Jump to content

Tartantyco

Members
  • Content Count

    51
  • Joined

  • Last visited

Community Reputation

-1 Poor

1 Follower

About Tartantyco

  • Rank
    Helicopter Hunter
  1. Tartantyco

    WTF is happening to the server community.

    Another consequence of cross-server persistency. It de-contextualizes everything, making it unrewarding to play the mod in any other way.
  2. This is just another reason why cross-server persistency isn't compatible with the intended gameplay.
  3. Tartantyco

    Stop nerfing the mod goddamnit !

    I'm pretty sure the mod is not meant to be tailor-made for your preferences.
  4. If no negative effect are incurred while offline then the advantage is with those who don't play very often. This would make for extremely poor gameplay.
  5. Tartantyco

    The "I know that guy" visual system

    I am perfectly capable of recognizing someone from 100m away and this must be represented in-game. As there most certainly is not enough detail in character faces the names much double as such. People shouldn't think of their name as their actual name, but rather a representation of their appearance, which is what is being identified, not some magic nameplate that starts hovering around people.
  6. Tartantyco

    Day Z amazing, Arma II poor interface

    Time that could be better spent putting more beans into Day Z.
  7. Tartantyco

    CZ or Enfield?

    The Enfield is louder? I have a hard time believing that(But I haven't used the Zombie Dinner Bell in quite a while).
  8. I managed to lose a silenced M4 because I misjudged the space it would occupy in my backpack. I tarded.
  9. Feel free to move it into suggestions. I posted it here because it's kind of a half and half, discussing the reasons behind bandit behavior and putting forth examples of things that would fix it. And I already have a thread in the 'series' in this forum.
  10. Tartantyco

    The "I know that guy" visual system

    Is there any way you could use the zombie aggro system as a way of deciding at what range a player could be identified? 3 bars=100m, 2 bars=50m, 1 bar=25m, 0 bars=Nothing(Visual bars).
  11. As I'm sure most are aware of on the forums, there are a lot of arguments about the apparent advantages of playing as a bandit, as well as counter-arguments. Now, a feature of most of these threads is direct mechanics attempting to nerf apparent flaws in implementation. However, the issue with this is that the actual behaviors people complain about are emergent behaviors created by a wide variety of underlying game mechanics. Tacking on some additional mechanic with the aim of trying to correct an error will simply exacerbate the problem and distort the gameplay even more, and should always be avoided. Instead, what is needed is an adjustment of the underlying game mechanics. The purpose of this is not to eliminate PKers, but to make behaviors more rational. ----- Currently, one issue is simply that of having spare time. Due to the abundance of resources available you just have way too much time to spend shooting at people for fun. There is no shortage of weapons, ammo, food, or drink, so time can easily be spent considering external activities(Things not directly related to your own survival). As such: ALL loot needs to be MUCH less common. Food, drink, and ammunition needs to be especially lower. The drink focus should perhaps focus more to water, making sodas rare and requiring survivors to locate and utilize water sources more often. This, accompanied with other relevant adjustments(Hunger rate, for instance), will make your own survival more of a focus than hunting other people. Killing people for their resources is still, if not more of, a valid strategy, but the potential returns may be lesser and, together with other adjustments, may be a much greater threat potential. ----- Another issue is that of a lack of dependence. Very few situations require assistance from other players. You can easily sneak into the most zombie-infested areas, current respawn rates make clearing out an area something of a pain at times, you can heal yourself from all but the gravest of injuries, all of it instantly, and you usually have enough firepower to deal with zombie threats. All of this means an individual player is frequently as strong as the group, if not stronger due to the extremely low chance of an individual backstabbing himself. Remedies here are: Make more of the medical aspects of the game assistance-dependent. No more fixing your broken leg with a jab of a morphine syringe. Resource scarcity and increased threat potential from zombies due to medical assistance dependence makes cooperation more important if you want to loot safely. Resource scarcity creates increased instances of equipment incompatibility, meaning you have to trade more equipment to keep yourself stocked with the proper ammo, with navigation tools, etc., making groups stronger and trust more powerful. ----- Another issue brought up is griefing and exploits, mainly DCing to get away and going on a spree with a new character. I am certain that rocket has solutions for this, but I'll add this nonetheless: A short timeframe with a new character in which he cannot be injured or injure others. This stops any immediate sprees and makes spawn camping impossible. Firing a weapons starts a timer(Reset for every shot) of 5 or so minutes in which DCing does not remove your character from the world until the timer runs out. DCing during this timeframe makes your character light up like a flare at night(Even during the day), making you easily located.
  12. Tartantyco

    Bandits don't get punished, Survivors do...

    All you have to do is institute a few barriers for griefing and make it so that bandits have to worry about things other than lying around shooting people all day. I haven't had to 'survive' since maybe the 2nd day of playing DayZ, I always have enough food, easy access to weapons, way too much ammo, and no lack of navigation equipment, which means I could just hang around shooting people all day if I wanted to, and I could still just run back to one of my numerous stashes to pick up new weapons and supplies if I got killed(Although I usually find 2-3 weapons easy on the way back anyway). If people in the game had to actually focus on surviving instead of the current situation things would be radically different. Everything needs to become a lot more scarce. Weapons, ammo, high-end equipment needs to be way more scarce, food needs to be something you need to scour the wastes for days to find, and the walk/sprint food consumption ratio needs to be more separated(As in, food consumption while walking is low; while running it is very high). Additionally, the potential harm involved in engaging someone should be far higher. First of all, the medical system needs to be more dependent on assistance(Like blood bags), meaning you'd try damn hard to avoid any damage. Trying to directly affect an emergent behavior will do nothing to fix an issue; you have to identify the underlying game mechanics that create the problem.
  13. Tartantyco

    No downed helis, or wildlife?

    I've seen plenty of wildlife. Heli crashes aren't that common to begin with, though, so I don't know about that. Pretty sure I saw someone complain about there not being any loot in helis yet, though, so it would seem that they exist still.
  14. Tartantyco

    Disconnecting In A Fight

    The simple solution here would be to leave the player in for x minutes(Since last firing a weapon or something, preferrably) and make him light up like a flare or something(Both during the day and night) so his position is easily visible. But I'm sure something like this is already in the works, but not as prioritized as other things.
×