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Everything posted by Bakst
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Should we remove barbed wire in the next update
Bakst replied to mattlightfoot's topic in Mod Announcements & Info
Point taken. The loot spawn issue is something that would need to be tweaked somehow to accommodate blockades. Still, I don't think it requires major changes: IRL people would go around trying to fence off hospitals, police stations & other places with potentially valuable stuff inside, claiming it all for themselves and preventing fair access by others. I've been playing DayZ for months now and I've never had much of a problem accessing loot, even though I've come across wire a few times. It's not like wire is some massive problem that keeps people from gaining any loot, or have you experienced otherwise? -
Should we remove barbed wire in the next update
Bakst replied to mattlightfoot's topic in Mod Announcements & Info
Keep it if you can fix it. Much of the con discussion here seems to lament the fact that folks use barbed wire to block off entrances -- but really, that's what it's there for! I don't consider this trolling but rather a deliberate game function that adds to realism, immersion and the overall challenge. I get excited when I come across one of these barbed fences because it means that someone is or has been there. I've used wire once so far to block off Devil's Castle, and it was useful (albeit buggy as hell, as we all know). Personally I have no interest in sealing off high-value/high-risk targets like the fire station or barracks, but if that's where someone wants to camp (read: patiently await certain death) then why not? They are sure, sooner or later, to be violently evicted by an enterprising survivor with a toolkit and a gun... and perhaps this accurately reflects real-world behavior. If I were trying to survive a zombie apocalypse and came across some barbed wire, I wouldn't hesitate to use it as a barricade for my hideout. -
bloody epic =D so are choppers working and legit since the latest update? I can't seem to figure this out.
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I agree with Schminx, give Rocket the benefit of the doubt. Working directly with BI on a stand-alone version of DayZ is a huge opportunity, and if he had passed it up we'd all be ranting now about what a shmuck he was for limiting himself to a mere mod, and we'd be right. Besides, what's so terrible about making money through hard work? I say, kudos to Dean Hall for developing an amazing mod and then turning into something even bigger. Personally, I can't wait for the stand-alone, but in the meantime I'm still having mad fun with the mod. Lately I've been running around with a friend IRL doing various tasks. We recently went on an epic search for antibiotics (found them) and also discovered a civilian boat that was fully repaired and fueled -- it's amazing what a thrill you can get just from finding some crappy two-stroke motor boat that goes a pathetic 14 mph :)
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Now post your preferred server and GPS coords so I can come get you ;) Okay jk... them's fightin' words!
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So I was reading this thread just now http://dayzmod.com/f...ayer-run-towns/ and realized I'm against the idea of towns being capturable by players. Actually I think there's a better solution, namely camps. Let me first just say what I said in reply to the other post about player-run towns: Imo the ability to dominate an entire town should be ruled out completely. The towns represent the remnants of civilized life and have been lost forever to the zeds. If a team of bandits wants to camp out in Elektro for 12 hours and call it their own, they can, but they will eventually leave, die, or get bored and log off =) Instead, it'd be amazing if players could set up small camps in the wild (the woods are ideal for this) with groups of say 4-8 people. Imagine being able to set up a rudimentary fence, basic fortifications like a lookout tower or MG bunker, and a shared supply stash. Then add in a few booby traps to kill or maime any fool unlucky enough to stumble near the camp while it's unoccupied (group members offline or exploring). I think that strikes a good balance in the gameplay, giving players a limited ability to alter the environment to their advantage without disrupting immersion or the overall game concept. I don't think it would clutter the map too badly, either: Even 50 camps spread out simultaneously across the map will be pretty scattered considering their size -- there would need to be a one-camp-per-person rule, i.e. you can't own/belong to more than one camp at a time. If you need to move camp, you can always pack up and take your stuff elsewhere, deciding to either leave the structures and traps or take em down and bring them along for the next camp (you may need help and/or a vehicle to carry all of that!). Most of all, the ability to form a small group camp strengthens the whole human element of trust vs betrayal -- the part I personally find the most fun and fascinating of all. Will one guy betray the group and loot the camp? Maybe your new friend is an infiltrator from another camp, sent on a scouting/theft mission? Or else you have true friends, and together you can accomplish great things in this dangerous world... ... I want to expand on this idea of player camps a bit more. Btw I'm imagining things in the present tense to make the narrative a little easier hehe So the camps are limited in size and fairly small, say roughly the area of a large residence or two. They consist only of tents, no brick and mortar. You can set up camp anywhere, although obviously some places are clearly better than others. Most camps will end up deep in the woods. Your supply stash is the first thing you set up using the good old tent. Now that you've picked a spot, there are many ways in which you can expand your camp, but they all involve extensive efforts to secure resources and scavenge for items in the zed and bandit-infested former settlements (which, alas, cannot ever be restored to human control). Wood from trees, scrap metal and other items (some new, some existing) are needed to build new structures. Here's a brainstorm for some camp expansions -- I'll try to limit the list to suggestions that make sense (it's easy to get carried away!): Field clinic: A dedicated medical tent equipped with supplies and some sort of automatic blood transfusion device =D Camouflage tent canvas: Gather foliage from nearby trees & shrubs and attach them to your tents for added camouflage in the woods; I guess you need to find some adhesive to make that happen lol Sentry stand: A deer stand-like small wooden tower with a stairs/ladder and a semi-enclosed lookout post up top; needs plenty of wood, some nails and a hammer. Maybe you can reinforce the top with metal to make it slightly more bullet proof... dunno that might be a bit pointless. Maybe allow to build it into trees instead for additional cover? Wooden palisade: sharpened sticks poking diagonally out of the ground facing outwards around the camp; careless enemies will stumble into this trap and break their legs. Very painful indeed. Can be vaulted over. Bear traps: oh yeah. Disables and severely wounds the unlucky winner. Sometimes activated by stray animals (very rare). Remember where you place your own traps! ;) That's it for now. Whaddayathink?
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Cool, yeah you can build "camps" right now but I feel like that functionality could be greatly expanded. Like I said, I'm pretty sure Rocket & the devs are working on it as we speak.
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Approaching Strangers, or: Friendship in a Cruel World
Bakst posted a topic in New Player Discussion
A lot of people have complained about player behavior in DayZ and not being able to trust anyone. But I think this human element is one of the greatest features DayZ has to offer. I have the most fun when I engage other players in a direct-chat conversation from behind cover, trying to size them up and gain their trust while keeping my sights firmly locked on their heads just in case they turn out to be hostile. You'd be surprised how many people are willing to work with you if you engage them personally via direct chat. It's risky, but worth it to me. Here's a story to illustrate what I mean: So there I am, spawned at the beach and running to the nearest town, Elektro, to score some loot. After successfully evading zeds and steering clear of nearby gunshot action, I enter the church in the hopes of finding more loot. There I encounter a guy armed with an Enfield crouching between the pews. I'm completely unarmed, and we both freeze to size each other up for about 10 seconds. Then he fires a round at me & blows my friggin kneecap right off, leg broken, but I'm still alive and I turn on direct chat and plead for my life, explaining that I'm friendly, unarmed, and have no useful loot on me (all true). I offer him some ammo from my pack as a peace offering, and he's cool with that. As it turns out, he's wounded too (at 8k blood or so), and now we hear a motorized vehicle approaching outside and lots of zeds. We're both stuck in the church with only one exit and a bunch of baddies right outside, and our conversation has undoubtedly been attracting unwanted attention. I eventually move out alone, leaving Mr. Enfield behind and expecting a bullet in the back at any moment, but the guy is cool. After crawling around aimlessly for a while expecting to die at any moment, I start to make my way towards the hospital with nothing but 182 blood (as good as dead! btw, what ever happened to becoming unconscious?) and a few bandages to hold it in, and there on the rooftop I find my old friend, Mr. Shoot-You-in-the-Knee Enfield Guy! We decide to trust one another, and give each other blood transfusions (which, by the way, is very buggy and takes for-effing-ever). So basically, I make friends with the guy who shot me just minutes ago! :) During the blood transfusion, I spot another dude running around on a nearby rooftop. I call out via DC to see if he is friend or foe -- no response. He doesn't see me despite looking around frantically, and I keep watching and talking to him. He probably thinks I have a scope on him or sthg, which is hilarious cos he's got a loaded rifle and I've got pimples :) Then I notice he has a friend, and they're both armed (with Enfields, I think). I say I see them both, and are they friendly? Then comes the response on DC: "Friendly." Yeah, right. My new friend and I decide to get the heck outta Elektro, head into the inland forest and go our separate ways. Maybe one day we will meet again, "(TheRiche)"! That's the end of my little story. It's nothing special, but I had such a good time during that experience I can't even begin to explain. I think it illustrates that you CAN make friends with strangers in DayZ, and that shoot-on-sight is not the only strategy for survival in this game, especially in the beginning. Just don't be dumb about it: You can't just walk up to a guy with your weapon raised and say, "hey man I'm friendly trust me." But talking to someone from behind cover somewhere at a safe distance can be a great way to approach strangers. I'd love to hear stories from other people about their PvP encounters in DayZ, and how they made new friends or -- more likely -- enemies. -
Approaching Strangers, or: Friendship in a Cruel World
Bakst replied to Bakst's topic in New Player Discussion
Nice story VaultDweller, you have my beans for that sweet punchline =) You totally had the guy fooled. Good thing he didn't shoot you once he learned your dirty little secret :) -
Approaching Strangers, or: Friendship in a Cruel World
Bakst replied to Bakst's topic in New Player Discussion
You make a good point there. It's a delicate balance to be sure, and I think the devs have been done a great so far of keeping it wide open so that everything is possible as it would be irl too. I do think the game could do with a few more rewards/objectives that can be accomplished only by working together. Not like Steam "rewards" or anything gamey like that, I'm thinking more along the lines of being able to build fortified camps and such. But who am I to talk, Rocket has already said that he's looking at underground construction so I guess we just have to be patient =) -
Need Medical Assistance? We can help.
Bakst replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Genial! Ich spiele viel auf Berlin 36... maybe see you there sometime Askar ^^ -
Approaching Strangers, or: Friendship in a Cruel World
Bakst replied to Bakst's topic in New Player Discussion
That's a great story. I'm intrigued by the shotgun betrayal! Sounds like a bloody mess oO -
Approaching Strangers, or: Friendship in a Cruel World
Bakst replied to Bakst's topic in New Player Discussion
Yeah it turns out noobs are the most fun to play with by and large. I suppose the game really does need more incentives for coop to avoid becoming a PvP deathmatch game. -
Approaching Strangers, or: Friendship in a Cruel World
Bakst replied to Bakst's topic in New Player Discussion
It was a fun experience :) -
People are your enemies. Trust no one. Sneak everywhere. Then you will live longer. Either that or log on with a friend irl. Also, there are friendly players out there -- me, for example. If I meet someone, I don't shoot unless I have to because I feel threatened or whatever. Instead, I engage the person in DC to see if we can work together or something. It has mostly worked for me so far. Alt-F4 = cheating = lame.
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Man, I laughed *so* hard reading this one!!! I had tears coming out of my eyes, holy crap you just made my day! =D Man you've got a great imagination but I think the bowel movement game mechanics are a bit too much realism for a game like this. This is my favorite quote of all times: LIKE A DOG!!! It's so true, of course, but still, I was on the floor :P Oh and an "Inspect Stranger's Shit" command would be absolutely epic! :D
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I like the one-hour coma idea haha. Is there actually any legitimate use to Alt-F4 in this game? Like, to close the program when you're done?
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Robo I'd say one "camp" would consist of a player-pitched tent plus any optional add-ons such as camouflage, medical tent, etc. But now that I think about it, I don't see why the number of camps/tents should be limited per player, or at all. There are inherent logistical barriers to setting up ten different camps across the map anyway.
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Should we be able to pull axes out of tree stumps?
Bakst replied to JamesButlin's topic in DayZ Mod Suggestions
could not agree more! I think everyone who ever played this game for the first time thought the same thing. it's the kind of thing that gets ironed out during alpha dev i guess, no shame there -
ODoyle I second that. Military bases should also be littered with them here and there, and maybe military vehicles can have them occasionally too. It even makes sense to have a radio in the fire station & hospital. They shouldn't be too common I guess, but enough for some early in-game communication that doesn't get you instantly sniped o.O I once found a GPS but no radio yet. That doesn't mean they don't exist tho
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As a slightly off-topic PS, I think the role of radios should be greatly increased in the game. Radios should be easier to come by, and they should grant you the ability to broadcast messages on various open channels, as well as secure channels with your buddies. It would also be great if you could choose to either whisper, talk or shout in DC. Radios would help friendly camps broadcast themselves to stray players seeking engagement. Bandits would of course broadcast messages leading players into traps and ambushes hrhr. Frequency range is limited, so at long distances some signals would become fuzzy. There could be a lot of chatter on the open channels, but that would be cool/realistic imo, considering there are dozens of desperate survivors running around the peninsula =) Maybe then folks would use less teamspeak & co and more in-game communication, which I think would be a great thing.
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I think you're really on to something there. Imo the ability to dominate an entire town should be ruled out completely. The towns represent the remnants of civilized life and have been lost forever to the zeds. If a team of bandits wants to camp out in Elektro for 12 hours and call it their own, they can, but they will eventually leave, die, or get bored and log off =) Instead, it'd be amazing if players could set up small camps in the wild (the woods are ideal for this) with groups of say 4-8 people. Imagine being able to set up a rudimentary fence, basic fortifications like a lookout tower or MG bunker, and a shared supply stash. Then add in a few booby traps to kill or maime any fool unlucky enough to stumble near the camp while it's unoccupied (group members offline or exploring). I think that strikes a good balance in the gameplay, giving players a limited ability to alter the environment to their advantage without disrupting immersion or the overall game concept. I don't think it would clutter the map too badly, either. It also encourages cooperation among players, and strengthens the whole human element of trust vs betrayal, which is the part I personally find the most fun and fascinating of all. Much cooler to earn someone's trust (and not get killed in the process!) than camping out somewhere with a scoped rifle! =P Edit: I want to expand on this camp idea a bit more, if I may ^^ I made a separate post on the topic: http://dayzmod.com/f...-the-wild-idea/
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There are no "COD and Battlefield 3 kiddies" in DayZ, only a bunch of bloodthirsty people you can't trust and then you get the odd good guy who you can work with for some time maybe. I think it's pretty realistic actually. I know what you mean with the "kiddies" but I wouldn't call them that, I just think that's how they play, and people willing to play more friendly roles in this game simply have to act accordingly, and with great caution. Bandit assholes add to the fun of the game! For example, check this guy out -- he is a fully legit, full-time medic who runs a whole damn field corps on VA18: http://dayzmod.com/forum/index.php?/topic/3910-need-medical-assistance-we-can-help/ With this kind of stuff going on out there, it won't be long before we have entire survivor camps complete with paramilitary security, police, field hospital and a duly elected mayor :) This game will not die anytime soon.
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Do you believe in being trusting of other players?
Bakst replied to newb (DayZ)'s topic in New Player Discussion
I absolutely play to interact with others. Shit, even my signature is all about that :) Usually, if I spot someone I think might be friendly (definitely NOT anyone armed with any kind of scoped or otherwise advanced military weaponry) I also give a call out over DC. But I am very cautious when I do this: I usually only call out from behind cover in a concealed position where I can see them but not vice versa, and if I detect the slightest hint of BS I'm outta there. PS: I think friendly alliances are still very much alive on DayZ, contrary to popular opinion; it's just rare, as it would be irl, too. I recently had an experience to back this up: http://dayzmod.com/forum/index.php?/topic/51524-approaching-strangers-or-friendship-in-a-cruel-world/ -
True, there will always be those players out there looking to hoard all the best loot and who play DayZ like deathmatch (which it is so clearly not). But I suspect these players will get bored pretty soon once they feel like they have "beaten" the game by collecting all available items, as noob hunting is only fun for a while (after all, where's the challenge?). The other possibility is that Rocket will eventually put in features that give these guys a more interesting role within the game. That is, if they could have their own bandit camps to store loot and organize raids, all while survivors do the same, then it would start to get really interesting imo. Basically I'm talking about base building. I think this will change everything once players are able to modify their environment. Meanwhile, approach strangers with extreme caution, stay alert and trust no one :)