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deadbolt (DayZ)
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Everything posted by deadbolt (DayZ)
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Bandits don't get punished, Survivors do...
deadbolt (DayZ) replied to leblackdragon's topic in DayZ Mod General Discussion
survivors dont get punished, people that trust everyone blindly and run around on the coast do -
if you are taking the enfield or cz it should really only be used for killing people
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Game Design Analysis, Ep.2: 'Fixing' the Bandit/Survivor Dynamic
deadbolt (DayZ) replied to Tartantyco's topic in DayZ Mod General Discussion
wouldnt mind seeing this implemented, at least to test it out, not sure it will decrease the number of bandits though, and we are likely to get a lot of complaining about the difficulty (remember all the zombies) -
probably both the same amount of damage, and yes shooting someone in the head does more damage
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you already can build your own camps tents/barbed wire/sandbags/tank traps/vehicles
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DayZ player survey | Final results!|868 participants!
deadbolt (DayZ) replied to eel's topic in DayZ Mod General Discussion
dislike the way a couple of questions were phrased, but im curious to see the data you collect -
A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
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A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
I don't follow? how is grouping the bandits together make it more difficult for them? Are you saying it's not fair that your not allowed to drop a wolf in the middle of a herd of sheep? Seems to me your just wanting to make it easier for bandits who don't give a shit about dieing to be able to harass someone who does care about dieing. it makes it more difficult the exact same way having bandits near survivors is difficult if you are still at the coast and you give a shit about dieng then you fucked up -
My suggestion for bandit "problem"/ griefers
deadbolt (DayZ) replied to nameloC's topic in DayZ Mod Suggestions
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Argument for incentivising cooperative group gameplay without nerfing banditry
deadbolt (DayZ) replied to Brontez TW's topic in DayZ Mod General Discussion
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A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
Yeah I wasn't a big fan of that one, either... However, there's nothing in my post talking about "right and wrong"... for the 50th time... is it right to like pepsi as opposed to coke? No. So, what's wrong with starting obviously like-minded players closer to themselves? How is that "punishing" or "hindering"? Survival is about natural selection. Behavior, such as homicidal mania, is not conducive to long term selection or survival. Intelligent killing of competition here and there can increase viability of an organism, but the method of play invoked by many is NOT realistic. Instead of "punishing it" or "judging it" a solution is presented to "gently segregate" it. No game rules change. Nothing was considered "bad". Simply "unrealistic". And unrealistic play is still viable, but pushed up the coast a little and made to work its way down. This way, "run away from the coast immediately" doesn't have to be the automatic mantra of ever survivalist player. Players who still want to grief can do so, but now they share the "travel" burden with people who don't want to play that same way, BUT, only when they wish to "grief" players who have demonstrated that they are NOT playing in that same way. Out in the field, nothing changes. I still pump a couple rounds in the back of some poor sap's head for his beans because I ran out, and then later get murdered by some scared dude in a barn who thought I was going to be a bandit to him, too. by moving all the bandits away you are making the game safer/easier for survivors and punishing bandits by making it more difficult for them -
A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
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u have to save the car yourself, also its alpha
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A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
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A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
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A long, logical approach to the "Bandit Problem"
deadbolt (DayZ) replied to JudgeX's topic in DayZ Mod General Discussion
if you really want to solve your problem try to come up with ideas that fit within this (04-30-2012 01:01 AM)rocket Wrote: DayZ was designed to be impossibly cruel, dark, and brutal. It was not designed as a game it was more of an experiment, I prefer the term "anti-game" - in other words the mechanics are not designed to be balanced, or offer a way out for different situations. These are things game designers normally take care with. I discussed this with the our team members at great length of many arguments, the idea behind safe zones. The eventual consensus was that it went against the ethos of the project. This whole concept, and the reason it "works", is that there IS no safe zone (unless you make it). Your actions have real and brutal consequences. There are no game designed safety nets. It is the kind of system/environment that will sometimes make you want to punch the computer screen. But with that kind of risk, comes great emotional reward when you carry something off. The sniper you describe - there are people like this in the world, and in the breakdown of order I can bet that there would be people who would sit on a roof and shoot people "just for the lulz". The system makes no judgement on player actions, and this is one of the only real rules that was adopted for the development. While consequences may occur for a particular action (e.g. humanity loss), no judgement is implied or placed on that behavior. Beyond hacks, and misuse of exploits, regulating player behavior is not a scope of this project. If players, themselves, wish to group together and attempt to regulate the behavior. Well, that's entirely up to you. This kind of activity is not for everyone. It really is more of a social experiment than a game. There is no intention to change that, if you dislike the PVP, then I would recommend playing Dynamic Zombie Sandbox or Celery's excellent Chernaus Apocalypse - there is no point in these being recreated through this mod. Why make something that has already been done? -
YouTube Video - Repairing the ATV, hog hunting, and packing up camp at night
deadbolt (DayZ) replied to Luieburger's topic in DayZ Mod General Discussion
what server do u guys play on? -
is unique players an accurate way to measure this?
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THIS MUST BE ADDED IMMEDIATELY
deadbolt (DayZ) replied to nix9862's topic in DayZ Mod General Discussion
by bears do u mean fat gay guys? -
Stop all development; This must be added immediately
deadbolt (DayZ) replied to Doxshund (DayZ)'s topic in DayZ Mod General Discussion
u mean twonkies? -
Stop all development; This must be added immediately
deadbolt (DayZ) replied to Doxshund (DayZ)'s topic in DayZ Mod General Discussion
no need yet, getting in contact with them tomorow, ill update you on the progress -
Stop all development; This must be added immediately
deadbolt (DayZ) replied to Doxshund (DayZ)'s topic in DayZ Mod General Discussion
will not stop until we get a twinkie factory in the game -
Stop all development; This must be added immediately
deadbolt (DayZ) replied to Doxshund (DayZ)'s topic in DayZ Mod General Discussion
anyone have the dayz email i can give to them? nm, im guessing this would be the best one [email protected] -
Stop all development; This must be added immediately
deadbolt (DayZ) replied to Doxshund (DayZ)'s topic in DayZ Mod General Discussion
Thank you for your inquiry. We are always happy to help our consumers with their research. If you would like to speak to someone directly regarding your request, please contact our Corporate Office at 972-532-4500 or at [email protected]. Again, thank you for contacting Hostess Brands Incorporated. Sincerely, Vincent Zavala Consumer Response Representative I will try to contact them tomorow or if anyone wants to email them feel free