![](https://forums.dayz.com/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/323abc6e842fd0db068a990de9dc94c9?d=https://forums.dayz.com/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
gears1992
-
Content Count
15 -
Joined
-
Last visited
Posts posted by gears1992
-
-
Yes to some degree there is a lot of truth to it. But 9 times out of 10 people who play the lone wolf in video games or the asshole people who just enjoy killing others are usually not to far off personality wise in real life. I knew a guy one time who always thought "I am the best gamer in the world" it didn't matter how many times you kicked his ass that is what he thought and during a LAN party he would sometimes even kill his own teammates to make sure he got the kill instead which didn't make sense but he did do it. In real life he tried to rape my girl friend. And back before that when we were friends a guy forced himself on one of our friends me and him and another guy took turns kicking the shit out of him in the locker room but he took it too far he was taking cheap shots and trying to break the guys bones after we had already messed him up pretty bad. Point of the story is he was never a good person and in the gaming world it showed a lot. So when someone like that can do whatever they want to with out repercussions in a video game they will do it, take away the repercussions in reality and they will be a whole lot worse. Un-fortunetly in real life we have far too many people just like him that when given a chance they will do anything they want and not care who it hurts. Just like it is in DayZ. Only bad part is, in reality, good doesn't always triumph over evil. At the end of the day who is still alive you, or them?
-
Point blank, the game is not co-op. It is built on player decisions to fight or flight. To kill players or try to survive with them the game is "Realistic." So playing realistically is what you should do. If you want to run around and gun people down for their stuff. Fine. Just remember payback is a bitch and don't rage when someone cap's your ass. Realistically I and DarkLunatic86 wouldn't just gun others down. I wish he could have been on last night to wait a short distance away and gun those 2 assholes down after they shot me but he wasn't so no revenge no chance of getting my stuff back. So there is obviously a benefit to both sides of that. If he would have been there they would've died. Since there were 2 of them even if i shot 1 the other would have killed me before I could escape. So obviously playing co-op is obviously a great idea either way.
-
I am not sure how to find your server.
-
That's what I've been looking for. Me and my roommate have been wanting to find a little group to join. Mind you we both recently died so we're both near Chernogorsk now with no equipment, is that okay?
-
Yeah I understand. I got lucky I knew before hand that most people are dicks on the game so it really is best to join a clan, play alone, play with a friends. The biggest benefit to playing alone is your much less likely to be noticed unless you really don't give a crap about your companions. I got lucky and figured out the game really quick about the coast. Best thing to do is just go find a barn loot it and head north. I've survived playing the majority of the past 2 days and I went back to Chernogorsk to try and show people that not everyone is an ass hole. Stumbled across someone and gave him the extra water bottle, and baked beans I had found and went our separate ways.
-
I feel like weapons are something that you should "improve per use" shouldn't be skill trees, or unlocking anything really special that doesn't really make sense, nothing to make it unrealistic. They should do "weapon leveling" like its done in "Red Orchestra 2" nothing fancy, nothing "special" just over time you get a little bit better. Thats the best way to keep it fair while still putting it in the game. The players who get it high enough kind of "deserve" (use that lightly) to have such improved skills.
Perhaps even take a D&D style to it. With just physical attributes (Strength, Dexterity, Constitution) that are randomly generated depending on the profession you choose and it give you a small handful like 5 points to add to anywhere you want. And as your progress through the game you get a little bit better at each attribute as you "use" them.
Doctor: Can heal nearby players with the proper items and as you progress with it, you can do more with less. And possibly not exactly the right kind of equipment.
Soldier: "Jack of all trades" is just OK at everything but "levels up" at a slower rate. But also starts out with slightly bit better weapons skills.
Engineer: Can repair weapons, and vehicles and eventually become "Master Jerry-Riggers" that can fix a busted motor with nothing more then bubble gum and ducktape.
Chef: Can fix food that is more filling, last more then 1 meal, and that can provide some benefits possibly.
Natural Leader: This would be a some what selfless role, your skills all start lower then the other classes, so the start of the game would be more difficult then it already would be. But you "inspire" the people around you. They find that they do a better job at the things they are doing and learn more from their own work while around you. (I see a few flaws with it as I am sure many of you do as well. "Inspire" the person trying to kill you? 2 Natural leaders boosting each other to almost cancel out the negative?)
-
Chef: Could use canned food or meat combined with fire (speaking in just its basic form as of now) to create more long lasting and filling meals that could restore small amounts of health or if they added an "energy" system could restore or increase the total for a short duration.
Packer: (master organizer) Make more room in peoples backpack by "reorganizing" it
Thief: can move more quietly (standing would be the equivalent of normal crouching) at the expense of a smaller build and weaker frame.
-
One of the biggest changes that need to be made is the zombies spawning on you or within a few yards from you. Most annoying thing is getting hit by a zombie that wasn't in the area you just walked through.
What is rocket going for? The "Risen" dead or the "Infected" living? If he is going for the risen dead then the zombies should be slower, weaker, and have less heightened senses make them sub-human sight and hearing but make them drastically more abundant like you wont just see 1 or 2 walking aimlessly in a field you'll see small clumps of 3 or 4 walking "together" (I use that loosely) and have a few "clumps" of different sizes walking around. If he is going for the infected living then they still need to be slowed down a little bit they shouldn't be able to almost completely out run you at a sprint.
Everything else is pretty much the same so I guess thats what he was going for. However the intelligence level needs to be decreased, doesn't matter which one. I've been flanked by zeds so many times its ridiculous and often I get the feeling one of the zeds tells the other "cut him off at the pass."
The whole "Direct communication" thing needs to be fixed. It is an excellent idea yes, just needs to work.
A feature that allows you to distract the zombies with glow sticks, flares, and other throw-able light producing items should attract their attention for a short while. If I throw a grenade far away and make a mad dash they shouldn't be able to come and find me.
All in all everything he is doing is an excellent showing of what the "zombie survival gaming" should be. I would love to see what he would do with a full on team and company backing him on a larger scale. Would I pay $60 for a full thing after just dropping $30 to play the mod? Yes sir.
New Dayz Standalone clan starting up before alpha launch
in Clan / Group Recruitment
Posted · Edited by gears1992
Who we are:
We are a new clan just starting up, we haven't even gotten all the clan specifications down just yet and are now we are just starting to find members. We had a clan before for "Warz" but when it died so to did our clan we couldn't seem to find a game that all of our old members wanted to play instead and so we disbanded.
The idea behind this clan is a quasi-military group of survivors made with the sole purpose to not just survive but thrive. This is NOT a bandit clan. With all of the new non-lethal options being given to us in the standalone we want to take a non aggressive approach to playing. Helping the random survivors when we come across them trading supplies and possibly information on other survivors they had come across in the same server. However killing any of us will turn out very badly for those who try and when we find or hear of players slaying others for sport we will hunt them down.
What we want out of Dayz:
Dayz is a game of experiences that you create for yourself and others and as such we want dayz and our clan to stand out from the rest. We want our members to not focus so much on the "End Game" but creating stories within the game. We do wish to do some minor roleplaying and roleplaying members that are really into it will be kept together in the squads. Our eventual goal is to find another clan to become "Rivals" with and choose 1 server that we fight over and create stories together without scripts or planned scenes or anything just make it as realistic as possible.
Do we shoot on sight:
The short answer is NO. The long answer is; As stated above we wish to take a non hostile approach to the game our first response to unknown players is to separate and take cover with one person approach WITHOUT your gun drawn and contact them. Now if they take hostilities to us first by all means blow their heads off.
Where we are now:
As I stated above we are not completely together just yet. We are providing a Teamspeak3 service for our members to start so no waiting for clan wide chat. Once we are properly set up we will have a sort of military style ranking however we will not hound you on "Staying in line" that is why its Quasi-military and not regular military. The idea of this game world supports rag tag disorganization but we do want some form of order and in reality that is what a group would try to create.
Clan rules and Registration:
Since we are a NON bandit clan being a bandit while in our clan will kill your current character and ban you from the clan. Cheating, spamming, glitching, or otherwise abusing game mechanics is prohibited and continual abuse will find you removed from the clan. We will be using ts3 for most of our clan based interactions so having a mic is definitely a plus. Be somewhat active within the clan itself and don't be afraid to share your opinions. We will require new applicants to log into ts3 and have a form of "Interview" with us mostly as a small formality. Please also fill out the questions on the application fully and honestly short answers or single word answers will lead to non consideration.
You can find us at our website
http://the-militia.enjin.com/home