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k4g4m1

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Everything posted by k4g4m1

  1. This is a legitimate suggestion. He didn't say that Rocket can magically fix all the exploits. He said that if in the future exploits are fixed, it might be a good idea to reset the database so that everyone starts on equal footing. But I guess all that gear attachement most people seem to struggle with clouds their reading comprehension and sends them into a furious rage at the slightest mention of a reset. Will players like these make it past the inevitable wipes that are part of alpha/beta testing? I wonder.
  2. k4g4m1

    not fun to die to campers

    Camping isn't a valid concept in competitive fps games either if you play at anything above a casual level. To put it simply, in counterstrike you have two teams of five players each. The attacking team and the defending team. Two bombsites are the objectives to be attacked or defended. Each round has a time limit. A match is decided by reaching a certain amount of round wins for one team. MR15 means half time at 15 rounds for a team swap and whichever teams wins 16 rounds first wins the match. There are very clear cut victory conditions that both teams are attempting to achieve, using whatever tactics works. It's about positioning, timing, communication, teamwork and skills. Not: "I was moving and the guy who shot me wasn't moving and therefore I am entitled to complain about his lack of skill".
  3. k4g4m1

    not fun to die to campers

    This "game" is not here to entertain you. It is just there. Do with it what you will. ----- "DayZ was designed to be impossibly cruel, dark, and brutal. It was not designed as a game it was more of an experiment, I prefer the term "anti-game" - in other words the mechanics are not designed to be balanced, or offer a way out for different situations. These are things game designers normally take care with." ----- "It is the kind of system/environment that will sometimes make you want to punch the computer screen. But with that kind of risk, comes great emotional reward when you carry something off. The sniper you describe - there are people like this in the world, and in the breakdown of order I can bet that there would be people who would sit on a roof and shoot people "just for the lulz"." ----- http://dayzmod.com/forum/showthread.php?tid=588&pid=4431#pid4431
  4. k4g4m1

    RIP DayZ - Yogcast started a LP

    Yes i really think that. I think that the Yogscast could play this game as it is legitimately supposed to be played, and still have a great time and make a good video out of it. I also think its a big mistake on their part to not do a legitimate playthrough on DayZ. The consequence is that they are spreading false information about what DayZ is and what experience a player can expect when getting in to it. Many new players will have a rude awakening when they open their inventory on the beach, expecting to be decked out with weapons and medical supplies. They are also bypassing key elements of the DayZ experience. Emotions like desperation, frustration, fear. On the flipside, overcoming such adversary comes with great emotional rewards. The lack of constraints in DayZ, and the dependency on players to create the content, opens up possibilities that you won't find in other games. Even if their playthrough failed miserably each time, those failures might be entertaining in themselves in their absurdity (if compared with expectations to your average game). This is coming from a big fan of Yogscast. I love most of their videos, but I think this one was a mistake. If they truly felt that DayZ in its actual state was not appropriate for a video on their channel, they shouldn't have done it.
  5. k4g4m1

    GAME MASTERED

    Congratulations. You have won the game. Please proceed to the next franchise shooter for your next great accomplishment! Good luck!
  6. k4g4m1

    Roaming zombie hordes.

    I really like this idea. It would add more variety to zombie behavior and that is a good thing. Right now, the zombies strike me as a bit onedimensional in their behavior, mostly just standing around in settled areas or close to loot points.
  7. My suggestion is to add to the game some way of being able to tell if another player is hungry,thirsty, cold/warm and blood fatigued. This way, if you have friendly intentions and encounter a player in need of help, you are able to assist them and increase their chance of not killing you for their needs or out of desperation (and hopefully not kill you anyway out of gratitude). This can be added subtly. It should not be a hud thing where you mouse over someone and go "oh, they are 34% dehydrated". Rather it would be better with hints by observing the player. If they are hungry their stomache may rumble. Maybe their stomache is slightly smaller than normal if they are really starving. If they are thirsty their voice could be hoarser, or they could breathe more heavily when running. If they are cold they could shiver. If they are warm they would sweat or become redder in their skin. If you are low on blood, well, i don't know what happens then. But wiki does: http://en.wikipedia.org/wiki/Bleeding I am probably just scratching the surface of what is possible here. In truth, I don't really know what signs humans exhibit when they are dehydrated or starved. In either case, this would add another element to the player interaction. I think this idea would create some really interesting dynamics too. If you are cold, players would probably avoid you like the plague or simply kill you. (Can you get infected from a dead body? :D) If you are low on blood then you would be broadcasting weakness to other players, and it would probably leave you very vulnerable, making the world a lot more lethal. I am sorry if this has been suggested before, I did search but I could not find anything on it. So here are some issues that I can think of: 1. "But why can't you just ask the player if they are hungry or thirsty?" Because they can deceive you. And you may lower your guard thinking you've helped someone, while in reality, they just took a small offer so that they could more easily kill you. I hate to use this phrase: "but in reality" I think you would have ways of intuitively being able to tell the difference between someone really needing food and someone just pretending. Asking only works if you are already trusting the other player. But being able to get this information from the game will help a lot with encounters between strangers. 2. It may not be technically feasible to add this in arma 2. I don't know if this is true or not. If it is, then maybe it is feasible for the future of DayZ? Such as a standalone game or an arma3 mod. And that's it. I would love to hear some feedback on why this is a great or terrible idea, and how to make it better. :D
  8. k4g4m1

    DayZ is longterm, baby

    I'm happy to be part of this experiment, even if it is utterly brutal at times.
  9. How often do you get killed when you say "friendly" to a group of player that either outgear, outnumber or otherwise have an advantage over you? How do you imagine the game if the metagame shifted to kill on sight for most players?
  10. k4g4m1

    How to develop trust?

    I don't think you can expect trust from a player you bump into. The stakes are too high and murder is too rewarding. At best you may not get shot. At worst one of you will die. Depending on your rules of engagement, it may be you. If i were you, i would hook up with someone outside of the game. Maybe these forums or some other community. Find someone willing to put in some time to play with you while being on voip. Then play a few lives together, see if it works out. If you get betrayed you can start over with someone else.
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