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marxismftw

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About marxismftw

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    On the Coast
  1. marxismftw

    Devils castle NY25.

    Cleared and burned. Also nice tent duping.
  2. marxismftw

    WTF is happening to the server community.

    There's a lot of words here in this here thread by people asking for the game to be changed to fit particular play-styles and methods of cooperation - mostly from survivors looking to team up with other people in game. I'm not one of those people. I'm a member of one of the "bad guys" that rocket talked about in a post earlier in this thread, and rarely to we talk about what we do or what makes us successful, but I will try and offer at least some perspective. Pandemic Legion (from EVE Online) branched out to become more of a close-nit gaming community as opposed to a 1 game specific guild. While all PL members play or have played EVE at one point or another, our other games community includes not just our members (about 400 different people), but also former members, members of allied and hostile alliances in game, and even RL friends of members. We're used to organizing large numbers of players against specific objectives or other player groups and have a lot of experience in what's commonly known as griefing or meta-gaming. In EVE this is the difference between winning and losing (though not to say we always come out on top). Many of our members, including a large pool that adopted DayZ early on in the development cycle have been playing Arma II and OA for years. The perma-death aspect, the sandbox nature of the environment, and the fact that players make the rules and drive the content made the mode widely popular inside PL, far beyond the traditional Arma II crowd. As a result, we have a lot of active players and the infrastructure to support them, and we aren't looking to make any new friends. We work in groups to accomplish our objectives, we know where everything spawns and the most efficient methods of obtaining good gear, we know how to work zombie agro to our advantage, we know the best places to approach and cover a location from, we know the best sniping locations for all of the important towns and landmarks in Chernerus, and we have the best gear and significant stockpiles for when we need to rearm. We have cars, helicopters, and camps on many servers. None of this prevents us from getting killed of course, but the chances of you looting my DMR and NVGs and getting away alive before I can reclaim my gear is pretty slim. I'm surprised however that many people are looking to team up with randoms in game and that they think there should be incentives for that. Chernerus is definately a place where groups survive better than individuals, but it is in developing an organizational structure beyond global chat that people see success. Many complain that they can't trust the people around them and they are right - you can't. You don't know them, you haven't worked with them, you haven't screened them, and with over 100k unique players now, you'll likely never see them again (and visa-versa). If you want to develop the community and organization to allow you to survive and prosper, you need to go the extra mile to create that community. Find like-minded individuals either with real life friends or organize them here on the forums and then establish a communications structure - people that you communicate with out of game are much less likely to pop you in the back of the head when you least expect it. I don't hate most of the suggestions here that make the world and the zombies more dangerous and more interactive, however that isn't going to solve your issues. You want it to be one way, but it's the other way.
  3. I want to like it, and at some point, I do have a hope that rocket figures out how to impliment weather effects in a way that makes the game more engaging. However in it's current iteration, it seems harsh, unrealistic, and to operate counter to what other systems encourage. I'll elaborate. Right now, sitting still on a cloudy day with intermittent rain, seems to drop temp from 100 to the low 30s within 10-15 minutes. During night time or during constant rain, this is even faster. This makes it almost impossible to stay still, work with a group to raid a targeted location, or to exercise any patience at all when approaching a location. It turns the game into a rush to find a pile a wood and light it somewhere (hopefully out of sight) and then rinse and repeat ad nauseam. Even staying under cover of a hangar or barn roof only seems to reduce the degree of temperature loss, not eliminate it or cause it to recharge in such weather conditions. It's also unrealistic. As many people have pointed out, having to find wood inside a barn and then bring it out to the wilderness when you want to start a fire doesn't make any sense what so ever, especially give the sheer amount of burnable material that would be found on the forest floor or easily obtainable in the undergrowth. Given the time it takes to collect wood, it would seem to be much more realistic to just increase the time it takes to setup the camp fire as opposed to making the player play as a logger in addition to his other roles. I've already touched on how it you get cold way too fast - even just lying prone on a cloudy day causes to to lose temp, but considering the gear that players are wearing, even on a cold day, it doesn't make any sense that a player would freeze that quickly. Anyways, it might make a bit more sense if the clothing implemented affected temp loss and regeneration, it took much longer to loss warmth in even the worst weather, you didnt need to find wood in barns and compensated that by making it take longer to setup the fire. It's not even getting an infection instantly that's a problem, it's the shivering which makes it impossible to look down a scope. Right now though it takes the fun out of the game to such an extent that I don't want to play.
  4. marxismftw

    Helicoptor fuel problem

    I've experienced this issue numerous times when building helicopters. Despite everything being completely repaired (and even over repaired) it leaks fuel at an astounding rate whether it is flying or even just sitting on the ground with the engine off. Experimentation revealed that the copters developed the leak after a server reset. Newly spawned and repaired helicopter did not have any leaking issues until they were repaired and then saved before a reset.
  5. marxismftw

    Ruining ARMA 2?

  6. EDITED BY OKTYABR: Moreover, nowhere in the forum rules does it state that people are not allowed to discuss player actions or their public behavior. It makes specific provisions against harassment and offensive content - nothing close to which been posted in this thread (or most of the threads you have locked and or deleted). ------------------------------------------------------------------------------------------- THESE ARE THE RULES: Flaming: Any material which constitutes defamation, harassment, or abuse is strictly prohibited. Use common sense while posting. Don't be a pain in the ass: Or I will not be pleased. You do not want to see me displeased. -------------------------------------------------------------------------------------------
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