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Everything posted by Lady Kyrah
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Suggestions to solve the biggest issues
Lady Kyrah replied to super pretendo's topic in DayZ Mod Suggestions
Good and evil are hard to forget isn't it? Rocket is taking a poll wether he should get rid of the bandits for now because it's making the mod more complex to code than it should be (check his poll for details) the current friction with bandits is that most noobs that hear about them are scared shitless at the first one they see they have a fight or flight response, where they should see "oh there is a player", does he look hostile to me?" From the bandit side: "Fucking noob killed me! *pissed, go kill a few peoples*" The bandits skin is nothing more than an enforced stereotype. -
Did anyone buy Arma 2 solely for this mod?
Lady Kyrah replied to billyangstadt's topic in DayZ Mod General Discussion
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Why this mod is the best thing to happen to PC gaming
Lady Kyrah replied to jagdfalke@gmail.com's topic in DayZ Mod General Discussion
I've been caressing the idea that a game could be devious enough to either take exclusive control of the mic, or block the ports of most popular voice chat apps so players can only use the ingame voice chat. -
What i mean is that the bandit mechanic confort the "i hate pvp" crowd that killing other players is wrong and should be punished. Frictions are all good but i rather see them over valid points rather than turning it into a mockery of a good vs evil crusade. In this world, society is GONE. there is no good or evil, there is being alive, and being dead. I agree with you obscene, for this game play very much like a roguelike (dungeon of dredmor for example) where a character is only alive for a few hours, and for as long as i can prevent myself from being reckless or until my luck leave me. Every character will die, without exception, the real fun is what led you to your grave. And i will join a little comic that comes from "dwarf fortress" "Losing is fun." http://dwarffortresswiki.org/images/4/40/FunComic.png http://twistedspeedo.com/comics/2011-05-28-LosingIsFun.jpg
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The bandit mechanic is stupid: You will kill a bandit because revenge feel good and he's gonna take for the last guy that killed you, because they are clearly identifiable and because there is no penality. The bandit will kill you on sight because he know otherwise you will probably off him. If anything it's increasing frictions.
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View distance also affect bandwidth and server performances, that's why most servers force it the same for everyone, so 5kilometer distance peoples don't have an advantage on those with older hardware. But i get the feeling it's probably to limit bandwidth usage on servers.
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BIS got a nice cash boost from the recent mod's popularity , the latest beta patch of the game has aparently some DC voice chat fixes.
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He only highlighted it as a possibility.
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So your solution to PVP abuses is to make the PVPer's life miserable? Have you ever used one in arma? you do know that the bullets take a while to land on target and that they drop on distance yes? Why where you standing still in the middle of the road anyway? The mod's beauty is to remain neutral in how players engage with eachothers, the game doesn't enforce any behavior, it's the players of a server that will shape what is acceptable and what is not, by their own actions. 1. the bandit "flag" has no reason to exist in the first place it was a poorly thought idea and even rocket want to get rid of it because from a modding standpoint it's giving him trouble.
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O_o? Have you guys ever installed an arma mod before? this one is by far one of the the easiest one to install. Use the six updater for automated installation http://www.six-updater.net/
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Arma is a bit of a bad student when it comes to cheating, a lot of trust is given into the clients, in order to lessen the burden on the server. Example: if you play an MP missiong and are commanding a group of AI, it's your client that handle their artificial intelligence. Which gives interesting results when, for example, your server has Zeus AI installed and the not the client (and server doesn't enforce that mod) because then the AI you are commanding behave differently from the server's.
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God , this again. How do you think safe perimeters are enforced by the army in war zones in the real world, it takes a lot of peoples and a lot of organisation. The reason no serious trading post can be organised is because this mod doesn't generate a real need for trading, most players are in very small groups or isolated, and in a lawless world there is no need to trade when there is an alternative solution (shoot and loot) Now if you had several 10+ groups connected, trading could happen because that's enough peoples so each group can defend it's own members and peaceful trading is more mutually beneficial than taking by force. We don't need enforced peaceful places, those don't exist in the real world either. What you need is a group powerful enough to ensure the safety of the trade post. This game has more psychology than it looks like. Stick to the same server and try to talk with other players, this breaks the barrier of being "just another anonymous target". Once you had some dialog and a few shared experiences on a server with peoples (even if it's simply chatting) they will recognise you and it will be harder for them to kill you in cold blood. The stranger is always the enemy.
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Lets add this to the muti character thing: You hunt my character "DerpDude" who only has a makarov left. I log off, and log in with my alt that isn't far with better gear. I kill you from behind as you yell in chat how i logged. I log back on "DerpDude" and take your gear. Second, having one char only means it has to do everything and it sometimes put you in choices. With multiple chars you can dedicate one to hunting for your group's tent (crossbow far in the northern wilderness) and also have a char decked for pvp with your group ( assault rifle, nvg, etc...) and also have your engineer char that carry the spare parts for cars. With one char you have to make choices, with multiple chars you just roll a new one each time you need a new role or more backpack space.
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Can't vote rocket. no permission. my vote is to scape them, they do not bring anything to the game and the bandit status isn't reliable anyway. If the skin switching system is causing trouble and hinder the implementation of more important features, you should scrape it, simply for the sake of moving forward, even if it means to re implement it later.
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The time scale cannot be changed easily, you should try to find a server that doesn't use RL time. I generally play on a server that was set so when it's sundown IRL it's still a few hours before it's sun down in the game. I also know some US servers have their time set so night happen mostly during the work hours, so normal peoples can get back from work in the evening and enjoy a morning/midday game time.
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The size of the map doesn't really matter to the arma engine, what matter is the number of entities around, players, zombies, loots, vehicles. That's what is really costing something to the server.
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To get people value their lives more
Lady Kyrah replied to Chamberlain's topic in DayZ Mod Suggestions
I don't see where the problem is, if someone is starving of course they will consider killing you to take your food. There is a risk in remaining on the beach, that risk is that the time you spent getting there is more valuable than the time of the guy who freshly spawned. But anywhere that you go you will have to judge the situation. If i can off you with a sniper rifle without any risks of being discovered and if i can also easily go retrieve your gear, what can possibly convince me that this is not worth the bullet? That's the essence of the risk/reward game. If you insist on raiding Chernogorsk, NW airfield you are targeting high traffic locations, wether it's for the loot or because it's a respawn zone, you're taking a risk. It's up to you to measure this risk, the game shouldn't remove it. -
Well i can understand the bandit way, why bother scavenging villages, it takes time and patience, both of which we only have so much. It's perfectly logical to go kill a few other survivors to take their loot, they already did half the work after all.
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That or you could spawn with a cianide pill, that you can use either to kill yourself, or to poison a water canteen :)
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Possible "solution" to the so-called "bandit problem"
Lady Kyrah replied to jason.jblackman@gmail.com's topic in DayZ Mod Suggestions
A good way to cope with the problem is to consider that it's not a problem, that the presence of players who behave as sociopath is an intented feature and that being "friendly" doesn't necessarily grant you the right to remain alive. Strength in unity: Yes, but it all depend who you are banding with. Joining forces with someone who was a stranger 10 minutes ago is a gamble and should remain as such, trust grow with time, not by being enforced. The cold hard reality is that in a wolf eat wolf setting, nice peoples tend to end up dead. -
Classsystem - Encouraging Teamplay
Lady Kyrah replied to Derbysieger (DayZ)'s topic in DayZ Mod Suggestions
A class system is not needed, this isn't wow or tf2. Inventory restrictions are already in place. -
-1 Because if there is one thing this mod doesn't need, it's people making "mule" characters whose sole purpose is to act as a safe deposit box. Having to shell 30 bucks for an extra copy of the game reserve this stupid activity only to the most dedicated.