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Everything posted by libertine
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That was a rhetorical question. Were the 12 year old children who were given rifles and instructed to round up Jews in small villages and kill them not human? This also is rhetorical. I think you'll find that humans are much simpler than most people think, and not evil, just beings that operate from a set of previous experiences and set limitations, ego and pride and ignornace being the real problem.
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Read first before you complain about other players
libertine replied to DirtyscumbagLith's topic in General Discussion
I thought Obama has made statements dismissing the relationship between violence and games recently. -
Which human beings, from Hitler and Kim Jong Un to Gandhi? Theres a lot to choose from.
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I highly doubt even one bullet would be fired at another living human on a real life Chernarus over a years time with a 100 survivors on it.
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Over time the numbers add up to reveal your true play style. ...and if the system is imperfect or exploitable through some effort, so be it, that just retains the need to be cautious around all unknowns... I don't want full skins either though.
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I think a big part of the psychology of not wanting help or interaction is not having much of it in real life and being left to fend for yourself. Not having any intimacy in life, especially when young i think makes it a strange, unnatural feeling thing when it occurs. In my experience things like this can change throughout your life. Would be nice if we could get a separate forum for kids.
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Game really hard on high-pop servers
libertine replied to infiltrator's topic in New Player Discussion
They haven't implemented respawning loot yet either. -
Read first before you complain about other players
libertine replied to DirtyscumbagLith's topic in General Discussion
That DayZ is a interesting social experiment is a little far fetched. Anyone over the age of 30 should hopefully be somewhat familiar with all the paths that lead to the various behaviors in DayZ. Group dynamic vs. solo play, casual vs. experienced gamer, new gamer vs. longtime gamer, old vs. young, having been treated well in life vs. not treated well, etc. There are few interesting surprises in store for for most i would think and all the talk about how its so fascinating makes me want to puke -especially the talk about violence. Only to the completely ignorant is the end result of violence a fascinating topic. I always love it when a hardened combat Vet wipes the smile off the face of an interviewer when talking about real "glorious" combat. -
This is the fun game mentality vs. the immersive experience mentality that different players are operating with in action. There are conflicting portions and even parts that also compliment each other since a mindless KOS from a PVPer makes for a great antagonist. I just wish Rocket would make the KOS, which isn't going anywhere, make some logical sense within a background story. edited: edited the editing
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I always find it funny when you get the guy whos like "Stop motherfucker i just want to help you god damn it!" This guy just attempted to give me +2 feely points then squashed it with -6000. I don't understand a lot of it either and i play as almost pure PvE bandit hunter, which means i just people watch 99% of the time unfortunately. In a game where its so easy to find stuff usually giving people stuff just makes an easy game that much easier. I solo though, so I don't have to share with a group.
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Do you think even ONE shot would be fired at another living human in a years time on a real life Cherarus with a 100 people on it? Think man... People ending the lives of avatars in a game isn't the same.
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We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
Yep, we've established that possibility as a good thing, because not everyone will do it. There were plenty of bandits to go around in the mod. -
We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
Invalid: The Origins DayZ mod already proved that you can have bandit identification and still be killed by survivors (and occasionally heroes) just as often as bandits. You still must be just as careful around unknowns. This just gives us some clear targets. The chances to make 100% positive bandit/murderer ID's is far too low to make the game interesting. Maybe its something about the way i play, perhaps too carefully, limiting my iterations, but playing as if you were there, as if you truly cared about living is the way i enjoy my games the most. A player with a sniper rifle over Cherno makes them a bandit for many people and they get their fill of combat killing that bandit and others kill anyone with a gun. I don't, because that could be me, looking for bandits. Furthermore, it takes a murderer and a victim seeing each other to actually have a chance of a murder going down, just for that to happen is painfully infrequent. I could go to Electro or the coast to find more players, but the activity in those places is horribly unrealistic to this context and is extremely unimmersive to me. I watched two guys at Balota from the apartments for at least 20 minutes. They at different ends of it, totally apart and i waited to see what they would do when i saw each other. I was hoping to witness a murder or something bad happen(another weird, unrealistic compulsion this game creates) and when the two finally encountered each other it happened behind something, as it does most of the time so i couldn't really be sure if the surviving guy wasn't just defending himself. Annoying. I could be misunderstanding you, but for me its not interesting in the slightest. The typical reason for killing people I see youtube videos is simply for fun, or if they don't make them laugh, etc. That style of play is perfectly valid, but it conflicts in some ways greatly with other play styles. If i hear one more time that carrying a gun in a zombie apocolypse makes somebody a bad guy i fear that one day i may roll my eyes so far back into my head they get stuck. No, i think there needs to be a very vague set of teams, with the bandits being loosely on the same side, part of some loose group and the rest being loosely on another side. You must be a bandit man, because you would know you spend hours and days watching people before making a 100% positive ID. Either that or you having a seriously loose [virtual] moral code, like non-existent. Where did you get the idea that i don't take the time? It basically all i fucking do. I'll say it one more time just in case. THIS IS BASICALLY ALL I DO. If you see two guys enter a building and shot ring out and only one guy leaves, do you just kill the guy? I don't, ever... It could have been self-defense. Fuck...me... I've only stated this like 40 times now, but if you built the armband into some sort of story, it would fit perfectly. The armband could be said to be worn by survivors who were promised by the remaining military/gov structure, housing and food and protection "when it was all over" if they would help the military patrol the lands and cleanse it of the remaining survivors which they believed was the only way to save humanity, thereby not being evil, but doing what they believed was right. This alleviates the negative connotation of being a bandit as well. The armband is said to prevent the mercenaries and military from targeting each other. The armband could have a cross on it to draw people in as a little touch of creepiness. The survivors remain anonymous until they start killing people and the "heroes" become a resistance, knowledgeable of the existence of the mercenaries and kill them. THIS would explain the violence we see in a realistic way, allow for the moral types to get in some action and hopefully slightly push ease of attaining more realistic PvE types of play to where many people want it due to ever so slightly distinguishable sides. -
We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
Were discussing it, in a mf'ing FORUM, I didn't ask you to read it. Dieing undeserved deaths isn't nearly the only issue were discussing here and "doing better" for my personal play style means more boredom. I don't KOS and I don't want to chat it up and decide whether or not to execute them. Were talking about the gameplay that we would like to see. Perfectly legitimate conversation. -
We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
Well, i don't miss much when i shoot, nor do others shooting at me, so i don't understand how this frequently said "suggestion" is very helpful. Nor am i seen first very often, leading to some sneaky, but limited gameplay. Perhaps we could make cardboard cut cuts of ourselves and place them around a corner in sight of a player... -
We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
GIve us some tips, i need a good laugh right now. -
We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
I didn't bump the thread just to say stop bumping the thread, did I? Holy fucking hell, did you really not understand that that i was addressing the [valid] concern that identification would remove the fear involved in encountering people? I know, now we'll hunt them down and kill them too, isn't it great! All with no risk of killing those people playing the game realistically and not killing people every other second. I want to send the douche fuck that killed me looking out a window at his friend when I had no weapon or backpack and just made it back to health after running all the way to the apts above Cherno from a north east coastal spawn. I don't want to kill players like myself who let player after player pass him without shooting them. I REALLY, REALLY DON'T... I never said "of the unknown", i said that IMO the game will retain the amount of fear it has. I say this because engaging a bandit is what has by far the most fear to it for me. The point is that its just not realistic, at least not without some backstory as to why they would do this. That is it survival just doesn't cut it. Immersion is heavily dependent on believability. Its why we have shifted to motion cap animation over hand animation, its why we want more realistic sound effects, its why the GTA5 game developers used real former gang members to voice those roles, its why some game are completely ruined. KOS isn't going anywhere. It is largely boredom driven and the nature of humans is that the more you play the game, the more prone to boredom one will get. I say lets embrace the KOS, but lets make it actually make sense. -
Guns got much harder to find in the experimental branch. Im a little unsure on this issue. I prefer people to have guns that i see and is why i don't hide bodies or extra weapons as it makes the game harder and its a little easier to bandit hunt when they can fire at you. Thats how sad the situations is for players playing realistically and not as a genuine mass murderer. Im also not convinced guns would be all that rare in most areas.
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We NEED some way to identify heros and bandits.
libertine replied to 1S1K-Airborne's topic in General Discussion
Stop bumping the thread if your done talking about it then guys... So it was a failure as a perfect system then, which brings us back to what we have now, is that what you mean? But doesn't that just make it so we retain the tension of not knowing? Something you say you want? Btw, you guys keep talking about the fear of not knowing, while not realizing that the fear would simply be shifted elsewhere. Imagine running up to the NEAF and seeing two guys with red armbands. In my experience if they see you they might attack, they might not. With an identifier it could be that it is now their duty to take you out asap. You KOS everyone, men and women. You understand your playing a game as a mass murderer? -
Such realistic and authentic gameplay encouraged in this game! So real!
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Was it blurry? I think post processing being on did that. I and many others keep it off. I don't feel it is realistic at all most of the time. Lol, then i read the 2nd paragraph...
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Great Game, So Far Encountered In-Game Players Not So Great...
libertine replied to Macovzki's topic in New Player Discussion
It makes complete sense, because of the fact that the amount of violence itself doesn't make sense. Making PVP'ers some sort of faction of military or mercenary believing they will stop the virus by "cleansing" the land would actually make sense out of the utterly ridiculous amount of KOS. Dont get me wrong, i want MORE KOS, but for it to make sense and also to get some myself, while being immersed in the game putting myself in it as if it were me. I can't do that and take part in the god damned KOS... -
The sunglasses look so damn dumb too me
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I like the KOS actually, i just with they would make it make some sort of sense through story and factions.
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The blur is too much when just running around and the depth of field is horrible IMO.