doitonlan
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Day Z is insulting to LGBT people
doitonlan replied to admin@glados.cc's topic in DayZ Mod General Discussion
Just read 22 pages of this shit...the fuck am I doing with my life... -
Social dynamics and hostile interactions:
doitonlan replied to doitonlan's topic in DayZ Mod General Discussion
Ugh I gotta go, but when I get back I'll throw the prisoner's dilemma at you ^_^ -
Social dynamics and hostile interactions:
doitonlan replied to doitonlan's topic in DayZ Mod General Discussion
I'm not really a fan of the blood or the screaming ideas. With the screaming I feel that if they fix the d\c and server hopping through a promised update it won't be much of an issue. I am not sure exactly how it is going to be implemented, but I feel that a certain amount of time needs to pass before you can d/c, there should be restrictions on places you can spawn in i.e., not by loot, and there should be something that alerts players that someone is spawning next to them if they are in close range. Also, implementing a fixed time where if you d\c and move in another server you will spawn back in the position you d\ced in the original server until the timer passes. I don't know if any of that will feel like a complete solution, but something is needed to change to stop people from dcing and server hopping. If anything they could use the screaming idea to create a noise for players that d\c and enter another server quickly, but I think there are better suited ways of dealing with this. To be honest I don't think dayz should think of ways to punish bandits, but if they were to implement ear hunting of bandits and a reward system it may deter people that haven't bloodied their hands from KOSing. Basically there would be a reward for killing bandits and returning their ears to a location (bounty hunting). The more murders the bandit has the higher potential for reward. It could have random items spawn in the location where the ear is to be returned. It sounds like more people might be inclined to KOS, but there is risk involved. If you kill a survivor you run the risk of being hunted, but if you kill a bandit you get a chance for items. I do see potential problems for it. Bandit groups that have newer players without any murders, murderless bandits who fire first but are killed by return fire, etc. I think that something to the effect of if you are staying near other bandits for extended periods of time you could gain guilt by association meaning that you will be considering a bandit when grouping with other bandits (but would deteriorate after time). I have a lot of ideas running through my head about the concept let me know what you think. In response to Knautscher- Upon thinking about what would bring me to kill my only friend...It is tough to say. Everything in me says I would never do such a thing, but I can not say for certain how I would act in a life or death situation. I'll put it in the train dilemma format: You and your friend are stuck on separate train tracks with a train heading toward you. There is a lever, and if you pull it, it will kill your friend. If you don't touch it, it will kill you. Everything in me says I would let the train hit me and let my friend live, but in the moment I don't know if I would live up to my moral standards. If anyone is torturing themselves with this train dilemma remember: it's your best and\or only friend, there is no escaping, it will either be you or them. Wow did not realize it was going to be that long of a post :s -
Social dynamics and hostile interactions:
doitonlan replied to doitonlan's topic in DayZ Mod General Discussion
But isn't that how it should be? Ultimately, through the formation of groups they will be able to control more of the land and resources. -
Social dynamics and hostile interactions:
doitonlan replied to doitonlan's topic in DayZ Mod General Discussion
What would you think about allowing people to create organizations or clans with or without a particular purpose. Essentially creating more reason to talk to more people in the game rather than shoot them for their loot. The logic in this would be that your group could grow in strength and numbers, and that if you recruit someone you could gain much more than simply ending their life. -
Social dynamics and hostile interactions:
doitonlan replied to doitonlan's topic in DayZ Mod General Discussion
The general thought of the topic for this discussion is to add potential for more group play without taking from the experience of the dayz survival. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
Come say hi if you're interested =) -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
I already have been working to create an organization that houses the model for connecting gamers to each type of gameplay and community in Counter-strike. It is currently only experimental, but I will be gathering data and testing the financial viability once it gets moving more. Pink my intent is not to hijack your thread, but I feel like this thread is more for arguing against each other. I made a thread to see if we can rack our brains with ideas and discussion here: http://dayzmod.com/forum/showthread.php?tid=27222 -
This topic was entirely devised for speculation and to create conversation. In this apocalyptic world with cold blooded killers and zombies, what would encourage you to interact with a potential hostile? This is the subject I am entertaining in my head at this moment. It probably spawned because I have a vested interest in social dynamics and group creation from school and the situation in which dayz occurs in is about as hostile as you could imagine in dealing with other people. As of right now it seems that for the most part the only part of working with someone is strength in numbers, and it seems that when dealing with anyone unknown it is best to shoot first and ask questions later. I'll start purporting some ideas that I have in my head once the discourse starts, but for now any suggestions would be appreciated.
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Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
I actually focused much of my researching in school to group dynamics and creation, so thinking about potential solutions to implement to get people to work together in a situation like this is actually quite entertaining. I'm trying to think what would be enough motivation to risk approaching a potential hostile to help increase cooperation. So far, I only play with people I know and almost never play solo. I wonder if created organizations with status rankings and bases might encourage me to do so. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
So I'm looking for some people to help make this a constructive argument. Any takers? Could anything be implemented to the game that might create more and better group dynamics? Would it take away from the original concept of a post-apocalyptic zombie survival scenario? There seems to be some intelligent people here, so let us see if we can change it to an intelligent discussion. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
Pink I think you make a valid point that the game has potential to add some great components to way we exist in this virtual world, but I would like to think of some other possibilities that could be implemented that hide the magically occurring flagging system. I don't know if this would work properly, but having the ability to make gangs with home bases or town centers that can be built up where if you kill someone there would be repercussions because there would be guards or other people around that could do something about it. For example, have a town center that has one access point, and inside killing and drawing your weapon would cause other people to kill you in response to it. That way there could be discussions and people could build rapport and find other people to make groups. Just an idea. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
I wouldn't be against having other things added to the game to increase the social dynamics, but I simply don't believe in flagging people in this way. For me the whole experience that has been created where anyone could be an enemy other than the friends you are with is what keeps me coming back. I just believe that having something that visually flags someone in this way to take away from the feel of the whole experience. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
Perhaps you weren't the first to insult anyone here, but you are extending to people that have done you no wrong. In your flagging instance you would be a top class bandit who has wronged many people because he is getting worked up on the forum. If you are having to repeat your statements many times to different people there may be a flaw in your statements. Take some time and actually refute it rather than use a preconceived statement and pat yourself on the back for defeating them. Honestly, I think your problem is that you are trying to win the argument regardless of whether it is right or wrong; you are giving no consideration to what anyone else is saying and that is what gives you the superiority complex. I find that quite a few of them suffer from it as well, but you are purposely seeking them out and trying to beat them through ad hominem attacks and insults. I do respect that you actually took the time to respond to me, so I'll give you my view on the issue. Considering how easy zombies are to dispose of and that supplies continually respawn, we would have no problem with survival if we worked together. The problem that has been created by dayz is that there is an inordinate amount of weapons available to people who have varying degrees of morality when it comes to other players. Over time, this has deteriorated to the point where chancing an encounter with someone unknown is too dangerous because with the weaponry it can be kill or be killed (even at 800-1200m). It is correct to say that the lawlessness in the environment has made the lands an essential deathmatch, and what you are trying to bring up is a system that governs in some way. The thing with the environment that has been created is that our police force, military, and rules of morality have been eliminated or have deteriorated. By pleading to make a game mechanic change it is similar to pleading to GOD or a god of some sort to make an alteration to life to make it more fair (which if you are trying to play the game like a realistic post-apocalyptic scenario you are attempting to make it more non-realistic). I know this is contradictory, but some things should be left up to the game creators like bugs, errors, and other technical problems. Other things like this feel more like physical limitations or laws that bind us. It would be like asking the "creators of our existence" to change gravity so it doesn't hurt when we fall down. The realism to the game is spawned from the lack of control, and that we are simply put in a situation where there are zombies, bandits, and a lack of resources. Now this is specific to the change you requested: adding something that changes your appearance or that magically flags you will drastically affect the realism to the scenario that we are playing in. I am in no way saying that this is ultimately a perfect product or that it should be changed to add more realism at this point; I am simply pointing out that this opens up not only for a slew of potential changes to be implemented that take away from the experience, but is in itself a reminder that something is there "watching", when the game is trying to make you feel more alone and have to struggle to survive. The sense that it is turning in to a deathmatch is more or less a mute point. It is what it is. In addition, even as a deathmatch the game is spread so thin over the area of the map that in most situations it is like starting fresh, rather than feeling like its "round 2". Please ask if you wish me to clarify anything. Do note Pink that if you speak crudely to me I will not respond to you again. -
Unless we get flags/effects for murder, this game will just be Deathmatch.
doitonlan replied to PinkTaco24's topic in DayZ Mod General Discussion
Oh, that's right you can't loot their rifles my bad! Those would probably be the most coveted items that a person has too, but if you think about it it wouldn't make sense to be able to take their rifle without some brute force. Pink- I'm not going to engage with someone who isn't really going to evaluate what anyone brings up and simply insults and repeats statements that aren't tangible to the retort. You are far more qualified to beat me in a shallow argument such as what you are trying to tempt people to engage in. If you want to have a discussion about this: 1. drop the insults and ad hominem attacks 2. fully evaluate and respond to people rather than repeat a previously used phrase that does not pertain to what has been stated 3. get your head out of your ass, drop the superiority complex, and talk to people as equals. Otherwise, you can go fuck yourself because I will ignore you from here on out.