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Everything posted by PhilB
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My Personal Opinion on New Players and my First Experience
PhilB replied to Lolbster's topic in New Player Discussion
Realize too that for the vast majority of DayZ vets the SA is a total new experience. We have a few advantages. General knowledge of the map and likely loot spots, etc. I've played the shit outta this game for two years and I died a ton on my first day cuz I had no idea what I was doing. Like others said, take that demoralizing and turn it into a challenge. When you reach the top of that mountain and can lord it over others, you'll feel a great sense of accomplishment. Also, kudos for taking your deaths like a man and not being a pussy ass combat logger. -
I surveyed a couple areas in particular that suggest cities as big as or bigger than Cherno. Anyone else make the trek across that big main road up north? Anyone see that and get excited? Also, what about the train track extension and the train stations??? Potential train travel in game? There is so much potential for the map up north , , , it is crazy!
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That's interesting. Sounds like some of the buildings were recently put in. It was completely flat there when I saw it. I'll have to run up there again! Surprised also no one is talking about the boat. So cool!
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Temporary solution for server-hopping already in place? (true or not)
PhilB replied to t-monk's topic in General Discussion
I've been stationed just outside that new military base below vybor, kabanino. It's amazing to sit and watch the server hoppers. It's common practice already. I think the behavior is obvious from a statistics perspective. Folks who do a mild amount of server hopping to find friends or preferred time of day needn't worry. I think they could detect the patterns and have a kill switch associated with it. Don't ever disclose the methodology. If someone wants to really push it, let them sweat wondering if their next "jump" will be their last. -
Loot seems to spawn quite sparingly in those apts. In addition to its location relative to fresh spawn points.
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Almost positive they are non functional. Would be nice to know if current one I'm holding is worth it. Don't think so. Probably a massive update required for walkie talkie functionality. Won't this require multiple chat channels as well?
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Well I love the part where I can take good care of my guy and he'll eventually fight off the infection. It'd be cool if your character could become effectively immune after a certain lengthy number of hours survived.
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My time frames are more for exhibiting the relative quickness but if they should be shortened than that further proves my point. Just thinking, what if a heli had a component system of 25-50 different parts? It'd be amazing to see a massive component system for all vehicles so that hypothetically, one could build a vehicle from the ground up from found loot.
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Bicycles! I hope the devs use bikes as the mechanic model for vehicles or at least treat them seriously and give them their own separate system. And I hope they implement them soon! I love running more than the next guy, but just some bikes would be super nice.
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I'd still like a few helis. I know a lot of the general fanbase is excited for helis . . . and expect them eventually. Finding and repairing a heli in Vanilla mod is the end game. For now, I don't think that is a horrible model to follow. But maybe make the repair and maintenance of a heli massively difficult. As Murcules points out, in real life maintaining a helicopter is a big deal. In Vanilla mod it takes on average--1 survivor 2-4 days, 2 survivors 1/2-1 day, 4 clan a couple hours to get a heli up and running. If somehow this could become a 1 month+ process, I'd definitely see some sunshine through this whole "no end game" issue.
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do people actually want a complicated medical system?
PhilB replied to dgeesio's topic in General Discussion
Although I'm convinced now the SA has the potential to simulate a deep health system and should, I respect dgeesio's keen eye for keeping things simple and to the core. Afterall I agree it still should be fun. There's the possibility it could be quite rewarding keeping you character in top physical condition. It would be amazing to see the character development and medical system scale all the way up. Imagine your character running with a definite limp (not necessarily slowing your progress like an active wound) because you've survived multiple gun shots to that knee/leg and it is now fairly gimpy. Then imagine that there are a limited number of elite medics that have the skills and loot necessary to perform a surgery to fix your leg. The key here is complexity increases with time/skill and is always optional. For instance, I like that a single survivor can simply fight off an infection if they treat their body well. (I assume that's not a glitch currently) However that takes time and of course antibiotics will cure you much quicker. Hopefully there will be medical systems for survivors who stay alive for months. Maybe after 3 months a player's muscles will have a slight tendency to seize up. This requires muscle relaxants which are very rare. -
Enjoying the relative safety of the game's newness, I've been chatting it up a lot with random survivors. I try to talk to everyone I see. It's remarkable how many people I meet who never played the mod, true noobs. What's promising is they all seem to like the game. Anyone else noticed this?
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I think maybe it is time to stop selling the game. 200,000 players in an "alpha test" as of right now. Steam is currently dead. Maybe because of player volume, Dean says, "hitting peak numbers now". So DayZ has a community of 200k from the get go. I say nurture that community and then in a month let another 200k on board. I dare to think about what kind of nightmare would happen if DayZ steamrolled from here and sold 500k copies.
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Okay, glad I'm not only one. I was freaking out. Mine shows every last server is full.
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Being a regular forumer since early dayz and having never started a topic-Just thought I'd turn the hype train into a love train. Here's your chance to spread some love! I love all you guys. We made it! Thanks Dean and Team for two years of awesome gaming and looking forward to many more years of awesome DayZness!
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Slow connection here and going to work now, bah! I'll see you fuckers in Cherno tonight! In game name is Dances with Zombies, don't shoot me KoS!
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Hoping they put that Supporter's Edition on Steam. I'm ready to line Dean's pockets!
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My God! Has it finally HABBENED!? BIS/store down, this is so exciting! After two long years, CONGRATS DEAN AND TEAM, YOU MADE IT! Now let's fucking crash this hype train right into the tec building in Cherno! Choooooooooooooooooooo!
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No stress here. I love it. As long as one doesn't take life too seriously, choo choo, let the hype train roll!
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Hats off to the twitch chat. Those guys know how to light a hype train and ride that fiery shit to all levels of nonsense. So hilarious.
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No, I'll see you in Cherno next week. Choo choo!
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Oh goodie! I hadn't heard that yet. So did they confirm a working zombie respawn mechanic? I thought I'd heard last that they were still working on that?
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If I understand you correctly, then yes that is another reason why players shouldn't be locked to one single server. But that isn't what I'm suggesting.
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You a proponent of server-fixed characters? Here's my math problem with that: Let's assume server has 100 person capacity. And one hopes that the server has anywhere from 50-90 people on it at most times. So how many total fixed characters "subscribe" to the one server? 100? Then average population on server at any given time will be like 20-25 people considering work, sleep and all other reasons 1 of a hundred people aren't logged in at that moment. So how many subscribers to a single server? 300? Then sure you'd probably have like 70-80 players on that server at any given time. However then you'd have certain peak hours where the server is completely full and there are like 80-100 players who simply can't play because the one single server they are allowed to play on is full. Other than that, I love the idea of one's "home server". I feel like most of us play that way anyway. What about a limited web of available servers. A player designates his "home server". Then a player can assign up to four other servers as alternates. Then some order can still be maintained while allowing some flexibility. Global server population availability can be restricted.
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I'd like to see the servers maintained in a way that no one can hide in an empty server. That ends most "grinding" right there. My experience with busy servers tells me considering such silliness is bad strategy that will quickly get you killed.