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Thauã

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Everything posted by Thauã

  1. The game still in alpha, there's still a long way to be paved. We will definitely see some gamechanging patches in the future. Remember, although many people thought and desired a game like this, it has never been done before, so is basically the dev teams trial and error, to see what sticks, what is both balanced, realistic and satisfyingly fun. I've buyed AmrA2 for ArmA2 quite a long time ago so liking or not DayZ makes no difference at all (of course, I love it!). New players who just recently grabbed the game just for DayZ tend to be much more harsh critics. They pay, install and get killed over and over and over, and because everybody gets shot on sight, especially in the exponential rate of popularity the game is, that's what the game is like right now! Obviously, they get frustrated and have plenty of complaint to do. Some turn to cheating, some abandon the game but the ones who get really satisfied are those who don't give up. It's a hard game after all. Like your gear so much? Set up a tent and trow your stuff in. Pursue an objective, like getting a sniper rifle. If that is not enough you can turn into a medic of the wasteland.
  2. Thauã

    Need Medical Assistance? We can help.

    IDK if it's against the rules, but just to post my appreciation for what you do. Trustworty people are in short suply on this game. I've gone from 2,5 to 12k blood all by myself and hope I don't need to waste your time asking for help. Still, I believe you accept donations. Should I post what I can offer here (currently nothing, waiting for tents to be fixed to set camp) or there is an appropriate thread?
  3. Thauã

    The ultimate answer to Banditry

    Completely agreed to Dream Dragon. You are claiming your freedom by restricting others freedom. It's quite obvious that a freshly spawned player cannot compete with your sniper rifle. People go to the major cities seeking for loot and they should either fight or cooperate with people they find, not just be a target to a bored sniper. Still, i totally agree with you. The current system should not be changed at all. No rewards for peaceful players, no punishments for banditry. In reality, undoubtedly there would be a fuck nuts laying with his sniper rifle killing live people for sickly twisted fun, but look at the statistics: about 1 in each 6 players killed another player. That means no cooperation at all. Just that 1 in each 6 of us wishes to be one of those sick twisted bastards on real life. And Its kinda fun being a real long shot to trust people you don't know. I've started to play soon after the update that removed bandit skins on the game, but a way to tell friendly from bandit would be apreciated. I've seen the number of bandits alive skyrocket with murders while the bandits killed plummeted. On reports I've seen, some people actually hated beeing bandits because survivors would shot on sight and actually team up to take down bandits. On sanctuary DayZ servers, where global chat is still on, people hunt down bandits. So the whole point is that there are not a single difference between that surgeon guy who goes around helping people and the dude who goes around the beach with a hatchet killing freshly spawned players. No consequences at all, that just helps people to troll. We could have an incentive for players to cooperate, like DreamDragon said, surviving alone is too easy, but since none of my friends play DayZ, and many people play the game alone too, making the game harder will just make strong groups stronger and weak groups weaker. Here's what I do: If I wish to risk my character on a major city, I go to my tent, drop my gear there and go where I want to go. Simple. If I die, no bandit will take my gear. The only concern is for the gear I left in the tent. Anybody can take it, but since is on a really remote location, on one server out of 1600 other, its a very small chance. Since its a suggestion thread, the only thing I'd add is a who killed who message. Would make sense in the real world, like rumors of a sniper taking down people somewhere would spread like wildfire on a post apocaliptical settlement. The other suggestion I'd have is to fix the problem with losing dropped gear and tents losing their content when server restarts, that is planned I know, but i've recently lost some gear due to that and is really and just annoying. I'd even suggest some kind of vault only you can open, but when you die, what happens? If only you can still open it, doesn't make sense, and if you can't open it, what would be the point? @edit: Just looked at the statistics again. Comparing the number of murders occured with the number of bandits alive+killed means that each bandit who ever lived killed 5 other people. Now, back to when i've said 1 each 6 of us is a bandit, it would mean everyone alive is a bandit. That states that there is close to 0 cooperation between players, wich is far too unrealistic.
  4. Thauã

    Saftey Zone

    The neutral zone is a good idea. It would allow people to become traders of the wasteland, something that would definitely be present if our real world goes to hell. The main issue with it, as you stated, would be bandit snipers with their reticles on the exit. To avoid it we could get unkillable for some time or get teleported to random spots, safe both from zombies and players somehow, or a really big safe with the quarantine camp on the middle where no one can fire his weapon, that would prevent people sniping on both the entrance and exit, and would scratch the stupid teleportation idea. Another issue is the unrealism. Quarantine camps do would exist if all hell breaks loose, but they wont let you go once you're in. Scratch the quarantine and just make a safe zone where people can get safely in and out. The perks/leveling up system is too unrealistic, but I too do not want all the effort I put into playing to just vanish because of pure bad luck (and since I play alone, [inventory full of good stuff+full blood]*[broken bones]= death. As seen its pretty easy to break your leg and i've seen even a repairable helicopter before ever seeing that morphine injector). The game also can get boring after you find a box of matches (It feels a lot easier once you can recover 6,4k of blood with a single cow, undisturbed). How those bond together? Well, how about an AI team that gets in in a chopper, stays and slays for a while, then takes off taking the survivors that come across the group with them? They can even hunt bandits on the server, as suggested on another tread. People that get saved lose their gear, start over (maintaining zeds, bandits and innocents killed) and get to choose a permanent perk every time they "finish" the game. Perks could be simple things that wouldn't unbalance the game, like permanently getting +100 max blood, start with a hatchet, a bigger backpack, a matchbox (wich is incredibly hard to find), less likely to bleed or break bones by zombie attack, etc. All that can be taken to a limit. Nothing close to being stealthier to zombies, starting with firearms, that would be too unbalanced.
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