Lingwo
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I enjoyed it a lot more to begin with. Bandits were skillful, heading into Cherno and Elektro wasn't a death sentence. There were survivors who would gladly team up and travel about in groups. You still get all this but now it is a lot more likely you'll be shot in the back by a survivor or killed by a "bandit" on the coast as soon as you spawn. I am still enjoying the game and i know this is what the game is meant to be about but if this is what the game stays like, i can't see many people sticking to it long term. It is alpha and i'm sure Rocket has some much bigger plans long term anyway.
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I thought tents couldn't be stolen, only raided. If this is true then i'd say a server reset or a bug caused your tent to disappear.
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- Game purchase with Monthly fee? If the servers are hosted by the community like it is now and the players per server number is reasonble then i don't see a reason for a monthly fee. - Game purchase only? Yes i think this would be the preferred way. - Free to play, buy your shit? No, the freemium model is aimed at the casual/lazy gamer. I'd rather pay monthly than play a freemium game. I don't like the fact someone could spend their way to success, plus where DayZ is supposed to be this hardcore, realistic game. I don't see how the freemium model would work. - or something else? The mincraft model, where you pay a small amount for the alpha and get each new version free to the final release. Then charge a bit more for the beta (each new version free) and then charge a retail price for the final release. - Community developed or studio developed? Have a roadmap and stick to it but let the community play test, make suggestions and help balance the game. - Community or studio servers? or both? Both - Kickstarter? or not? Definitely go for a kickstarter. You have the player base already and as we can see at the moment, Kickstart is definitely the way to go to start a new project. Personally you'd be silly not to. If you think if only 10,000 players gave $10 that'd be... 1, 2.. 100...... a lot of money.
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The logical fallacy of keeping the day/night cycle
Lingwo replied to lherron's topic in DayZ Mod General Discussion
Night time is great i think and really adds to the game. My only real problem is it goes on for too long. I've always thought it would be better having a shorter night cycle say 4-5 hours. At the moment when i play on UK servers. it is usually in the evening because i work (yes i know that is my problem). So when i'm in game i only get an hour or two light before it gets dark. If when it gets dark i knew it was only X hours i could find somewhere and "make camp". At the moment when it gets dark, i know it is going to another 10 odd hours before it starts getting light. So i only usually last a couple hours before i quit. If they don't want to make the night cycles shorter or some other solution. Then why not give us a flash light that we can hold or wear like a head lamp. I know torches and NV is in the game but when you have a torch you can't hold a handgun. Having all the servers at the same time i don't think will work because when it gets dark the majority will just stop playing. Which isn't really a solution to the problem. You're just doing what they are doing now but at the same time. -
I spend more time trying to log in......
Lingwo replied to MrBloodworth's topic in DayZ Mod General Discussion
Stay off the coast and keep out the NW airfield, cherno and elektro. Stick to the tree line and always inspect the town from a distance before going in to loot it. Hear gunshots? run and take cover and keep down. It is frustrating to begin with if you keep dieing but i found everytime i died, i'd change my playstyle slightly. Now my current survivor is nearly 2 days old (a record for me). -
Incentive system for team play (discussion and possible ideas)
Lingwo replied to css_god@yahoo.com's topic in DayZ Mod General Discussion
It already kind of has an incentive in game. If you band together and work together loot places in groups look out for each other, you're more likely to survive, plus have fun doing so. Solo play is great if you want to stay alive for long periods of time but can get quite lonely and boring at times. I like the idea of working together but i don't think that is what the game is about. It is about surviving. If you choose to work with someone to do that then so be it. If you don't then that is your choice. Giving someone an obvious choice as in "work together with X survivors to get X reward" kind of removes some of the freedom the game has and will almost force users to work together. On the other hand if they gave incentives for both (solo and teamwork) then the player would have choice again. -
No offence but tricking people into trusting you and killing them is very cowardly. I like bandits, i'm not one myself but i like the ones that hunt and actually skillfully kill survivors or other bandits. These types of stories are the reason players have to shoot on sight because you can't trust anyone.
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How did YOU find out about the Day Z mod?
Lingwo replied to Rimbalo/portablebus's topic in DayZ Mod General Discussion
Rockpapershotgun Their write ups on the game are brilliant. -
Go prone. Unless you are about a foot away from a zed, they won't see you. Then crouch if you can't see any zeds around. Stick to the treeline also and inspect an area before heading in. Especially if it is high tier loot area.
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This doesn't sound like a great idea. I'm all for realism but you still need certain things that can be considered un-realistic. This is going to lead to shoot on site or people just staying solo because they can't trust anyone. The whole bandit thing i thought was a good idea because if you saw them you could choose to engage or stay well away. It added a fun element to the game. True i've been killed by more survivors than bandits (most shoot me in the back, cowards). I will stick to how i play it and hope i still find friendlies. It will make me harder to trust them and if i find most just shoot on site then what am i going to do? I'd have to do the same. It is still alpha and the whole point of player testing if to balance these things out. So i hope it does work out and it does work. To be honest though, i can see it being a deathmatch.