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Kolchak (DayZ)

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Everything posted by Kolchak (DayZ)

  1. Kolchak (DayZ)

    mod: close thread ty

    The only way first person is realistic is if you've lived your entire life with actual blinders on. There is NO periphery in first person. And before you say freelook and turn your head, the minute you turn your head it's not your periphery, it's your focus. With proper periphery, you can see in about a 160 degree arc in front of you, and unless you have a 3 monitor setup, first person doesn't give you this. Until it does, it's 3rd person for me.
  2. Kolchak (DayZ)

    "People Don't Want Day Z"

    If he pitched this to a game development studio, I'd be hard pressed to believe they said that... now if he pitched it to publishing studios, that makes perfect sense that they'd say it. It's hardly ever the actual developers that screw something up, it's usually the publishers. If they can't mass market it, they think it's a waste of time. Hope this helps open their eyes.
  3. Kolchak (DayZ)

    The One, The Only: I HATE TEMP THREAD

    Rocket mentioned a hatchet on here once, said he wasn't done with it yet. I assume that's to get firewood from trees. Tried the current patch yesturday morning and it seems to be worked out properly now, though. Unless it was super overcast and raining, or night and raining, my temp stayed pretty steady while I moved. Just meant I couldn't dawdle around. If the hatchet comes out soon I'd say temp can be considered working properly. And if antibiotics have a .22% drop rate but it can drop inside residential buildings, fire departments/town halls (whatever they are), not just hospitals, then it's okay. If it's just hospitals, that's pretty crazy.
  4. Good to know, wish I would have known it when I died with most of the utility items and a well stocked 1911 inside a shed a ways NW of cherno. could have made it back there in about 30 mins from kahmenka
  5. If you're not willing to even engage in conversation with people, why did you post this on a forum? I got your point, you just missed mine. But I think there's an even bigger problem. I can understand why you think this is some kind of revolutionary design strategy, the whole "We put people in a world with stuff, give them ways to use that stuff, but we don't keep their score or give them guidance." thing. But it's not, it's actually some of the oldest game design. In the past games were so limited by the technology of the time, the funding that wasn't available, and the sheer lack of experience, the easiest way to design a game was to make the only limits on the player what they could do in the world with the things or abilities they have. If you tried to do something that wasn't intended, it just wouldn't work, but you could try everything. The way you knew you were doing something right is, it would work. There were no wrong choices, if it worked, it was the right thing to do. DayZ has the same design, only it's made on a base that allows for pointless or detrimental endeavors. The games of the past would have done the same if they had the technology we do now. The part where you really go wrong is when you say Survivors assume that being a Bandit is the wrong way to play, and that's why we label them that. I'm fairly certain no survivor said "Oh he's got a bandit skin, he's doing it wrong." before they shot them. You can assume we have these grand ideas of right and wrong, good and evil, but in reality, it's much simpler. We have no need for these deep thoughts. We have chosen to associate the word Bandit with someone who kills other players. Because of that, they represent a part of the game that goes against our long term goals, our own survival. We don't go roll in our fireplaces, throw grenades and then lay on them, or try to hug zombies, in the same way, we try to escape, kill, or avoid bandits. That label is the abstraction that makes it easier for us to categorize them and as people we do what makes things easier for us. You're saying being labeled a bandit is arbitrary, I'm agreeing, but also saying that it being arbitrary doesn't change anything. When it comes to people judging other people it will be the way it always has, (even though I know this is a bit before your time): "You see us as you want to see us, in the simplest terms, in the most convenient definitions." As long as there are people who kill other people, there will be Bandits.
  6. This is rich. "You only think there are bandits because of conditioning." No, a Bandit is a Bandit because that's what we've all chosen to label them, based on their attributes. Is a chair a chair by some divine purpose? No. We call a chair a chair because that's what we've abstracted that configuration of wood/metal/plastic into. It's a normal human behavior, and it's one of the few things that truly separates us from the animals. Without abstraction we cannot have higher cognitive function and complexity of action goes right out the window. If people had never abstracted energy conversion and application devices into engines you wouldn't have cars or cranes, or anything else that one of the main components is 'engine.' You could apply your entire post to almost anything else in your life, objects, living things, especially concepts, you could decide beds aren't actually beds, you could decide your computer isn't actually a computer, but it wouldn't matter. In the sense of abstraction, as long as someone uses a name to summarize something along with it's properties, that's what it is. The meaning of that abstraction can change from person to person, but there's always some core properties that link them all. So far the only thing that links all Bandits here is that bandits kill other players for some reason. Some people don't count the ones that do it in self defense, some don't count the ones that only kill bandits. But when it all comes down to application of that abstraction it will always end like this: Guy1: "Is that guy a bandit?" Guy2: "Saw him kill someone earlier." *bang, bang, bang* Guy1: "Go check his pack and we'll get out of here." As long as bandit = player killer, even if it's just in someone's mind, there will be bandits in this game. TLDR: There's a picture of a bandit under the word 'kill' on the front page. Thus, there are bandits.
  7. Bandits are necessary, however brainless respawn pkers aren't. Right now the coast is a cesspool just because after a respawn people realize they have nothing to lose, so they tend to act carelessly and senselessly. That's what needs to be fixed. Your gear determines how much survival means to you at the moment, so no good gear means nothing to live for. Obviously the solution to this is NOT to give good gear at respawn, it needs to be something else, something to make people just as careful when they spawn in as they would be if they had been alive for a week.
  8. Kolchak (DayZ)

    Melee Weapon Petition

    In case people keep thinking arma cannot support melee, it can. Any program that lets you code a ranged weapon, will let you code a melee weapon. All you do is cut the weapons range to say 3 feet for a knife, 4 feet for a wrench or a hammer, ect. Then instead of having it reduce your ammo count, you have it reduce your stamina, or since 'realism' keeps being thrown around, the weapon's durability.
  9. Kolchak (DayZ)

    Melee Weapon Petition

    It's patently ridiculous that this community doesn't wholeheartedly get behind the idea of melee weapons. I've heard the word "Realism" thrown around for the most inane things, but for this, it's completely ignored? Even cavemen had enough sense to know it was better to have a sharp stick for a weapon than to have none at all. Toolboxes have wrenches, and the big ones make for a pretty good skull crushing weapon. Some flash lights are known for being a good makeshift weapon. We carry hunting knives to gut animals, yet we can't jab it into the zombie's face? We're about to get hatchets ffs, don't tell me you wouldn't whip that thing out and start chopping if you ran out of ammo. They don't have to be powerful, or quiet, they just have to be. If there was ever something that needed to be fixed in this game, it's the complete lack of melee weapons.
  10. Kolchak (DayZ)

    Life is not valuable now?

    Anyone who thinks server hopping is easy should try it repeatedly. I end up having to server hop about every 5 mins cause I have a crap connection, and I usually can't connect at all to the first 5 servers I try. Then I get to play for maybe an hour before I end up disconnected, and the cycle begins again. Besides, I know from experience, if you re-connect inside a building that hasn't had someone near it for a while, there will be no loot. Takes time for loot and zombies to spawn in, and if you're near it while it's empty it will not get filled again until you've moved far enough away.
  11. In forests the fireplaces should work as they did before, under the assumption your character is not completely retarded and gathers enough firewood. In towns, in fields, in the pouring rain, those situations should warrant firewood usage. OH, and why can't you use a combination of road flare + firewood to make a fire? Jerry cans should be able to be put into fires to keep them going too, just not near as long as wood, and it should burn much brighter.
  12. Kolchak (DayZ)

    Long term survival is pointless

    If you expect to live forever in this mod, you're missing the entire point of survival. You're not supposed to be immortal, you're just supposed to live longer than the last time. There's a reason the only measured mechanic on the main page is "Average Life Expectancy." I've been playing for over two weeks and only died 3 or 4 times, always to zombies, never once to survivors or bandits, mainly because of my caution. Sneaking into any town doesn't take more than 5 minutes, and if that's a long time for you, then you really should learn to be more patient. This is what separates us from the bandits: For survivors, the things that happen as we survive, the close calls with zombies, the few fleeting moments of cooperation or the insane runs across half the map for a single specific item, even dying in that mad quest, those are what we're playing for. Those are the great stories we tell that get new people to play the game.
  13. Kolchak (DayZ)

    Bandit/Survivor Morphing to be removed

    So, ignoring the fact that you couldn't even counter my statements with anything rational, you're back on the creaky old "skin changes aren't realistic" bandwagon. Since you can't seem to answer any of the questions I'll just tell you: There's alot about this mod that isn't realistic and the only reason it's not realistic is because it wouldn't be any fun. How immersed can you be in a game where the person you just shot is back up and alive pissed off and searching for you about 30 seconds later? If all play styles are neither promoted or punished, what incentive do I have to keep me from sneaking into a good hiding place in a coastal town, waiting until I see a survivor or two, then creeping up and shooting them in the legs? Don't even have to kill them, the zombies will do it for me, once they're crippled, even faster if they shoot back. I know I'll just respawn, there is no actual death, so if I'm not going to get labeled a bandit, why not be the immortal zombie god of the shoreline? I'll loot a cleric skin or something, make it religious. Maybe I'll spout prophecy while I'm picking off people as I fancy, using zombies as my weapons, eternally being reborn. Sounds like realistic emotion and immersion right there.
  14. How about we let the Dev Team make logging in stable before we start telling them to mess with it. System is buggy enough as is, we go dumping more on top of them, the character server throws a rod, then we're all out of the game for a good long while.
  15. Kolchak (DayZ)

    Timing of Patch 1.5.8

    He means zombies will be attracted by flares all the time, and chemlights at night once the patch is out .
  16. How is this cheating? No one is on every server every moment of the day, you gotta sleep sometime. I usually play around dawn, in servers with less than 10 people. I've done practically the same thing as them, just at a different time of day on a public server. Sounds more like these guys just have something you don't and that pisses you off.
  17. Kolchak (DayZ)

    what is up with tents?

    Big questions: Can you have more than one tent? Does the tent stay on the server you put it on? Does the tent stay in game if you're offline?
  18. Kolchak (DayZ)

    Disconnecting while underfire bannable?

    I live in the middle of nowhere, my connection is complete horse shit, I can barely play the game as is. I get booted off because of my unstable connection at least once every other hour, and I don't PVP because of it. I got disconnected in the middle of sneaking through a horde yesterday and just happened to be lucky enough to log back in on a server that hadn't spawned any in on my location yet. If my body were left for 30 seconds after my connection shits out I'd surely be dead 10 times over because of it. Don't make that kind of mistake. People like me already have to suffer through a crappy connection, don't punish us further because of people who can't handle dying in this game.
  19. Kolchak (DayZ)

    Bandit/Survivor Morphing to be removed

    *locks and loads* Whelp, guess the days of trusting anyone at all are over. Spread the word: Dayz can now be considered Deathmatch with zombies.
  20. Kolchak (DayZ)

    Voodoo's Tips, tricks and Helpful stuff v1.5

    You might want to add this to your Glossary: Berezino- Largest city on the eastern coast, North of center, very spread out.
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