rdubs
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5 NeutralAbout rdubs
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That's your whole point? The word "most"? Good job on focusing on a technical wording and completely missing the point of the point. You are correct, to use the word "most" means the majority of players and there's little way to measure that. No doubt I should have used the word "many". So thanks for adding value to the discussion. "Little Man" LOL.
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Again, LOL. If all your other posts are 10 words and as uninformative as your first, 200 posts is really not an achievement. Most people understand that there is a difference between posting quantity and posting quality and the two are not correleated. I don't know anyone who thinks the guy who spends the most time talking on Teamspeak adds the most to the channel. In my opinion the number of posts one reads is more important than the number of posts one replies to, and I've only just recently started posting. If my position, and those above who support an idea like this, is as worthless as you claim then if you want to add value to the discussion then merely explain why you think there isn't a problem in the first place. Realize that you're not just talking to me but everyone else who has posted so far on this thread too, and everyone else who has posted in similar threads. I guess we're all incorrect and factless too.
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LOL @ the guy who clearly doesn't read any forum topics he doesn't already agree with. Here's one you probably missed. http://dayzmod.com/forum/index.php?/topic/35114-post-apacolyptic-greifing-simulator-for-d-bags/
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Post apacolyptic greifing simulator for D-bags
rdubs replied to skyter's topic in DayZ Mod General Discussion
I started to write an idea here which I think would help encourage co-op without trying to restrict any of the pvp aspect. But then I just posted it in the Suggestions section in case any dev wanted to read it. It has to do with having the game support some kind of survivor haven towns with periodic zombie horde wave attacks thrown in to put some pressure on the town. http://dayzmod.com/forum/index.php?/topic/46828-encouraging-co-op-play-survivor-town/ -
Possible idea to help enourage more coop play without trying to handicap the people who like to PVP. Like most people I have been disappointed in the direction the game has taken. When it first started out, the newness of it encouraged people to work together. Now that newness has died off and it's turned into a KoS deathmatch because people started getting bored so more fun to kill other players, which means other players trust others less so more shoot-first, and the cycle continues and a KoS-everything outcome was inevitable. Lots of people want game-mechanics ways of fixing it. But any kind of restrictions which target one kind of player inevitably snare un-targeted players in the net too, not to mention players spend a lot more time collectively in the game than the dev's do so eventually people discover work-arounds to do the bad behavior differently and the cycle continues. So I think the answer is to add things to the game which make coop more fun or interesting, instead of trying to figure out how to do it handicapping-wise. I also think a lot of what would be considered griefing is really people just bored with trying everything else out on the sandbox and being tired of it, so adding some kind of additional challenge might help. My recommendation to the devs is this: create some kind of in-game support for survivor havens, which come under periodic zombie horde attacks. Remember that movie "I am Legend", where the lady Will Smith meets is trying to make it to that safe haven. Same thing with the Resident Evil movies, people are trying to make it to a survivor town they've heard of. The trick is that the game mechanics would allow the building of defenses and things not currently enabled by the game when enough people work together, but that would be offset by there would be no loot which spawns within the survivor town. That forced players to go out into the rest of the map to harvest supplies and bring them back, and it is there where the risk of meeting other pvp-oriented players lies. But at the same time, since you can't produce supplies in-town it forces you out into the rest of the map. And to keep it interesting, you would have periodic zombie horde attacks on the town which I think would be awesome. That would give currently bored players some kind of objective which currently doesn't exist (help defend the town against zombie horde waves), while also helping to create the need to go harvest supplies. My favorite kinds of scenarious to run back on Operation Flashpoint and Arma (1) were the defend / siege scenarios. I think most people enjoyed them. This would be a way of encouraging a LOT of coordination and cooperation, and give people something to do beyond the endless "see how long you can not get killed" which gets kind of boring after a while and so people take to killing other players just to have something to do. It also gives freshly spawned players an objective - see if you can find where the survivor town is, make your way to it and get some help, then pitch in and help others trying to do the same.
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Post apacolyptic greifing simulator for D-bags
rdubs replied to skyter's topic in DayZ Mod General Discussion
I think all the DB's who are camp sniping other players just because they're bored are going to give you a TLDR; U MAD BRO? LOLZ But most of the people who are disappointed in the way the game has devolved from how it first was, will read it in full. I know I did. You have valid points no doubt but I think there is one key thing being left out from what you said. You use the term "Bandits" to refer to people who like to PVP. But the key issue I think most people have is that there are really two kinds of PVP'ers: Those who legitimately think hunting other players to get their gear is the best way to role play the apocalypse, and those who like to kill other players because they're bored and it's more fun to grief other players than it is to actually pretend to survive. I have no problem with the former, although I do think it exists far more in the game (obviously) than it would if those same people were faced with that situation "IRL." It's the douchebags who try to kill an unarmed player running away from them, who I think are the problem. So I think the key is to find some method which does not penalize the "legitimate" bandits but does discourage the "i'm-bored-so-more-fun-to-grief" players. Again just look at how people interacted at the beginning of this game to how they do now. As the previous poster noted, people were actually held up and told to drop your gear "back in the day." Now in the game that would never happen, with everyone KoS'ing everyone. One way to fix this would be, your $30 buys you one life. If you die, you have the buy the game all over again. Some have noticed that there is no down-side for being a DB and dying, which enables DB behavior. If you had to play like your life depended on it, like when people first started playing the mod, you'd see it like it was, with a lot more cooperation. You'd still have people willing to risk their $30 just for the sadistic pleasure of costing other people their $30, but those people would be a lot rarer since I'd be willing to bet "good" players would form clans just to hunt any fucktards like that. -
Controversial Topic: BANDITRY IS DEAD.
rdubs replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
The solution to Alt-F4 is fairly simple. Do it like they do on EvE Online - you can disconnect, but your character doesn't vanish right away in the game. Instead, it sits there for a minute and anything can happen to it. If that minute elapses without anything happening, no harm and you keep everything. If you try to disconnect when being targeted, you are a vulnerable scarecrow for 60 seconds and you can still be killed and looted. Next time you log in, it will be as a respawn. I'm one of those kinds of people who plays the game it was designed and does not try to find holes in game mechanics. But it sounds like now, if you don't, you are voluntarily handicapping yourself. Now I know to try to quit next time I'm getting shot at. What a bunch of crap. -
Post apacolyptic greifing simulator for D-bags
rdubs replied to skyter's topic in DayZ Mod General Discussion
Oh sorry, meant to mention one point. To all the people who are "IRL people would kill each other on sight" - the way you know that's BS is because that didn't happen when the game was fresh. When the mod first came out, think about it - it was the closest simulator ever to survival in that world, no one knew the game mechanics or boundaries or game / server quirks / exploits. Everything was brand new. And look how people behaved - teaming up, cooperating, seeking out others to join forces. No one the first time they logged in thought, okay I'm going to go kill every player I see immediately. And even the handful of people who maybe did do that, the only reason they could do so was because it was a game. The vast majority of people responded to the newness exactly the same way they would have "IRL." Then, over time, the newness wore off, routine or boredom started to build, and also people started becoming more familiar with the boundaries and mechanics of the game. At that point, as I mentioned previously, some players (hiding behind the anonymity the internet provides coupled with it being a video game) relieved that boredom by having fun trying to screw over players not interested in PvP. So those of you who do that, that's fine and we all support your right to be a DB. But I think the OP is trying to say that since people are currently behaving in ways they wouldn't do "IRL", which is made possible simply because it is a game, there should also be game mechanics to offset that asymmetry. You can't say "IRL you don't know who's a murderer" and try to use that excuse to murder non-threat players because you're bored. EDIT: JUST FOR CLARIFICATION - I am not against bandits per se. I am against snipe-camping douchebags who shoot others who pose no threat to them just to make them have to restart. Best described by Dasein808 here. http://dayzmod.com/f...220#entry368855 -
Post apacolyptic greifing simulator for D-bags
rdubs replied to skyter's topic in DayZ Mod General Discussion
OP is spot on. The gaming experience has basically devolved. Look at this post in PC Gamer about the game when it first came out (or when he first discovered it). Read the author's description, about how he found fascinating the whole teaming up to survive even though they didn't speak the same language. http://www.pcgamer.c...e-survival-mod/ If he had written that today, he and the guy he ran into would have shot each other. Then the author would have been shot many times by other players. He would have said it was a PVP deathmatch with some zombies thrown in...move along. Also watch the video he posted, showing dozens of players trying to figure everything out. Now, they would have all just shot each other. All this talk about "IRL you can't identify murders, and in a IRL zombie apocalypse people would be killing others too" is weak bullshit used by people who don't want to admit to themselves the real reason. The very real reason this game has turned south for probably the majority of players who were drawn to it is very simple: The novelty of PvE - surviving a zombie apocalypse - has worn off for some players and they are looking for more thrills. And very simply, the pleasure they get out of ruining someone else's gaming experience exceeds the enjoyment they get out of the actual zombie-survival aspect. Go back to that video above (from the article) - most people watch videos like that because they want to see the player interaction...the zombie aspect is interesting but the cool part is the player interaction. How many people would watch that video if it was just one guy trying to sneak into some buildings while avoiding zombies, and running from every other player he sees because they might be trying to kill him? No one, that would be a boring clip, and likewise a boring game. My theory is, left unchecked, this game will start "fail cascading" as good-natured players get annoyed and leave, which results in a higher percentage of griefer douchebags populating the servers. At some point you hit a "critical mass" of douchebaggery and at that point only noobs will join then quickly quit because only the dicks are left. My hope is at that point, all the DB's will just start hunting each other, with the dead DB's getting frusted and quitting because they keep dying from the now-better-equipped DB's until there is just one person left. It would be like that playground game "King of the Hill", except with douchebags. Semi-unrelated: Here's a pretty funny read, some of which apply to this game. http://www.cracked.c...-online-gaming/