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bbilbo1

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Everything posted by bbilbo1

  1. I would argue that this is easily more than just an FPS. It is a Sim, and there's further room to argue that it can have strategy elements, seeing as this is a mod for a Military Simulator.
  2. Sure let's go over these points:1. Humanity loss by murder damage (friendly fire) should be reversed by bloodpacks but not food, such that accidental events can be voided with cooperation and griefers don't intentionally hurt each other (and then heal each other) to increase the number of zombies in a region. 2. Environment damage should not be included in any humanity calculations, including healing or people can intentionally hurt themselves by falling and such then healing to reverse humanity loss in a region. Both of these points are worth noting. However one of the main scenarios of this mod is "Scarcity of Resources." Meaning you can't just keep hurting and healing yourself all day because medical attention will always need medical supplies, and with only so much room for medical supplies, (supplies that will require constant scavenging, and interaction with other potential players) this particular exploit/strategy doesn't seem practical at all. 3. Loot quality and quantity should increase with zombie increase to give players incentive to go into dangerous regions. That idea doesnt really sit well with me to be honest. At that point, it's starting to become a simple balancing mechanic that feels too "gamey" and out of place for this mod. And seems subject to exploitation and meta-gaming. Keep the loot at the same rate regardless of humanity, and let players continue to do what they wish. The environment will simply reflect that. 4. Eating or making food in a region should decrease humanity (increase number of zombies), enough that eating a lot to regenerate health after a large amount of bloodloss is very risky. One can assume that Zombies are drawn to the smell of food. This will also drive people to cooperate with the use of bloodpacks. Again, this just seems like balancing for balance sake. Also, the concept of sharing and breaking bread with friends or even strangers you might not even know is a BIG thing in any culture and civilization. From inviting the boss over for dinner, to going out on a date, or even welcoming a new visitor from a far off land, sharing food is a very important aspect of social and human interaction.I appreciate and welcome the comment though. Thanks!
  3. That's an excelent question. I don't think it's as simple as "good vs. evil." It's more. It's about levels of humanity in comparison to what our threats are. I, personally, believe that at the heart of pretty much every zombie/infected story (be it comics, tv shows, movies, games,etc) there's ALWAYS an underlying theme of humanity. In each story, we have the basic antagonistst of zombies, which are people who have turned into mindless animals in human form that only consume and kill. And it's through desparate times where we must face difficult choices, civility breaks down between strangers, or even friends, and may ironically force us to become killers and animals ourselves. "Turning into the monsters" is, in this case, both literal and metaphorical at the same time, you know? in a world infested with mindless killers, its easy for people to degrade and become mindless, violent butes, ourselves. So yes. In my system, there's actions that Add Humanity and Remove Humanity to the environment of the region. It's basically an observable metric that shows what players have done, for better or worse. In areas where Killing, suffering, and destruction happens, there's little difference (in terms of humanity) between players and the infected themselves. And the spawn reate reflects that. In areas where people have shown they are capable of doing great things, it's a very stark difference in spawn. But one that is always going to be easily broken by paranoia, greed, and violence. So in a nutshell, this offers obsevable, objective, player-driven consequences to a pesistant world, and is also symbolic in a way that is true to the zombie theme. I hope this answered your question. :-)
  4. bbilbo1

    FUNNY DAY-Z MOMENT

    Wrong video posted. Please post the funny one. Also, pics and videos go HERE.
  5. In the DayZ forums? Not a chance! It's not normal unless you're verbally shitting on the person you're replying to. That's apparently the rule. :-/
  6. Kill messages should be enabled for as long as the game is in TESTING. At the moment, it's just as important as the debug window. Remember we're not just playing a mod. We're testing it. And if we can't improve this mod's security from hacker's, we should info up until it's officially ready for release!
  7. This guy gets what the OP is trying to say. This guy is taking the analogy too literally. While I don't condone hacking, there is a poetic similarity between the hacker and the vet. How is a vet sniping a spawn like being turned into a goat and then teleported to the debug forest next to some guy with god mode? Easy! In both situations: The perpetrator in both examples are not doing for any in-game advantage, just "teh lulz" The guy on the receiving end is completely powerless to defend themselves from the grief of their attacker The execution of their griefing may be different, but the intent of both parties are exatly the same.
  8. bbilbo1

    Respawn button

    Wouldn't suicide, in a survival game (unless in an act of bravery to save others) be counter-productive? I mean just imagine how that would look like! *looks around* Welp, I'm lost! *Pulls out revolver and blows brains out*
  9. bbilbo1

    Respawn button

    Because just removing it is the easier thing to do while in alpha.
  10. bbilbo1

    Disconnect Wall of Shame

    Rocket's already implementing a tracking feature to collect data on players who disconnect.
  11. bbilbo1

    Respawn button

    Rocket said in a post that the processing needed to spawn a player was surprisingly high. So he thought to kill two problems with one stone and prevent players from spamming respawn to cherry-pick a good starting points and relieve some of the stress the servers get from unnecessary processing.
  12. I appreciate the feedback. Let's discuss your points: "If players are cooperating, the only challenge left for them is zombies. I do not think the game should amplify that with a mechanic like the one you propose." I don't feel cooperation among players as a good, or a bad thing. It's up to the players to decide what "challenges" them. If you're insinuating, (by saying it focuses more on zombies) that PvP is the only reason to play this game, I'm going to have to disagree with you, and again state that this mod, as a sandbox, offers players many options. Not only PvP. "Reducing the presence of zombies is not a goal many people will care about." By the feedback and beans I'm getting on this topic, I'd be inclined to disagree with you. Believe it or not, there are, shockingly, players who want to kill zombies in a zombie-themed survival game. "Conversely, many people are already finding the game unchallenging even with present zombie levels. If anything, this mechanic would give those people a new incentive to decrease the humanity of a region in order to give themselves a new challenge/something to shoot." And that would be a completely valid reason why this proposal would ENHANCE this mod. It's not a simple punishment/reward system for players which you seem to be thinking. This is a system that provides objective consequences to player interaction in a game where otherwise there would be none. And in a situation where death just means respawning without gear, maybe a lingering impact on the environment is just the tweak and feature that this mod could benefit from.
  13. You're right. I edited my post to be a little more clear on what this proposal is/isn't.
  14. bbilbo1

    bring back the respawn option

    There's nothing wrong with Kamenka... When I spawn in Kamenka, I simply head north then east to the clusters of deer stands. No problems. This game is all about making the best of your situation. You adapt, and survive, not complain about where you are and try to game the system by playing respawn-roulette.
  15. That seems a little too "player-centric." I'm not really going for a direct, 1:1 player cause-effect mechanism. This is more, long-term environment in which players are simply interacting with each other as they always do, and the world is the recipient and therefor reflects that.
  16. bbilbo1

    DayZ DEVS DO SOMETHING ABOUT THIS NOW!!!

    How dare we "spam" asking the mods to moderate the forums? Seriously? Maybe all the "spam" is an indicator of an existing problem? Asking someone to do their job and stay vigilant doing so shouldn't be frown upon or considered "crying". Verbal abuse, directed insults, and threats should not be something Moderators should be fine with or hand-wave as a "non-issue" It should be about maintaining bare-minimum standards for the community.
  17. bbilbo1

    Death penalty

    The concept of open, free-loot PVP has ALWAYS been the cornerstone to this game. I seriously doubt that's going to be taken away.
  18. bbilbo1

    i miss the respawn button

    What? What do you mean? Elaborate?
  19. I'm really glad I'm getting so much positive feedback regarding this. If anyone knows how to get Rocket's or a Staff Member's attention to this topic, it would be appreciated. Thanks!
  20. bbilbo1

    Locking server time to server location time

    For actual working members of society who get home at night, It would suck to know that the only time you can play this game would be at night? No thinks.
  21. bbilbo1

    DayZ Hunger Games [EVENT]

    Agreed. Just think of DayZ as one of the other year's Hunger Games where: The Capitol added mutt zombies during the whole thing Tributes start all over the shore Instead of a cornucopia, loot is spread all over the map. And Sponsors give certain tributes hacks and admin rights to abuse. They just keep adding tributes Basically, it's a fucked up quarter-quell.
  22. bbilbo1

    YO DAWGS!

    Ummmm.... Not to be "that guy" but.... According to Please read this before creating a new thread
  23. bbilbo1

    i miss the respawn button

    At the risk of sounding brash... How about dealing with the situation you've been given, instead of demanding you get handed the most optimum location you feel like you're somehow entitled to?
  24. That's very much a possibility. But again, my intention is not to "Fix" how players treat each other. They still can maintain a "I don't give a F***! I do what I want!" mentality if they wish. The game will not punish individual players, only adjust the environment to reflect players' actions.
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