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hyperpengysan@gmail.com

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About hyperpengysan@gmail.com

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  1. hyperpengysan@gmail.com

    A serious question for the PvP-phobes

    So if everybody jumps off a bridge, I should pretty much expect to see you next in line right? Because that's pretty much what you're saying. I started playing Day Z because I wanted to experience this zombie apocalypse sim everybody was talking about. And I think I'm about done with the mod. It's been a fun week, but combined with so many people treating the game as an extended deathmatch ( I've murdered like two dudes, and one was carrying a silenced G36 which freaked me out ) and me pretty much having seen how empty the 'end game' is ( yet to find a helicopter crash site... ), the game doesn't live up to its reputation. Plus, Steam Summer Sale going on right now means I have a bunch of new games to try too. You might say, 'good riddance' but you gotta think, how many other people are saying the same thing?
  2. hyperpengysan@gmail.com

    Batteries. For NVGS, Thermal + NVG optics, Flashlights etc.

    I am 100% for batteries, and was going to suggest that myself. Though NVG, GPS and thermals should use the most power. Regular flashlights in the middle. Military flashlights ( LEDs ) and range finders should be low. Consumer electronics are pretty efficient if you think about it. But the question is, how do we balance batteries in terms of inventory management? Two D batteries to run your flashlight is not equal to one mag.
  3. hyperpengysan@gmail.com

    A serious question for the PvP-phobes

    I've said this before, and I'll say it again. Because its important. There are two types of bandits. These are people who want to roleplay The Bandit. They want to be The Bandit and they want to live The Bandit lifestyle in game. These people might select to rob a survivour instead of gunning him down. Kinda like in real life. These players, if given the chance, will properly add to the game world through their notoriety. It should be an important decision to go bandit, one that alters your SURVIVAL gameplay. Then there are griefers. These are people who figure, "this survival shtick is alright, but what I'd rather be doing is playing some Battlefield," or just want to shit all over another person's day so they can get off. Whatever the reason, they're not here to roleplay The Bandit and live out their bandit dreams, they're just here to deathmatch. Their immediate, knee-jerk reaction to any suggestion of weakening PvP, is torrents of crying and insults and "stop trying to keep me from playing the game the way I want." Anything we can do to de-incenticize, maybe even outright make the game NOT FUN for griefers is a GOOD THING. If griefers QUIT, as much as they cry about it on the forums, it is a GOOD THING. There is NEVER a reason to maintain, or improve gameplay for griefers. Because here's the thing. Day Z is a survival semi-game, semi-simulation. The impetuous is survival. You should always be thinking about survival. Even when you're playing a bandit, you should be thinking about survival. When you're sitting on a hilltop, 600m out of Cherno, sniping people, how are you thinking about survival at all? How the fuck are you going to even pick up the guy's beans that you would have wanted if you had been thinking about survival? When played properly, playing Day Z automatically implies a degree of roleplaying. Your exploits in Day Z can be chronicled into a story, and that story should look nothing like my prior Battlefield 3 log ( Kills: 9. Headshots: 7. Longest distance headshot: 634m. Best weapon: M98B. Deaths: 1. K/D ratio: 900%. ). So keep Day Z as a game for the 'roleplayers,' and the FPS twitchers go back to their FPS games.
  4. hyperpengysan@gmail.com

    Consequences of player killing - a new direction!

    Great ideas that I would like to add to: On servers with tags, tags will be randomly shuffled for the bandit. Kind of like the onset of dementia. So let's say they have a friend called Paul. Well, suddenly, Paul's tag will change to the tag of another person on the server for a random amount of time. This represents the inability to recognize people and might lead to more friendly fire amongst bandits, especially if they are, say scattered while moving through a town. Even zombies might gain tags. I don't like the idea of apparitions. But auditory hallucinations are good. That said, some of these experiences should also happen to regular players. Not as severely ( no scream, no tag change ), but it would be a shame if only bandits got to experience these experiences. To all the people who are saying the game shouldn't be trying to 'nerf' PvP, here's the thing: Day Z is a survival game. The impetuous should be survival. When you play the game, you should be thinking about survival. Even when you play as a bandit, you need to be thinking about survival, not griefing players from a hill 600m out of Cherno, shitting all over their day just so you can get your shits and giggles. How the hell are you even going to collect the guy's beans that you would want if you were trying to survive? That's the key difference. Players who really want to roleplay as The Bandit are already enjoying the game to the fullest extend possible to them when roleplaying as the infamous bandit; they can take an inconvenience hit; some of these changes might even add to the experience. And as they have fun, they will add to the emerging game world through their notoriety. The goal isn't to dissuade dedicated bandits. However, changes that would de-incenticize, or even make the game not fun for griefers are good. If griefers leave the game entirely, even if they cry all over the forums, that's a good thing. There is never a reason to improve gamplay for griefers.
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