louist
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Everything posted by louist
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Keep in mind, Advent, that not everyone has been lucky enough to find 60 round mags. Those guys may just be carrying a handful of 15 round magazines :p
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What would help is having a use for clothing beyond inventory, so that people can choose the best option based on circumstance and preference. Raincoats would play into that, once temperature and weather becomes a real concern. They have less slots, but would be vital in bad weather. Likewise the eventual addition of gillie suits could limit the clothing you could wear, so that you have a choose between maximum camouflage or maximum inventory. I'd rather see these trade-offs instead of the current system based solely off of inventory.
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Though I don't really like the mutant animals idea. I'd be happy if it were just a normal-ish area, but hazardous to pass through. Could throw some fog or some such in to mark it and add to the "oh shit" factor when you run I to someone.
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That doesn't make it a bad idea. Would give the masks some use outside of making you look creepy :)
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Update 113772 - Opening cans with sharp tools
louist replied to Doge (DayZ)'s topic in General Discussion
Bel: the damage of the can has had no adverse affect on the amount of food, as far as my experiments have shown. What you're likely seeing is a food loss from using a tool other than a can opener. All other tools cause "spillage." -
Yes, D2. You are a god among men!
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Again, D2, thank you! I've been lost without you. I mean that.
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D2: I'm glad we have you! I was always wondering how the game was meant to be played, and now I know.
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I don't think it is so much about desensitization. Killing, in games, is so heavily abstracted that I doubt it registers in the same way. Look at the issues faced by returning soldiers, and compare that to the average gamer. In my opinion, it's more about adaptation. Players see the amount of killing, and experience a lot of it first hand, and so start striking preemptively.
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It is a little out of whack with the 24 hour cycle. Food, especially. I drank 2 full canteens, and ate two of what appear to be 1 kilo bags of rice, 4 cans of spaghetti, and some non-rotten fruit in one sitting, and still didn't receive and message about being well fed, or my stomach being full, etc. Tweaks will come.
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Other mosin spawns: schools and office buildings (especially in the school stairway, and on the office building's roof). I've also found that the guard tower/deer blind structures have no loot.
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While the robbery system is nice it won't work.
louist replied to ThirdSinger's topic in General Discussion
Yeah, there should be separate types with different timers. Zip ties vs metal, etc. -
While the robbery system is nice it won't work.
louist replied to ThirdSinger's topic in General Discussion
It depends on how you define "work." Some people are handcuffing, and enjoying it. It also proves to be a safer way to harvest blood from "volunteers." It that sense it works. -
Base building and any other features that encourage more stable communities will, I hope, help. The server I play the mod on still has a lot of the KOS mentality, but not to the degree seen in SA, and a large part of that is that we get to "know," each other, as much as the game allows. We learn the mentalities and MOs of regular players, and our actions take our knowledge of these players into account. We develop shared histories. There are players I go out of my way to track down and kill. There are players I help out or team up with. With randoms, I watch, and if the situation presents itself, I take advantage of them. The "problem" we face right now is a lack of community. Everyone I encounter is playing alone, as I am, which itself encourages a lone-wolf attitude. It's a feedback loop. We should, I think, see this change as more incentives are added to encourage teaming up. And we've already seen more of what you define as banditry now that we have the tools to interact with each other in more ways than simple combat. Handcuffs encourage capturing people, to a degree, simply because it actually provides us with the means to do so. The change to blood bags does the same! We need to take that blood from someone, which requires not killing them outright. Are either of these making a big impact? No. But by being provided with these tools, we are seeing some difference. And by providing more of them, we'll likely see a greater change.
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@Dej again: They aren't wrong to play DayZ like a competitive game, and for two reasons. The first is there is no metric to measure what is the right or wrong way to play a game. There are only more and less effective ways. Anything else is entirely subjective. Second, DayZ is a highly competitive game. You are trying to survive. You need food, water, medical supplies, survival gear, and weapons to do so. Other players need the same. You're competing for somewhat limited resources. In this sense, other players are actively finishing your odds of survival, even if there was no PvP. But there is, and so their existence also poses a much greater risk. But where you draw the line in mitigating the risk others lose is up to you.
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@Dejecaal: Literally everyone isn't playing that way, though. There are groups who specifically don't. Look at the Cherno Quarantine Force (or whatever they call themselves) and other trading, medic, or RP groups. Yes, they are in the minority, and yes, they seem to exist on in organized groups. But they exist, and I've run into a few of them. And really, that's part of the appeal, isn't it? The freedom to band together or not. To trust or to kill. To believe everyone is out to get you, and shoot first, or simply avoid everyone. Freedom to approach interactions in whatever way you see fit. Is KOS the standard practice? Certainly. But it isn't the only one, and I wouldn't want to enforce any particular play style or mindset on anyone else. I may attack people on sight, but I do so because it has prove. Safer and more profitable to me. It is also the only source of uncertainty I have experienced. Once I have a handle on zombies, food, and health, players are the only danger, and overcoming them the only reward. Part of this stems from the fact that most people seem to be playing solo in SA. As this changes (base building, and so on), we'll see more people playing together, and playing on specific servers. More stable communities will lead to working relationships between players, and we may well see more balanced behavior. But then, we might not.
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Walking with weapon out makes you tired within 100m.
louist replied to phisher34's topic in General Discussion
Mechanically, it would take a little more work for your body to carry the rifle in your arms, but not to this degree. -
Sorry for the double post above. The mobile version of these forums won't let me edit that out :( I like the idea of having some damage to a weapon give it particular quirks (so as always hitting to the left of centre, as mentioned above). It means that if you invested time and ammo into even a poor weapon, you could get to know it, and become competent with it.
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Harba: going by Rocket's stated desire to focus on civilian and lower/older military gear, than the mosin is meant to be one of those sniper rifles. It is possible that weapons do have a condition rating, which is currently not displayed. That may account for the poor accuracy, and the different results people are having.
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Harba: going by Rocket's stated desire to focus on civilian and lower/older military gear, than the mosin is meant to be one of those sniper rifles. It is possible that weapons do have a condition rating, which is currently not displayed. That may account for the poor accuracy, and the different results people are having.
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In regards to the OP: Without Bandits, what would you be overcoming? The zombies won't likely ever be a large enough threat to warrant a game in itself, nor will the food, medical, and thirst mechanics. By themselves they fall short and are entirely too predictable to provide any sort of lasting challenge or engagement. So we turn to other people. They surprise us, they outthink us, they antagonize us. Without bandits, without random KOSers, without individuals or organized groups who play according to their own personal rules, what would we have? So, no, I do not see anything wrong with either bandits or murders or medics or snipers. Some might derive their enjoyment from causing grief, where others like to help, but they provide the challenge and randomness the game otherwise lacks. They provide the emergent story. What events are more memorable to you: the sudden firefights in Elektro, or smashing yet another zombie's head in with a baseball bat for a can of tuna?
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More fun? Perhaps not. But it is certainly safer than giving him the chance to knife you as you pull out the handcuffs.
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In a way, you already do. Dying causes you to respawn randomly, which means that by the time you get back to your stash, it may have been found. But otherwise, I am not in favor of any hard-coded punishments like this. There are too many issues with deleting a tent/etc. What happens when multiple players make use of the same tent? What happens when you raid a camp to steal someone's loot, only to have it all disapear in front of your face? EDIT: Even just deleting items, and not tents/stashes, how do you track the ownership of the item? And this still results in fruitless attacks on player bases.
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The explosion should also draw zombies.
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How have you missed pumpkins? They're already "growing" in towns!