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Hellequin

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About Hellequin

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    On the Coast

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    Male
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    Canada

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    Although I'm new to the forums, I've been playing DayZ since April, so don't confuse me for being a noob.
  1. My apologies for not reading the entire topic (it would take too long), but overall I enjoyed the OP. I like some of the ideas they proposed. I like the idea of additional game mechanics to make my game feel deeper (almost like playing NEO Scavenger), but my problem comes (like others have said) with people who are already in a group. Right now I play permanantly with one friend. We also have 2 to 3 others who join us periodically. We're already a set group, and would probably have little incentive to try and work with another random person in-game unless the game one day required us to form a town of 5/10/15+ people. For now and the forseeable future, we have all the people we need. The same can be said for all the other groups, bandit or friendly. So, would giving a deeper game experience improve gameplay? It would certainly be more fun for me, since my friends and I would have more to do than just run around collecting guns and looking for vehicles. Would it solve PvP? Not really. Groups will still be KoS. Sure. Some lone survivors might team up together to survive the harsher world, and many of them might even form lasting friendships. Then they'd be just another group, who once they had all the people they needed to survive, might be less accomodating to encounters with other strangers. The one good area the OP touched on was that there is no consequence for KoS. Right now you kos, and thats it. In a forest you don't agro zombies, and rarely agro other players. You win. Kos in a city you might agro a few zombies, but those are ridiculously easy to either kill or dodge right now if you know what you're doing. The only drawback is that you might also agro another survivor, and with a few zombies on your ass, it might be a bit tricky to stay alive. Except, if you're sniping in a tower somewhere, yeah you'll be fine. So tl:dr, despite the added depth I think some of the OP's ideas might bring to the overall game, I think we'll still have groups killing on sight, with poor frightened (friendly) survivors running around helpless and getting shot. Kinda like it is now.
  2. Step 7. Now take the result of Step 6 and MULTIPLY that by the FIRST number of your Aspect Ratio. Again, round off the number to 2 decimal places. Enter this number as your new fovLeft value. Step 7 should be multiplying, not dividing.
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