jacobite
Members-
Content Count
9 -
Joined
-
Last visited
Community Reputation
1 NeutralAbout jacobite
-
Rank
On the Coast
-
I think this simply demonstrates how badly people are currently handling 'zambies'. Just came off EU 11 where one person had exclaimed "I get chased by a horde once every 20 minutes" and then proceeds to quite casually blame the game. I can't imagine how this person doesn't try to think about why he is pulling a horde once every 20 minutes. I personally like the denser packs of zombies in the towns as it actually presents a challenge now and although the same tactic of crouch walking to prone crawling still works perfectly; I find myself having to dodge more zombies and generally having to think more carefully about my route into a town. For the larger packs of zombies spawning in buildings it raises the question, "Do I really need to go into that building?" Prior to this patch I would search every open building I could lay my eyes on with little to no retort from zombies. Now I seriously have to think about risk versus reward. Additionally I have started to try and look into a building prior to entering them. This patch has helped me to add on more layers of preparation which if I use them correctly should extend my life cycle. A few other players were addressing that going it alone or 'lone wolfing' is now impossible and attributing that to the zombies and 'gl getting shot by 5 guys'. These arguments generally seem quite weak. Why would a solo player attempt to engage 5 players and why is he even being seen in the first place? I would say in defense of this statement that the denser packs of zombies may slow down people moving into towns but really I love this because it seriously adds to the tension when lone wolfing. My strategy is to get in, get supplies and get out. The faster the better. This patch slows that process down and makes it more dangerous. I guess what I am saying here is that the spoils go to the cautious and not the over zealous. In terms to the other changes: I like the new zombie sounds as they are sort of guttural and at times they almost sound like dogs. Essentially sounding nothing like a human ( except when you shoot them). I like the idea of the panic mechanic(?) but I think its overly loud and my guy sounds like he is having an asthma attack.
-
Game mechanics. Because communication is a feature of the game and can help dictate players decisions could you trial a server were-by there is no Global communication and direct chat via IRC/VOIP is the only method of communication present within the world. Yes this can be broken via players using 3d party communication software but for those of us who may want a deeper experience it would be nice to see a test preformed were players contact with other players is dictated by their vicinity and not by raising a question in a global channel or by being influenced by those global channels. "Such and such just killed me in X" Would directly affect the decision of the player. Without that information that player would still wander into the town and possibly meet that hostile force and possibly learn something from that encounter that he may never had been able to experience because someone is global chat was whining. A thought occurs to me. Radios. What if you limit global chat to finding a radio/receiver in game. What implications would this have? Players who desire contact and information could have a way to receive that information via finding an item in game. Information might actually be seen as a resource then. At the moment all I see in the bottom right of my screen is blue chat of people never using direct chat when they are clearly in a group together. In terms of the direct chat mechanic I love the idea and it applies so deeply to this game. You and another group see each other from a far and are out of communication distance because for the sake of this example global chat is turned off. How would people signal FoF using the items they have in-game? Would you want to risk getting closer because you don't have binoculars to see what weaponry they have. It would be interesting to see parties that actually get into direct communication range and what could come from it. Negotiations taking place while both parties are on guard. It would add I feel, crazy amounts of tension to meeting other players in game and considering that the game runs on that for a lot of people. I would strongly like to see this at least tested or hear your thoughts on the matter Rocket.
-
-
-
You just vindicated the re-spawning of items. Don't worry they can just reset the server and we have items again! I personally would feel a lot more like I am in a zombie apocalypse if no one could speak in any global channels (Global,Side,Blueopfor etc) except for Admins. As well as removing all the text I don't need to see. Connections/disconnects and when players are killed. I want to feel alone. Then when you find someone you really worry if they are friendly or foe because you haven't spoken to or seen anyone in maybe hours. If you then reduce spawns of items a little then you add on more tense feelings to meeting someone....
-
So what happens when all the ammo is used up and no one can kill zombies? So what happens when nothing is left but water? Because if you're taking out re-spawns of items ... them cows sure aint coming back as well due to them being a vital item reproducing factory. I'll tell you what happens. No one plays DayZ any-more and that would be bad. I would perhaps haggle with you and suggest that the spawning of such items in the game are lessened making it feel more like a scarce environment.
-
But it is the complete exact polar opposite of the scenario that you just suggested. A magical invisible delivery man comes and restocks all of the magical item respawns every so often. He drives around Chernogorsk stocking the shelves and filling up barns like the DayZ Santa Claus. Food water guns and ammo are about as scarce as trees in DayZ. You can't have a survival game based around magical continuously refilling gear spawn points. Yes I have to agree with you there but I still find times were I am low on something and I am unable to find that thing because all I find are vehicle parts / windscreens / empty tin cans. Without re-spawning items you will have a frenzy of players killing each other for those scraps and people will even more highly than now prize knifes and matches for the food supply they may offer. If we didn't have re-spawning items we wouldn't be at the current user count as we are at today. Without those re-spawns you have the possibility and likely-hood that people will stock pile all the goodies in tents for their clans and then everywhere would be barren and everyone spawning on the coast would die of starvation within hours.
-
-
This mod in its entirety is a learning cycle based on user experiences. You choose to trust someone and they betray you. Do you trust more people? Never before have you as players probably lost so much in a game. Gone are your 15 second re-spawn timers with 10-20 second walks into battle with full gear. Dying costs in this game and it excites me. Its survival at its finest. You have to manage your food and water intake while orientating yourself to your surroundings while also having to worry about ammo for guns to kill zombies and possibly players. In a post apocalyptic world were food and supplies are scarce are you even mildly surprised someone is going to kill you for your pain medication or your beans? If the game wasn't built around players being able to possibly kill other players we wouldn't be able to hurt each other. Once you accept that you realise that yes you have some ethical issues to work around but it really is just survival. Why do people go to the military camps or the airfields? To get better guns. Why? So they can kill zombies more easily? No no no... they could already do that with the Winchester very easily. Power. More power and range to kill players who have lesser weapons. Why sneak through a town for 20 minutes plus when you can reap the rewards of another leaving said town?