate to tell me why I'm wrong, and I'm pretty sure we can think of a way that map design could address your point.


  9. PvE would change the game for me even if I never join one. Basically, what happens when you get all the stuff that currently exists in the game? You ask for more "content" because the game has nothing else to offer you. PvE-ers typically would rather have more stuff to get or new monsters to kill (content), while PvP-ers would rather have more polished mechanics.

    People that play in PvE will get comfy there and will NOT go PvP. PvP-ers will not go play PvE. This splits the community and the dev's time.

    There should be different map types that would be more appealing to different types of players. I think that would solve this conflict between what PvE/P-ers want.


  10. this game is helping me quit smoking cigs cuz if i want one, i either have to run for 15 mins and afk in the woods (i have been killed a couple times cuz of this), or log out and not come back for half an hour+

    id just rather not go out for a smoke. thanks dayz!


    Why not make it so that when you log out you stay in game for say 2 minutes.Its annoying and all but it removes the possibility of near death log outs.

    Rocket has been trying to do that but its not possible at the moment. Like what if you join a new server while your body is still hanging out on the old server, then someone kills that old body? Dupes.

    One char per server is still the most obvious solution.


  11. I dont see the appeal in pve, once you figure out the rules the infected live by, you can run around without ever having to worry about them (except for those random leg breaking hits at 12k life, a terrible, artificial way to make them threatening).

    Theres nothing to beat and nothing to win, there are no bosses, no challenging fights with Z. What is there to do once youve found everything?


  12. I think Chernarus is fine too, it has its place and definitely brings out the 'survival' aspects of the game. I just think that a second, more post apocolyptic type map would funnel the deathmatchers and take-over-the-world-ers away from the survivalists and make things more enjoyable for everyone.


  13. I agree.

    Actually, I was planning on writing a detailed writeup about how a SMALLER map would fix a lot of the complaints people have about the game. If the map was designed to facilitate human interaction, rather than encouraging seclusion, there would be less complaints about how the infected are too easy/predictable*, trading posts/hospitals could be viable**, people would complain less about "bandits"***, and there might be something like an "end game"****.

    *a single player spawns a set number of Z, so you could spawn them all on one side of town, and hit the loots spots on the other side without threat. Lots of people in one small area means lots of Z. We've all seen the "hordes" that can form organically in cherno/elektro. What if there were 20-30 players within Z spawn range of each other. Attracting Z's by being the first to shoot would have huge ramifications.

    **a small outpost that is actually defensible, away from the one big clusterfuck city, like with a surrounding wall with only 1 or 2 entrances could be a place where people set up shop and have a chance at actually policing. Two or three of these could facilitate gang wars/raids. Routes between the outposts and the city would be more traveled, encouraging banditry.

    ***if the vast majority of loot spawns were centralized, we wouldnt have to run for hours for a CHANCE to find something we actually want (boring), limiting the rage you feel from "OMG ALL THAT TIME WASTED CUZ OF SOME ASSHOLE". Less focus on avoiding people to loot, more focus on fighting over it. Respawning wouldn't put you an hour away from your body so we wouldn't need to suicide spam. People that like to hang out away from the city (like those who control outposts) would be forced to go back to the city for food/water/med supplies.

    ****getting everything you want/need would not take days, maybe hours, so you wouldn't be so reluctant to take big risks like trying to form up with strangers and take over an outpost. Completing your kit feels so anti-climactic anyway (now that i have everything it's time to log off and never play again). As a bonus, you could actually meet up with your friends in a reasonable amount of time.

    Also, only one place to refill jerry cans, imagine the fights to control that resource.

    TLDR: Smaller map = more action, less seclusion, more pew pew, less qq. Either way, DayZ would benefit HUGELY from a map designed with the intention of facilitating/forcing interaction between players.

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