TheAVC
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On the Coast
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Male
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Woodlands of Chernarus
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Beanz
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Bio
I heart beanz. Do you have any beanzzz?
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Hey guys, would love to join your group. Have mic and Ventrilo, I'm 16 but understand the game well and work well with others. Very patient and stealthy, haven't got a chance to work with a group in DayZ yet but I would love to do so. IGN: JP Morgan, no murders, 102 zombies killed (usually I just ignore them because I don't aggro ;) ) Please consider my application and I understand if you don't accept, good luck! -JP
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[Temp. Closed] DayZ Walking Militia
TheAVC replied to Legacy (DayZ)'s topic in Clan / Group Recruitment
Profile Name: JP Morgan (please note that my player name is different from my IG name, was feeling... historic... that day) Player ID (Not SteamID): 52128262 (Why so many 2's? lolz) Why do you wish to join the Militia: Honestly, just the chance to work with others. I have no history of death by bandit (my personal nemesis is actually barn stairs.) I've only seen a few other players in several hours of play, and would love a chance to work together with someone rather than working solo. What can you offer the Militia: A fun new attitude and an opportunity for others to teach me the game! I've just started (about 10 hrs. playtime) but I feel I have a fairly solid grasp on the game, and it's just the finer concepts that need to be learned. I learn quickly, work well with others, and have excellent patience. I also have excellent planning skills and stealth (Six aggros so far. Total.) Are you a team player: I haven't teamed up in DayZ yet, but I work very well with others in other situations. I've been a leader or a follower, whichever the situation required. Are you willing to lose your gear if required: Phhhhffftt no! I've played six lives so far and every time I died, a part of me said "all that work, gone..." and then I spawn and I'm like "YEYAH! DAYZ! Let's go next round!" Have you been with any other groups, and if so state which: Nope, only played alone. One player gave me some advice when I first joined, but I forgot which server we were on and haven't seen him since. Extra Information: I have beanz to share! -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
TheAVC replied to Time Glitch's topic in DayZ Mod Suggestions
It's a bit sad that the OP's message has been so distorted by the readers. He specifically said that he did NOT, under any circumstances, want PvP to be disabled, discontinued, or in any other way removed from the game. I agree with him, because it is simply an integral part of DayZ. DayZ without PvP is just about the zombies, and unfortunately they're not dangerous enough to make the game viable. Therefore, there are are some things that should be said here. Before i begin, let me specify two types of PvP: survival and random. Survival is a case of him vs. me, where you have to kill the other guy before he kills you, or so that you can survive. Examples include killing for food or bandages. Random is from bored players who are looking for excitement. Alright fellow DayZ players, I've read through this and I've seen a few major topics come up. I'll list them and my analysis below, but whether or not you agree with me is up to you. 1. More difficulty = more player killing It is certainly possible that with more scarcity and more dangerous zombies, players would become more desperate. However, consider the idea that you maybe only found a gun, such as the Makarov, and one clip, eight bullets. You see a player approaching your location, but seemingly unaware of your presence. The idea would be that whether or not this person had food, drink, or medical supplies for you to use, your shooting him/her would alert zombies to your location. Assume that you do kill the person. How will your remaining shots fare on the two dozen newly aggro'd zombies? If you're in the woods, you wouldn't have a problem because there are no zombies in forests (with current game situations). There are no consequences to not killing the player since you are saving yourself the trouble of avoiding them or potentially dying. However, if the ideas the OP listed are used, a roaming pack of zombies could be wandering by and pick you off while you realize that the person you just killed has nothing more than empty tin cans, and you have one less bullet to defend yourself with. Now assume that you contact them via direct chat, and tell them where you are. If armed, they could then kill you easily. If not, there is a chance that they will be friendly enough to work with you, and a chance that they will later backstab you. The game is mostly about analyzing risks, and meeting a survivor is a risk, just as is raiding a town hoping for loot. Last, assume that you contact the survivor and tell them to lay down or risk being shot. Tell them that you are friendly but cautios. They will either run or do as you instruct. You can then chat with them for a bit and determine their trustworthiness, and if you decide not to work with them, you can retreat without their knowledge, essentially keeping yourself safe as well.If you do decide to work with the other player (and they with you), you will essentially have double the spotting power, double the awareness, of a single survivor. Two will see more than one, and may be able to do things that a single player would not. You could have one person spot while the other raids, or one provide cover while the other cooks food. Teamwork has many applications besides more guns, and that is the point that the OP was trying to convey. The danger of more zombies, and more serious consequences for fighting them, will make the benefits of teaming up worth the added risk. However, instead of making resources more scarce, I propose to spread them out more. Cities like Electro and Cherno will still be around, but maybe make some of the other towns smaller or spread them out. The added area will mean that resources are still available, but will take more time to amass in large amounts. This will encourage teamwork while allowing lone-wolf strategists to keep going, albeit at a slower rate. More dangerous NPC's with the same amount of food will help to lower the "random" PvP that occurs, such as bored snipers, as previously mentioned. 2. Players kill others for fun While this certainly can be true, the majority of random encounters end in one person dead simply because neither trusts the other nor feels the need to work with them. They aren't doing it to teach the other player a lesson, or simply because they can, but because they feel that their own life is on the line. Adding incentive to work together will hopefully reduce these chance murders, without forcing the need to coop, as both can simply go their own way. However, there are people, notably "tower-snipers", who have acquired enough gear to have no incentive to keep collecting it. They may simply be plain mean, but they are also looking for a challenge when they kill other players. They are looking for a chance to prove to themselves that they are the best, and since they have the gear they want, they need a new challenge. With the zombie AI moderately difficult but easily duped by running into buildings or up hills, the best challenge these players get are other players, so they set off to kill them with the goal of inflating their own egos with the souls of fallen innocents. Co-op gameplay will not remove douchebaggery, but a heightened AI or zombie opponents will help to increase their challenge and reduce the value of killing other players. 3. The only friendlies are morons I've personally only played the game for about 6 hours (1 death, starvation+zombies punching me), but I've yet to meet a player that actually tried to kill me. Of five encounters with players, all alone, two ignored me, two said hello and moved on, and one actually took the time to guide me through Cherno after I had just spawned. Although the bandits out there might consider it "moronic" that he did so, it certainly wasn't the stupidest thing he could have done, such as talking to me while being eaten alive. Just because someone doesn't KOS doesn't mean they're an idiot.That's all my rant and sorry to make you read it, but seriously, the message has been distorted. It's like translating the Bible into Klingon and then pronouncing it with English sounding-out tactics. Ideas for the mod: I do agree that more co-op would definitely make the game more interesting, and although I have yet to see evidence of "deathmatching" I have heard about it innumerable times. In an effort to both preserve lone-wolf viability and increased value of co-op, I have the following suggestions: -Introduce player-made buildings. Anyone can build any building, as long as there is space and resources to do so (i.e. no buildings inside of trees or other buildings). However, establish a set amount of time that each building takes to build, and a certain number of materials. For each player that works on the building at once, reduce the time it takes to build. So with one player constructing a building, it will take 10 minutes. With two, it will take 7 1/2 minutes. With three, 5 minutes, and cap it at 4 players with 3 1/2 minutes. This way, the building will be completed faster and yield more benefit more quickly. What kind of benefit, you ask? Well, there can be several types of buildings:-Defensive emplacements (bunkers) requiring concrete, metal, etc. -Lookout towers, requiring concrete, metal, etc. -Houses, which can house up to four survivors: each room has a trunk/closet that works like a tent. -Farms, which produce some sort of food every several hours (6-12), restoring 400 blood each and yielding up to 5 items of food. -Others that may come to mind Scrimmages As a last note, perhaps "scrimmages" could be arranged between groups if servers do turn to "survivor vs. bandit" teams, where each team specifies a certain amount of food/water/other gear and then they each offer five combatatants, and the winner gets the loot? It could be placed in the middle for capture-the-flag style of play and would reduce the random banditry by encouraging cooperation on both sides. Obviously these are all basic ideas and are not fully refined (the building times would have to be longer to counter their benefits, for example) but the basic idea is that soloing would still be viable, but it would be more effective to work together, and random banditry will be reduced. /end monologue