Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

DoshDosh

Members
  • Content Count

    91
  • Joined

  • Last visited

Everything posted by DoshDosh

  1. DoshDosh

    Any point in not being murderer?

    That's a good explanation, but it focuses on players who murder others for equipment; we don't know if a player who has killed just one or two others for their gear upon starting will be doing that the entire time since they don't register as a "bandit" with the game until they've passed a certain threshold. In one example, I encountered and killed a well-equipped player in one of my previous lives, but from then on lived off the forests and animals and ignored other players. There's also a factor of griefers who kill regardless of item rewards, and the fact that many survivors who avoid banditry value their experience over how the game plays out over items- mainly because they either play with a large group and can re-access top-tier equipment if they die, or simply because they find more thrill in using the basic weapons and improvising as they go/spawn. In that sense, I honestly do believe cooperation has better yields if you have the patience for it (since a death doesn't mean you lose everything when a buddy can guard your corpse or etc.), so I would say that aside from being able to find some potentially high-risk equipment easier than through a survivor playstyle, banditry doesn't necessarily equate to easier gameplay. And just as a side note, although I agree the classic prisoner's dilemma doesn't portray Day Z, that there are several variations (are the prisoners allowed to contact one another before making their choice a la "Golden Balls"? Do the prisoners have any history a la "tit for tat", and will they be brought back into it in the future? etc.) that the game can technically fit under. I don't think changing the system would do anything at all to affect griefers (nothing will, because they're in every game and will find ways to circumvent boundaries), and I think that players who play in groups wouldn't be affected since they often have established camps where they can replenish their lost gear, and since most bandits (unless organized well in a group) wouldn't be able to account for overwatch/etc. in a firefight. If anything, I personally believe your point 1 should definitely be addressed; if, for example, the standalone game ended up having a persistent server system akin to MMORPGs where a player can't just go server hopping if he wants to remain faceless/reputationless, the game would become more exciting for both bandits and survivors (possibilities including warnings for certain players, though it would probably have to be worked out on exactly how player identification works- I think it wouldn't be fun to hover your cursor over someone and instantly know their name). On the other hand, I think rifles are fine and actually haven't enjoyed the recent fixes to the damage tables.
  2. DoshDosh

    Any point in not being murderer?

    Sure, you can survive without firing a shot at another player; I've easily lived long lives solo by avoiding player contact altogether. On the other hand, I don't see the point in blaming bandits as "poor players", since as it's emphasized so much, banditry is an alternate playstyle to the survivor playstyle. There's really no point crying about it, because worrying about being shot from a distance or backstabbed by a supposed "buddy" only adds to the experience and truly sets Day Z aside from the run-of-the-mill co-op or shooter game. According to game theory and the prisoner's dilemma, cooperation requires more risk but pays off in the end; Day Z for the most part fits this model, but deciding to forgo trust for taking action in self-interest (i.e. shooting a stranger who hasn't seen you yet) is also a valid choice. The worst possible outcome is if you decide to trust the other player and they decide not to trust you, so in this case shooting on sight becomes a less risky style of gameplay (of course it's impossible to tell at a first glance if the stranger has overwatch or etc., so that's also another factor). And of course, that model doesn't apply to griefers who like to kill people then log onto the forums to watch them cry and create topics that ask for the return of the bandit skin. In the end, you can't really denounce any form of gameplay in Day Z, since the ability to embrace all of them is what makes Day Z unique. Survivors often complain about bandits killing them and making the game more "deathmatch"-like, and bandits complain that survivors are always trying to get the game changed to "punish their playstyle". There's no point to this, since if either group had their way, I guarantee you that this game wouldn't be as fun as it has been.
  3. DoshDosh

    Any point in not being murderer?

    The article I linked to addresses all of the points you made and makes plenty of good counterpoints, so I don't feel that I have to add anything to it. Nowhere in the article does it say "nobody catches them so they are not a criminal", and rather than a "vain attempt at rationalization", I would say it's compiled of actual studies rather than one man's opinion. On the other hand, the dilemma you're talking about is similar to "The Ring of Gyges", where it's asked whether a man who has the power of invisibility will use his ability for crime or good. Socrates' answer? He pretty much just says men who don't act negatively or abuse their power will have the comfort of knowing they're true to their ideals, while the men who use it for personal gain are addicted to personal gain. And the problem with the analogy is that it doesn't even apply fully to the Day Z situation, where "personal gain" isn't anything tangible or permanent- everybody dies sooner or later regardless and restarts with bandages, painkillers and a flashlight. So essentially your argument boils down to personal experience, which differs for everybody.
  4. DoshDosh

    Any point in not being murderer?

    http://en.wikipedia.org/wiki/Online_disinhibition_effect I'd certainly agree that it's not a good thing to take advantage of internet anonymity and act like an ass, but it definitely doesn't mean an asshole on the internet is an asshole face-to-face. If you read all of the different concepts under the Online Disinhibition Effect (Greater Internet Fuckwad Theory), it becomes a little easier to understand why and how some trolls act the way they do. Jack Thompson is a fairly prominent advocate of believing in-game behavior is directly tied with behavior in real life situations, and look how well he turned out :P.
  5. DoshDosh

    Any point in not being murderer?

    Funny enough, they've actually come out with a wikipedia article for it: http://en.wikipedia.org/wiki/Online_disinhibition_effect
  6. DoshDosh

    Any point in not being murderer?

    I have, actually. You specifically said "how is being an ass in the game different from being an ass in real life?", and I gave you a pretty specific answer: due to the fact that you are anonymous, and also because being an ass doesn't have any serious or permanent repercussions. So to make that easier to understand, it is VERY different. So no, just because you are a bandit who kills everybody on sight doesn't mean you're a similar kind of jerk in real life. If that were the case, me and my friends wouldn't be compatible with our social environments at all, and I would assume the same for many others who play as pure bandits. Regarding your comment about how the internet is "real communication", yes it is. But as long as the other party doesn't actually know you in person, it is quite easy to fabricate any information about yourself as well as your own personality and actions. It becomes easier to dissociate yourself from others you don't know personally since you also realize this possibility on their end. The method of communication is indeed real, but it's silly to think that social interaction could match a level of actually meeting somebody face-to-face and establishing some sort of relationship (whether it is positive or negative). Again, the point is the same as the one I made for Day Z; on the internet, you're just an unfamiliar entity behind a computer, and in the end you can cut without a worry in the world in comparison to your actual reputation and standing outside. I won't comment on your argument against the deathmatch, since that's not the point I was making or addressing- it was the behavior behind it I was addressing. So in short, yes, I have red your previous comment and have made some counterpoints to it. I hope it's easier for you to understand in this post.
  7. DoshDosh

    Any point in not being murderer?

    Not quite. Remember some key differences; you're only another face behind a screen, and death is only a temporary setback. I guarantee you that 99% of the players in this game would not shoot on sight without a word in every single encounter in a similar environment in real life. Not only are people protective of their reputation in real life, but anybody who's a veteran in a military and has been in engagements will openly tell you (as my friends are always quick to remind me) that killing even the enemy in self defense can bring severe mental stress or trauma. Anybody who thinks themselves above all of that can feel free to prove themselves by signing up and going through that experience- I wouldn't wish that sort of trauma on anybody. DayZ is essentially a mix of your standard videogame deathmatch mentality with a healthy dose of the greater internet fuckwad theory, so I really don't think you can compare it to real life in any means.
  8. DoshDosh

    Best Bag in the game

    No, I can tell the difference between the patrol and backpack (having 24 slots is nice, I can attest to that). If you see a coyote backpack IRL it's pretty massive, but the game one looks just like a school backpack to me; well, nothing wrong with hammerspace I guess.
  9. DoshDosh

    Best Bag in the game

    Really? I always felt like the alice pack looked a little bulkier (the coyote backpack always struck me as a bit "streamlined" compared to it). I've found one in the barracks and another one in the Stary Sobor military tents, but I pretty much died not long after I found them; I've started to consider them bad luck. Hopefully the next time I run into one I'll be able to hang onto it for more than one day.
  10. Since you're a faceless entity on DayZ over the internet who faces no consequences for any actions you take, and all the repercussions are temporary. With that, you're free to polish off your epeen however many times as you want :).
  11. DoshDosh

    A Server Jumping Tale of Justice

    Glad to see things like this happening occasionally, even with the fix coming up soon. I was hoping it would be a stealth patch so these idiots would try to do it and find themselves dead, but I guess that was too much to hope for.
  12. DoshDosh

    Pusta

    For whatever reason somebody decided to set barricades up there. I'd guess that if they were right at the entrance to block easy entry, it might have been anything from an attempt at securing the area for loot cycling to ambushing (I'd think more loot cycling). If you have a toolbox, you can remove certain barricades.
  13. DoshDosh

    SD ammo in non-SD weapons

    If things haven't changed, using SD ammo in non-SD weapons will cause the sights to become pretty useless, but in exchange zombies won't hear the shots even though they sound unsuppressed... so if you really want to be silent, you only need to find the SD version of the ammo that fits into your weapon.
  14. DoshDosh

    LeeEnfield/DinnerBell/PlayerKiller

    Considering its properties, I would actually take an Enfield over the mid-tier military gear (most assault rifles). One mindset is that people are more likely to kill you if you have a better looking weapon (AS50 users can attest to this), but honestly I don't see how anybody can not be nervous around someone carrying an Enfield.
  15. DoshDosh

    Taking the game too seriously

    I guarantee you 99% of Day Z players wouldn't run around capping people at a glance because they liked their backpack or whatever they were holding in their hand (or for fun), despite the fact that everybody likes to grow their epeen.
  16. The ironic part is that once you start losing that sense of paranoia is around the same time you'll get shot in the back from a distance.
  17. DoshDosh

    Noob Server Hoppers.

    Yeah, my first pvp death was actually to a server hopper since I didn't know it being a common exploit at the time; I was in a gunfight with some guy in a building far down and had the advantage since I had a rifle and he only had a pistol. He backs up behind a door in the hallway and I assumed we were at a stalemate, so I was slowly moving up... that's when he logs in right behind me and empties his makarov right into me. Doesn't happen now since I wised up to it and act accordingly, but it was definitely frustrating the first time around.
  18. DoshDosh

    LeeEnfield/DinnerBell/PlayerKiller

    It's definitely the best PVP-oriented weapon that is easily accessible, IMO. Point-blank shotgun with pellets can also kill in 1 shot I believe, but I wouldn't rely on that anywhere except cramped indoor areas... then again, you can totally camp doors and wait for someone to pass you by. The best attribute of 1 shot kill weapons is how they prevent noobs from disconnecting or server hopping on you.
  19. If Rocket wanted realism, he would have added sleeping, crapping, fatigue, and removed most of the weapon spawns in the game.
  20. I agree with this, although there are certainly a few crazies out in disasters like Katrina that did take advantage of the anarchy to steal/loot, rape and shoot to kill (over-reported by the media, but present nonetheless). On the other hand, if you look at the Fukushima nuclear disasters and Tohoku Earthquake and the chaos that followed in Japan, there pretty much was barely any reported crime- it rose of course, but not enough to even be mentioned in the media. On the contrary, the Japanese Yakuza actually contributed to the relief efforts since the government wasn't able or willing to help the citizens. Someone mentioned it before that culture has an impact on the behavior of citizens in anarchic conditions, and I'm inclined to agree. I think countries with strong gun cultures in particular (The USA is a perfect example of this even outside disaster times, and are more prone to increase in criminal actions in such a situation than other countries, seen here: http://www.nationmaster.com/graph/cri_tot_cri-crime-total-crimes/), but even in those conditions nobody has the absolute liberty of being a completely faceless entity over the internet or respawning, so I'd guess it wouldn't be that severe.
  21. DoshDosh

    Going Medic

    This is tempting to do for me too, but I feel that with the equipment I currently hold (DMR/PDW/Alice Pack) I'd be too tempting a target. I think maybe my next life I'm going to focus on just finding a sidearm for zombies and just stock up on meds and food/water and give it a shot. I always take the game way too seriously for my liking when I find rare equipment, so I think being able to run around without worries while holding just a pistol and meds will be a change in pace for once; even if I die with my sidearm and meds, those are pretty easy to scrounge up in comparison to sniper rifles and etc.
  22. Fortunately since the game is still in Alpha, there's a lot of space for change and improvement; Rocket mentioned that he thought experimenting was important and that the game itself wouldn't evolve if nothing new was ever implemented, so I'm guessing that we can see anything from minor to completely drastic changes between now and the release.
  23. I don't think population has anything to do with it, but if you have multiple players entering a certain radius of a loot area, it will "reset" its goods provided that enough time has passed- it's possible that this happens more when there are more people. Barns are good for the beginner sniper rifle (CZ550), and there is a small chance to find a sniper rifle in a deer stand. Other than that, military tents also have a small chance, barracks have a small chance, and helicopter crash sites have a small but slightly larger chance. The most consistent way to do it in my opinion is to find a good sniping spot (hills north of Stary Sobor or surrounding NW Cherno or Elektro) and quietly wait for a bandit sniper to appear and kill noobs; just sneak up behind them and you'll be dealing justice and getting your gear at the same time!
  24. DoshDosh

    Food?

    Good stuff, if you have a hatchet, matches and knife you should go kill some animals and eat their meat to recover your blood quickly; later on if you can have a big packpack full of cooked meat it'll save your hide whenever you get some nasty shots or bites.
  25. DoshDosh

    Is it just me or....

    Actually, I agree with him that the bandit "mindset" is far more popular (and justified to an extent). Sure, the statistics say there are more survivors than bandits, but I think there are too many factors to make that representative of how many players there are that play with a bandit mindset; many wannabe bandits might not have reached the threshold (to my knowledge, 5 kills without any "kind acts" such as transfusions, etc.), and bandits that die and respawn are obviously not to be trusted but don't retain their status.
×