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Everything posted by ☣BioHaze☣
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I've been saying this forever. But nothing LOOKS like DayZ. People become fascinated with the look and feel of this game even if the actual game play isn't as smooth or polished. Something about the ambiance of the game makes it more attractive. Personally I find most FPS games to be boring, repetitive, and the least cerebrally challenging type of game available. Fast twitch point and click, shoot everything that moves, requires little problem solving, or dynamic game play mechanics. DayZ gave me a reason to carry a gun in a game but it also gives you a choice whether to use it or not. Many of these types of FPS gamers think Nintendo games are just for kids and call Diablo an "RPG". I would be shocked to learn that you own a 3DS or could appreciate the incredible nuance of a game like smash brothers because you can't look past the cartoon style of the characters. 3 click golf games? Rhythm games? Turn based strategy? Procedurally generated 2D platformers, beat em ups, and rpg's? The skill (and fun) involved in the monkeyball games main modes? These were/are games who's fun is lost on FPS gamers. The sweaty rage filled man children who are addicted to the bump they get from a moment of dominance because they feel so ineffectual in real life. Did you know that it's possible to have a poor idea as to what constitutes fun? It's not subjective. Here's an example. I think alcohol is mostly disgusting and most bars play bad music and foster the worst of human behavior on a regular basis but somehow people think bars and booze are "fun". Puking, getting into fights, crying depressed, spending 10x the price for a drink, trying to have a screaming conversation with a friend as they spit and slur. So much fun! So many people do this for years on end, this must be the pinnacle of enjoyment, right?
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Dude! It's all about "rogue-like" indie pixel art games right now, seriously! I was going to make a thread praising them and suggesting them. Dead Cells, Darkest Dungeon, Death Road to Canada, Dungreed.... and that's just the "D's"! FTL, Into The Breach, Vagante, Sundered... these games tend to have immense replay value. HD is for scroobs! :D DayZ is the only thing I play that even resembles an FPS a little. FPS games are tired genre full of mind numbing copycat games. "I believe any survival elements introduced increase the amount of time it takes to get healthy and geared properly (and stay that way) making it more challenging and time consuming for people to embark on rinse and repeat death match missions. Camps and clans may impact this some but for smaller groups and solo players the struggle will be real. If you're hot or cold, you'll be physically penalized with added sway or reduced stamina, or both, making PvP more difficult. If it's raining and you don't have water proof gear and bag, will you risk getting ammo wet or becoming cold with rain to fight someone random out in the pouring rain? If you are sick from drinking pond water or tainted meat, will you risk engaging every player you come across as you look for antibiotics while you're shaking, limping about, and possibly vomiting? People will rush onto here complaining about each of these elements as they are implemented, guaranteed. Some of us are looking forward to them." - me
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You spawn in on the edge of thirsty. It has always been this way since the mod. Spamming for apples is gone forever. Jog every where and don't skip small towns. I am greatly looking forward to more survival elements being added and all of the complaint threads about being cold/hot/wet/sick. People are still crying for GPS and spawn next to friend.....
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Mods made by players will make all the easy mode modifications you can dream of. Personally I think anyone looking for anything "easy" should not be playing DayZ. If you cannot enjoy some degree of struggle, you probably won't enjoy DayZ.
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Yup, this already happened to me when I spawned in at Kamyshovo. The player had their rifle pointed at me but was surrounded by infected. I'm guessing it's why he didn't fire.
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I've adopted a play style that helps to mitigate the risk of KoS encounters, I don't need to force anyone to change their ways to have my preferred play style. Future elements and mechanics might encourage players to think more carefully before engaging others in a fire fight but I don't expect (or hope for) the practice of KoS to go away completely. I want murderers in the game but having 90% murderers makes for open world death match which is not a scenario where people truly value character preservation. Having put more hours into finding gear and having less resources will likely drive players to consider other options.
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Most people who KoS will say it's because of social pressure, but much of it is simply laziness, and boredom. The laziness is the assumption that all other players KoS. It's easy justification that pairs well with the second reason, boredom. If the only way DayZ is fun to you is to get into PvP situations you'll never look for any interactions besides a fire fight. Now add in the influence of every other shooter being a death match and you get the tunnel vision that is KoS mentality. It's not really that confusing if you open your eyes!
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Thanks devs, all! Choo-choo! KO and cloud testing, next stop! ༼ つ ◕_◕ ༽つ Give SA
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Ran for about 4+ hours with Gary, Art, and Fing today. My client ran pretty well but it seemed the server we were on was restarting in strange intervals (looked like some kind of admin restarts). After meeting up with Gary and finding some starter gear, we began a Northward course only to find we were being chased by "KoS da Clown".Gary saw him stalking us so we stopped and allowed him to catch up. When I saw his Payday mask, my first instinct was to shoot but instead we spoke. He raised his hands and tried to say "friendly" and we asked him if he needed anything. I guess he quickly grew tired of the rouse and pulled out an MP-5 and started spraying at Gary. He quickly emptied his partially loaded magazine and rushed him with an axe, I then took a few shots at him with a Makarov but Gary simply felled him with an axe blow, and it was over almost as soon as it started. We eventually met up with Art and Fing and after looting a military location we thought we might look for medical spawns to get IV start kits and morphine. We did some infected slaughtering at the base after some server restarts set us back and then went to a nearby town and continued to kill infected. Though Gary survived KoS da clown, he got surrounded by infected and lost his life.... RIP Fing gathered his gear and stashed it for him to retrieve after respawn. Not long after that, we heard gunfire from the town below. "Was that a legit firefight or were they trying to bait us down into town?" After leaving town I accompanied Art and Fing partially on their way to meet IMT and then shortly before they met him I logged off. Keep pushing builds and I'll keep pushing "I Understand.", thanks devs!
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I believe any survival elements introduced increase the amount of time it takes to get healthy and geared properly (and stay that way) making it more challenging and time consuming for people to embark on rinse and repeat death match missions. Camps and clans may impact this some but for smaller groups and solo players the struggle will be real. If you're hot or cold, you'll be physically penalized with added sway or reduced stamina, or both, making PvP more difficult. If it's raining and you don't have water proof gear and bag, will you risk getting ammo wet or becoming cold with rain to fight someone random out in the pouring rain? If you are sick from drinking pond water or tainted meat, will you risk engaging every player you come across as you look for antibiotics while you're shaking, limping about, and possibly vomiting? People will rush onto here complaining about each of these elements as they are implemented, guaranteed. Some of us are looking forward to them.
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Is this even a game at this point?
☣BioHaze☣ replied to Zing Freelancer's topic in General Discussion
The forecast calls for tears. Lots and lots of tears. I've got catchment placed all around, so I can stay hydrated yet slightly salty through the Alpha. The more the devs implement the survival aspects of the game, the more the tears will pour. Put the *insert the word fucking* game down and come back when it's done. Even if you don't like Vanilla there will likely be a mod version you will enjoy. -
The scarcity of loot (ammo) and the more dangerous infected are already causing people to KoS less. No "massive" game play intervention needed. Further implementation of moisture, temperature, disease, and balancing of all factors, will discourage players further from knee jerk murder. I don't usually get angry when I get KoS'd these days. I often blame myself. I was KoS'd recently and I chocked it up to my own inattention and carelessness when I entered a potentially dangerous area. I did not scout the area I was entering or watch my 6 much as I approached and someone shot me down for my can of peaches. There was no rage post here from me, just the thought that I should have been more careful and a brief sigh followed by respawn. I have rules for how I engage players personally but I don't try to impose them on others. If I see you first, I will likely call out to you. If you immediately try to attack I either fight or flight depending on the perceived success rate of either option. If I have a fairly clear and safe way to exit the scenario without either of us dying, I will likely try to run first. If I am then pursued, I will try to find a geographic vantage point from where I can mount an offensive er, defense. If you talk with me I will probably offer supplies or a trade if I'm looking for something but I will not let you get anywhere near melee range or turn my back to you. I'm not actively looking for people to partner with, I don't know why KoS types think that's all neutral players want, I have people on my friends list for that purpose, but I do like a random neutral encounter mixed in with my instant aggro encounters. None of this prevents KoS but at least opens the interaction up to all the possibilities before it just turns into a firefight.
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Nobody wants this, or the pregnancy thing, for fucks sake man. Your statements are ridiculous to the extreme here. Can't you simply accept that there might be a middle ground? ~~~~~~~~~~~~~~~ That old KoS thread brings back memories! Look at all those dedicated "hardcore" fans who.... completely abandoned the project! What incredible fortitude, passion, and resilience, they must have to have stuck with the project so long! /close sarcasm. To many people, DayZ is a Rambo simulator, a phallic measuring tool, sadly drawn down into the ranks of the typical FPS "gamers" mentality. Then there's this - "Someone betrayed me and now I KoS everyone." Way to stick by your principles! How about you try changing how you engage players before you simply give in to the lowest common denominator? DayZ can offer you a weapon for protection or predation, the choice is yours. I don't ever expect or want KoS to go away altogether as it's part of the horror of DayZ but I do expect THE GAMES DESIGN to heavily impact the choices one makes about when to engage with firearms and when not to. I had 3 encounters in experimental this week and I had not realized my mic wasn't plugged in so I accidentally gave them all the silent treatment. First player, I was a fresh spawn in a town full of infected. The player pointed his gun at me but did not fire (probably to avoid aggro). Second player said hello and I couldn't answer, so he simply left. Third player completely got the drop on me and spoke a little before verbally declaring his intention to fight. He raised his fists, I took out my knife. He said, "oh shit, you've got a knife!", and ran off. Hardly the random punch fest I expected. More and more design implementations will make people think twice about firing and more and more options besides a firefight will open up to them as these are put in place. Most DayZ players cannot see past the current iteration or even care to try to think about how the game will play once feature complete. They just exploit what they can and go looking for a death match. When they burn out or the reality of DayZ development sets in, the cycle of the revolving door of FPS people continues on.
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Um, the standalone didn't start development 6 years ago. The mod started on Arma 2 six years ago. Get your facts straight. No one has been waiting for DayZ standalone for 6 years. December 16, 2013 - that's the release date of the standalone. So, the standalone is 4.5 years in development. *Grumbles like cantankerous old man* /insert salt, hold the sugar
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Stones are found on the hiking trails and are objects on the ground, no spam searching. There is no penalties tied to stomach capacity currently so you can drink until the up arrows stop and you'll be full on liquids but still be able to eat.
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Played for a few hours yesterday. I had 0 crashes and client and server performance seemed solid. After a bad start with my first character, and getting sniped with my second character, I was able to get inland and get some gear and supplies. I'm personally looking forward to the reintroduction of more survival elements, and hope they are close to being implemented.
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Awesome! I may not get to try it out until later but I'm excited to do so. Thanks!
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This is a healthy attitude, especially if you have many hundreds of hours into the game long before it was near complete. And some of us have a greater perspective of the dev process. This is a forum I have personally frequented for 6 years now, why shouldn't I become annoyed with the whining threads? There are so many factors that people forget to take into account when judging how this project has been handled that half baked theories and ignorant vitriol became the norm for the majority of the fly by night fans who, make an account on the forum, create a single thread trashing the development team, and then leave, and never post again. A revolving door of faceless naysayers.... Bashing DayZ again? Boy, that's a new one! Ciao! With most of these people it's the same thing, something invariably comes along that changed how they have to play, or some bug in the Alpha was the straw that broke the camels back, and they come onto here and they want their money back after 100's of hours of play. Maybe they saw a streamer PvP and became enamored with their new favorite "shooter" and spent hundreds of hours playing but cannot be bothered to, read up a little, follow the status reports, constructively contribute to the discussion around the game, or contribute to testing. They were far too busy trying to exploit the current iteration to go PvP with friends to bother thinking about the inevitable design features which will force more survival tactics, or the fact that they were basically playing on buggy Frankenstein legacy tech. This forum is a survival game unto itself. I have seen MANY members meltdown or simply give up and leave DayZ. People who I thought were passionate and dedicated just broke down by the protracted development process. 7 months without a patch nearly made me tap out as well. I will try my best to stick it out, because I have faith in the original survival horror MMO, the game that spawned many copy cats and drove a wave of games for the survival genre, and not because I have blind devotion for the devs.
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This is my favorite quote on DayZ forum '18. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I do believe there will be many new players joining DayZ after 1.0, enough to make DayZ profitable once again. There may also be millions of console owners who have never heard of DayZ who buy the game once it is ported over and are blissfully unaware of the development process or any of the controversy surrounding it.
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This is not what I meant. I meant you would have to be privy to all mitigating factors to know why things have gone this way and for as long as they have, whether you worked there or not. Every personal and technical environment is different. Personally, I'm disappointed by some features being removed or slated for post 1.0. I'm disappointed by a lot of things that were announced in the last few years and never spoke of again. And yes I was disappointed by 7 months without updates. BUT I also know that 1.0 will bring modding and the opportunity for all of you professional and amateur coders to add in things some of us still want. A constant drone of complaining posts by mostly ignorant contributors isn't constructive, enlightening, or interesting. It just makes the more invested people become salty and disaffected towards the next wave of complaint threads that invariably follows a popular patch.
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He must have really "burried" his head in those books. Yes, inattention to spelling will undermine the credibility of your statement in my eyes. I guess he worries more about errors in code than using proper English. Also, I don't care if you're the miracle immaculately conceived love child of Shigeru Miyamoto and David cage, if you haven't worked directly on DayZ at Bohemia, you can't possibly know what's effected the progress of DayZ entirely.
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Thanks devs/all! I liked how Eugen laid out the plan for merging features on a weekly timeline. Hopefully a lot of people will have read this so they can understand when the content updates will likely happen. I also enjoyed the overview of the CE and greatly appreciate the efforts put into getting it balanced properly. The dispersal of loot and the levels of scarcity have a major impact on the game and should definitely be a subject of priority (in my opinion). I was a bit disappointed that there was no more information regarding the removal of dispersal of firearms trajectory and I hope we hear more about that soon and if we'll be seeing it back in game.
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https://forums.dayz.com/forum/152-stress-test-discussion/
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This is a closed testing server. If you want to try .63 you need to either join the stress tests when they are live or try offline mode as suggested above.
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Character Development and possible solution to KOS
☣BioHaze☣ replied to lord3n's topic in Suggestions
Unfortunately the only reliable way to curtail KoS is through server settings, whitelisting, and server rules. Loot scarcity can have an impact as well, but somehow I doubt vanilla DayZ will push scarcity to it's limits. Also, many game play factors are not in place yet. A lot of what we discuss may not apply to what the finished product is like. Personally, I am becoming more and more certain that a survival centered mod may be what I end up playing most.