OFO_Isa
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Everything posted by OFO_Isa
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Picking up a gun, running round deathmatching is closer to CoD, than a sandbox MMO, as only 2-3 playstyles are viable. CLAN pvp (ala Sacriel) Lonewolf in the hills with ma pigs and ma bible. Zerg Cherno axe deathmatch Ghost recon sniper deathmatch. I just want a zombie survival mod with real consequences. PvP at the moment has almost none for both parties.
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It is Ghost recon sniper deathmatch game or a "Thunderdome" on the coast with axes and Lee Enfields. The zombies are irrelevant. I would add: Ammo is too common. Far far far far too common. Helicopter crashes should spawn smashed metal. That is all. AS50s? Themal scoped A85s? NV? When have you seen Surviviors in Zombie movies tooled up like special forces or the 1st recon. Most guns should be shotguns, weak handguns, or farmers rifles, with maybe 5-10 rounds. You should care for ammunition. Do you shoot a player vs shoot a zombie in a supermarket to get food to stop from starving? The ammo is just blam blam blam now. Remove NVGs and thermal rifles. Flares should mean something. Oh, and Ghillies do not fit over coyote backpacks. Very few people on planet earth can run with a backpack with a primary, secondary, pistol, axe, toolbox, knife, entrenching tool, food, ammo, medicine, etc. All day. Basically, you need more choices forced on you. Escaping PVP death needs to be fixed, but at the moment the PVP has it too easy. Firing a gun and getting a Zed on you is nothing. Since when do body shots kill zombies?
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Richard Bartle wrote a article 22 years ago on social interactions between 4 "types" of MUD (MMO) players. Social, Achiever, Killer, Explorer. This is the post: http://www.mud.co.uk/richard/hcds.htm Whenever I read about complaints about PVP I remember that Mr Bartle nailed it in 1992 (updated in 1996). For example: "SOCIALISERS V. KILLERS This is perhaps the most fractious relationship between player group types. The hatred that some socialisers bear for killers admits no bounds. Partly, this is the killers' own fault: they go out of their way to rid MUDs of namby-pamby socialisers who wouldn't know a weapon if one came up and hit them (an activity that killers are only too happy to demonstrate), and they will generally hassle socialisers at every opportunity simply because it's so easy to get them annoyed. However, the main reason that socialisers tend to despise killers is that they have completely antisocial motives, whereas socialisers have (or like to think they have) a much more friendly and helpful attitude to life. The fact that many socialisers take attacks on their personae personally only compounds their distaste for killers. It could be argued that killers do have a positive role to play from the point of view of socialisers. There are generally two defences made for their existence: 1) without killers, socialisers would have little to talk about; 2) without evil as a contrast, there is no good. The former is patently untrue, as socialisers will happily talk about anything and everything; it may be that it helps provide a catalyst for long conversations, but only if it isn't an everyday occurrence. The second argument is more difficult to defend against (being roughly equivalent to the reason why God allows the devil to exist), however it presupposes that those who attack other players are the only example of nasty people in a MUD. In fact, there is plenty of opportunity for players of all persuasions to behave obnoxiously to one another; killers merely do it more openly, and (if allowed) in the context of the game world. Increasing the number of killers will decrease the number of socialisers by a much greater degree. Decreasing the number of killers will likewise greatly encourage (or, rather, fail to discourage) socialisers to play the MUD." TLDR: Increasing the number of killers, directly decreases the number of non-killers. It is a viscous circle in which people kill to stay alive, or stop playing resulting in the % of killers increasing. If you get the time, the article is worth reading. It explains why there will never be an MMO that happily balances the needs of PVPers (people who define themselves first as PVPers) and other MMO "types". It also explains why most MMOs went casual, even when starting out with a "killer" mentality. Result: the DAYZ killer spiral has already gone exponential. Only lone wolf explorers in the wilds provide an alternative route.
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Tents, tents everywhere as far as the eye can see...
OFO_Isa replied to AnonDayZ (DayZ)'s topic in DayZ Mod General Discussion
It's like having a save game feature and being told "don't use the save game". That's fine in a SP game, but this is a MP game and people will abuse the bugs for advantage. As my head splatters from a AS50 ghillie spec ops duper it makes the testing of the alpha weaker. To be absolutely clear, this is about duping. Tents are just the vehicle for this. If you are setting up a resource limited game where you have to risk going somewhere to get something that might kill you, duping is your no1 bug. -
Tents, tents everywhere as far as the eye can see...
OFO_Isa replied to AnonDayZ (DayZ)'s topic in DayZ Mod General Discussion
Lobo, can you link the 836343473 threads? No? It is a hot topic. Deal with it. Also, "in devs we trust". I trust no one, especially not software engineers. -
Tents, tents everywhere as far as the eye can see...
OFO_Isa replied to AnonDayZ (DayZ)'s topic in DayZ Mod General Discussion
In your pre-edit post you mentioned "testing the limits of the game". In an Alpha a bug which fundamentally alters the gameplay and the way players interact with other key elements of the game is game breaking in my mind. We have a perma-death, risk-reward, survival game where you will die and everything you own will be someone elses or just lost. Ok, duping breaks every element of this and prevents a realistic understanding of how players are interacting with the game. How do you make decisions about balance? Trivial, nu-hu. Makes the alpha balancing pointless. Zombie aggro radius changed? Who cares? i'll spam my M48. Lol I died. Run in, lol I have an M48. Food usage rebalanced? Who cares? I have a tent which makes food. Server pops increased by DAYZ request with resulting increase in PVP, you die more. Who cares, I run for 30 minutes, I am a spec ops night server ghillie operative with an AS50. Friendly or shoot on sight? Why care, you die, you get all your gear back. No risk reward. Duping makes the risk of engaging with a player utterly trivial. Result: grief, ganking, lol-I r Rambo zergs with M48s on cherno. Trivial o.0. -
Tents, tents everywhere as far as the eye can see...
OFO_Isa replied to AnonDayZ (DayZ)'s topic in DayZ Mod General Discussion
Infinite anything: infinite AS50s, NVGs, Ghillies, AS85s, food, medicine, ammo. This is a trivial in a Zombie apocolypse game where finding any gun is meant to be special? Can you tell me what is a major bug? This is an Alpha grade bug. It breaks the game. You die, you go to tentworld, you get everything. Death is meaningless. Every soft and hard server reset and you get to go again. Its a game of permadeath where every few hours you can roll out with the best loot in the game. It is basically giving "lives" to a small group of the playerbase (the apex tent, heli/NWA/etc farmers) as it is a bug that kicks in no matter what you do. Basically lol@u for the word trivial. Oh wait. Maybe.... you like the bug. -
Tents, tents everywhere as far as the eye can see...
OFO_Isa replied to AnonDayZ (DayZ)'s topic in DayZ Mod General Discussion
I have the following bugs with tents: 1. Every tent I put down, stays for ever. Even if I pick it up again. I end up with tents all over as I play as a roaming lone wolf. Its like a leave a tent trail. 2. The usual, "tent ate my gear". I have tents that eat everything, tents that eat things I am clicking on, tents that eat items (especially guns) which already have the same gun in the tent. There is no pattern to which tent eats which gear. I thought it was illegal tent placement (i.e. partway in a rock), but nope, I have seen tents in rocks save gear, and tents in the open eat it. 3. Moving tents (yes). I have seen tents in the open next to a rock, slide into the rock and become inaccessible each server start. This has happened 2 times 4. Tents re-spawning from a pre-server restart save point. This causes most of the duping. We have a group of 7 tents, and they are like a loot pinata. This ruins the game as a lone wolf as I like finding stuff. Why bother farming deer stands for the rare drops like a DMR? Hey, our tents spawn 1 each restart 4 times a day. o.0 5. Tents being bugged, and then not being bugged. So we have a tent that ate gear for 2-3 days. And then it didnt. 6. Duplicating tents. Want an extra tent? Take down a tent, use the packed tent. Come back after the restart and after bug [1] you have the tent back. With gear. Or maybe not, o.0 7. I had a tent that the wind broke once in RL. Dayz tents can take a direct HE grenade hit and be destroyed until..... server reset. You cannot destroy them. They are too strong. Flee! The1st and 6th bug is the cause of the tent cities. As you only need to find 1 tent and you have infinite tents. I could coat the entire world with the copies of 1 tent. A random number of which would actually work. Fixes: You find 1 tent, it stays 1 tent, it saves stuff. People can nick your stuff (and I would like your tent as well). Tents are a rare supermarket drop. TLDR Tents break DAYZ completely. Remove them until fixed.