Jump to content

super pretendo

Members
  • Content Count

    139
  • Joined

  • Last visited

Everything posted by super pretendo

  1. super pretendo

    This game feels neutered.

    I climbed to the top of a castle, and I see mostly just pure gray. This view distance garbage just needs to be fixed. Inb4 insane fanboys try to claim you can never see more than 500 meters in real life somehow
  2. 1. Dynamic zombie spawn. Zombies should spawn in remote wilderness in packs, and lurch towards towns and ultimately the coast. Keep static spawns in towns, but tone it down. Let zombies pile up to an extent to encourage players to thin their ranks and make a difference in the game world by culling zombies, and creating a continuity between one group of players that clears a town of zombies and the next ones that walk through safe from a horde. Continuity and shared persistence of the gameworld encourages cooperation, and zombies just standing around not moving is boring. The threat of a swarm of zombies flooding over a place with a lot of players sometimes creates for fun and exciting gameplay. This sense of continuity between players and shared experience and fate will push it away from random killing. 2. To solve this problem without artificial "no pvp" garbage, let's look at parts of the game which are already divorced from player freedom and realism for the sake of abstract game balance: spawning. Give players with high humanity better spawns (nearer to cities which have better loot) and those with very low humanity get crappy spawns, sometimes in the wilderness where they may even be lost. I can't really see a problem with this, as re spawning isn't game breaking but is definitely a hassle. Let the very high karma players choose their respawn locations, within reason. Very high karma players could spawn with revolvers instead of makarovs, and a czech backback instead of a coyote, with a bloodbag in it. Karma is so easy to lose, they will have to make decisions to kill players if they want to lose their status. Very low karma players could have the opposite, with one less unit of food and one less magazine, and maybe even no backpack, which isn't outrageous since they are not difficult to find, and bandits are generally in a playstyle where they are roughing it as lone wolves, so it fits such a playstyle. With respawning, the game already uses non-realistic abstract mechanics to balance it. And perhaps a game's take on of karma and reincarnation. 3. Ways to foster player cooperation, such as a per-server "civilization rating". Higher rating increases spawns of vehicles, allows access to repair power-plants to light up cities, gives unique boat spawns or something, etc. Low player murders will increase this rating, but a server with no cooperation will lower it. Perhaps aiding players with blood packs and bandages will increase it. This rating could also be related to number one, where letting hordes pile up without getting rid of them harms the rebuilding of civilization. Giving players the ability to do cool things and work to civilize towns is one essential component of making players actually try to hold ground against a zombie invasion. The other component, is over course, roaming zombie hordes. But even if we had roaming hordes, players wouldn't bother going near them if they had no reason to defend anything against them. 4. Allow a gunless gesture, like holstering or raising both arms up, to show a lack of harmful intent, but also putting a cooldown on drawing weapons (maybe 1 or 2 seconds) 5. PC avatars staying in the game world for 5 - 10 seconds after disconnects, maybe increasing if they have zombies aggro'd or have taken/given shots recently. 6. Zombies, or a special class of zombies that dwell in big cities only, that are sensitive to gunfire. I think there should be a special type of zombie mixed in that is a. tougher than normal zombies so it can take more hits b. can climb ladders faster than players c. and is much more sensitive to gunfire. d. call the normal zombies once they are on a player if they are not killed quickly enough Why not retool the "monkey" zombies into this role? This way players would have to make decisions as to fire their weapons at eachother indiscriminately (particularly, loud sniper) so the monkey Zs don't come and potentially snowball the vanilla hordes Also, the upcoming fix of direct chat will really help prevent the game from being a deathmatch, since it humanizes players and encourages cooperation. I'm a retard, move this to the suggestion forum please
  3. super pretendo

    Suggestions to solve the biggest issues

    Thanks!
  4. super pretendo

    This game feels neutered.

    which servers are those? Nobody seems to be able to single them out
  5. super pretendo

    This game feels neutered.

    Not sure what you're saying, it's not Arma 2?
  6. before rapid fanboys start blindly clawing at me: chill. Arma 2 is a great game. It does just about everything right. But it's not a huge monster company's AAA title, so it can't be polished like theirs. But since the game's popularity is so high now and they have a lot more income, will optimization and polishing work be done on Arma 3?
  7. super pretendo

    This game feels neutered.

    n...no... ruining the immersion an atmosphere because of your arbitrary definition of fair is not fair. In any way shape or form. This is an invalid argument. The entire game should not be locked down and built around players that do not meet the minimum specs for Arma 2.
  8. super pretendo

    This game feels neutered.

    It seems to be 500 right now. Needs to be fixed, really. Nerfs anything dynamic or sandboxy about dayz. The helicopter should be able to havea wide scouting range
  9. super pretendo

    This game feels neutered.

    I changed it form 500 to 5000; no differnece
  10. super pretendo

    Will Arma 3 actually be optimized?

    Holy shit. Take a deep breath, champ. You need to get a grip of things.
  11. super pretendo

    Will Arma 3 actually be optimized?

    It's not optimized because it runs way worse than games with equal graphics and settings on the same machines. I can run any game maxed out with full graphics/texture mods just fine, but Arma 2 is a different story, even with different graphics. And DayZ probably maybe BiS in the millions. Sounds like I hit a fanboy nerve
  12. Call of Dubstep420: Zombie Dudebro Quickscope Warfare
  13. super pretendo

    The trollmobile

    >me gusta spoiled it.
  14. I think spawning weaponless is a good idea, but the comically low spawn rate of weapons is nothing short of ludicrous. Especially since zombies have super senses
  15. super pretendo

    crappy computer or unoptimized arma2?

    This is the most unoptimized game I have ever played, so there is a good chance it's not your computer
  16. super pretendo

    Scary Person (oriental (?) Skin)

    Probably an orthodox priest from the churches. http://www.havelshouseofhistory.com/Demetrios,%20Archbishop%20and%20Primate%20of%20North%20America.jpg
  17. super pretendo

    Zombie gunshot alert mechanic

    Yeah, agreed, I am surprised this hasn't been done yet, I can't really imagine it being hard to implement.
  18. IMO, keep hunger/thirsts reduction, but cap the effect at what it would be for four hours offline. This way, people are not penalized for being unable to log in regularly, but it still keeps the persistence of the game and doesn't let people camp without fear
  19. Which servers have view distances capped at 1000 or more?
  20. super pretendo

    Servers with higher view distance caps?

    A spot always go to always has identical draw distance, except for if it's very foggy. It's 300-400 meters away ad it's at the edge of the view distance
  21. After asked if he would make more memorable videos Can't say I can argue with any of this. It's time to put the CoD kids to bed.
  22. super pretendo

    Absolutely necessary changes

    There are some structural problems with how the gameplay is currently set up. 1. Clearing zombies form towns is currently completely irrelevant in the long run; they will just respawn for the next guy that crosses by. This is contrary to what should be required, decision making as to whether cull the horde of zombies should certainly be there. If every player choose to not thin the horde, the zombies should slowly build up to a certain point, where they would be much harder to manage. This makes an actual effect on the persistent world if you clear a town. I just can't stress this enough, if players want to take it upon themselves to mow down zombies as a group, it should actually have consequence. Zombies piling up is a GOOD thing! 2. Allow players to have semi-permanent habitation of buildings/areas. In this small areas zombies and supplies should not spawn, so players realistically only fear incursions from the outside. BUT, players setting up camp should somewhat attract hordes to lay siege to their residence from the outside, not stupid indoor spawns that make no sense. Double edged sword. 3. Instead of zombies just spawning at settlements and standing around, they should (at least some of them, spawning in towns can remain but see suggestion 1) spawn in remote locations in the inland wilderness where players are very unlikely to be, the move out in groups toward settlements and eventually the coast. This creates a feel of zombies actually roaming as hordes that is always in zombie fiction, instead of just guys standing around in towns. It also gives the chance of exciting zombie encounters int he wilderness. 4. Higher player caps for servers! I know there is stability issues, but that can of course be solved. While chernarus is a perfect, expansive and immersive world for a zombie survival map that is just the right size, 50 players spread over it is way too low. 100, 150 or even 200 player caps seems perfect for such a map. Players rarely ever encounter eachother except if they artificially plan it with chat or friends, and encountering players and working together (or even fighting!) is the most fun part of the game.
  23. super pretendo

    300 m view distance...

    this is just silly, on a relatively clear day view distance was less than 300. When is this being fixed?
  24. super pretendo

    300 m view distance...

    Can you link me a confirmation by someone official about that? If that's the case, I'd like to know what servers have the cap around there.
  25. super pretendo

    Pending Update 1.7.1 Details

    Very good update. It's a shame there is no fix to increase the view distance cap.
×