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Jedimushroom

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Everything posted by Jedimushroom

  1. I would also like an answer to this question.
  2. Jedimushroom

    NVGs?

    The person who uses NVGs most effectively in undoubtedly the unseen lone-wolfer, who can spot a newbie or unsuspecting player from miles off, whilst remaining still and completely undetected. Groups of survivors and cooperative players actually gain the least from these systems, and they are practically a disadvantage unless everyone in the group has them (have you ever tried to use NVGs in the light of a flare?). NVGs offer a massive boon to the lone murderer and far less to the group or party. For this reason I believe they should be removed immediately.
  3. Jedimushroom

    respawn as zombie option (please close)

    I think people are being dismissive of your idea because they disagree with the concept in principle, or think that it is contrary to the style and ethos of the mod. It seems to me that these are pretty good ideas about how one would implement a zombie respawn system. Unfortunately, I just don't think that a U-turn in player goals that significant would work well with the style of the modification, or be conducive to good gameplay.
  4. I think it's important to remember that no matter how realistic a game is made, there are always some things that cannot be simulated. The most primal of these non-simulatable factors are compassion and a fear of death. The fear of death is actually modelled quite well in the mod, since dying resets your character to a weak and unsafe state and loses hours of progress, but is still not nearly as much of an incentive as it would be in real life (obviously). Any more serious consequences for player death would almost certainly be excessively irritating and not conducive to gameplay, so this will probably have to be left as-is. The second factor is compassion, the lack of which is the essential reason behind the creation of the morality system. In a real-life survivalist scenario, most people would retain (up to a point) the morals and belief systems that served them in civilised life. This means that your average person would be very unlikely to simply kill a stranger for the items they possess unless they had no other option. In essence, modern society puts a great deal of 'weight' or value on a person's life, and this is not simulated in a game where your actions are anonymous and at a distance, and their consequences are small and acceptable. Essentially, players in this game act like psychopaths who believe that their actions have no consequence because that is, quite simply, true. If the developers of this mod want to bring the human interactions within it more into line with reality, then they must find a way to simulate human compassion in a situation where it is unnecessary, and this is what the morality system is trying to accomplish. The trick is to find a way to encourage cooperation without limiting player freedom or removing the intriguing element of mistrust present in the game. My advice at this point would be to attempt to reduce the danger of trusting other players, rather than attempt to punish uncooperative behaviour. This might give cooperative groups more confidence to interact and reduce the amount of unnecessary murder.
  5. Jedimushroom

    NVGs?

    Well almost all of the people in my group now have NVGs, and it makes us quite insanely powerful in any PvP scenario, really takes out the challenge of the game. Logically there really isn't any way NVGs would be viable in a post-apocalyptic survival scenario. It would likely be impossible to find spare parts or charge the batteries they use, not to mention that an ex-soviet nation like Chernarus would be quite unlikely to even have them. They're simply too much of a deus ex machina at this point and spoil the atmosphere of the game. Unless they can be curtailed like T. Penn suggested I think they should be removed entirely.
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