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dodgepong

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About dodgepong

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    On the Coast
  1. dodgepong

    'Adapting'

    110% of course. You should be fixing bugs you don't know about yet in every update. :P
  2. What could the crowbar do in the utility slot other than be equippable as a melee? Tear down barb wire/sandbags? Maybe add strong boxes or crates with high-quality loot that can only be looted with a crowbar? No idea how hard that would be...
  3. dodgepong

    -28668.8 Blood

    I was playing with someone last night who was hiding inside a tent, and he moved around a little and it popped him outside the tent, broke his legs, and sent him to -20000 blood, but he didn't die. It was pretty funny.
  4. dodgepong

    Walkie Talkies.

    Could the Group chat channel come into play here? Maybe if you pick up a walkie-talkie, it has, say, 20 different channels you can switch to, and everyone who owns a walkie-talkie and is switched to a given channel is put into a Group, who can then use Group chat/voice with each other? Is that possible? I think walkie-talkies are a great idea. Right now, the people I play with use Mumble, and I find it very immersion-breaking to be able to talk to people on the other side of the map. But if someone dies or gets split up, it's hard to get back to the rest of the group without using some sort of comms, be it global/side chat (which needs to be removed) or other third-part means (steam chat, IRC, etc.) which break immersion just as much. If a freshly-spawned player can get their hands on a walkie-talkie, that would be great for coordinating with friends. However, since they are so useful, they would probably by somewhat rare, and likely be at military spawns, meaning they could be hard to get...but I would love it. That's the game for you! I love playing on hard mode.
  5. Now if only he could force servers to be in Veteran/Hardcore mode, then things would be great! None of this faffing about in third person. ಠ_ಠ
  6. dodgepong

    Turn Off Passive Humanity Increase

    I may be a little late to this discussion (especially since passive humanity gain has been removed), but I want to echo the sentiments of others and say that I think the humanity system should be removed completely. Thus far, DayZ has shown to be an incredibly intriguing game, generating really interesting discussions here and on places like http://reddit.com/r/dayz about morality and society in a post-apocalyptic environment, and how it plays out in DayZ. Killing someone in DayZ carries a lot more weight than in other games, and people have reported that they have a much harder time killing players in DayZ than in other games as a result. But with murder attached to a one-dimensional morality meter, the discussion turns from whether it is right or wrong to kill into advantages and disadvantages of the mechanic (skins and such). The addition of the bandit skin transition makes it worse, removing much of the tension of meeting with new people, or the possibility of someone having a change of heart. There is a web series called Extra Credits that talks about interesting issues of game design, and one of the earliest episodes they did was about morality and choice in games. He has a lot of great things to say about the implementation of morality in games thus far, and several of the shortcomings of linear one-dimensional good/bad morality systems, and ways to fix them. You should all check it out: But the thing I love so much about DayZ is that, to make the choice to kill someone compelling, you don't NEED a morality meter to tell you if its good or bad. You can decide for yourself, and debate it with others! It's rare and awesome when a game is able to make you feel something like this, and make you think hard about your actions and choices, without the need for it to tell you that you need to think about it. TL;DR: The humanity/bandit system needs to go. The game would be more compelling without a meter or skin telling you or other people whether you are "good" or "bad" because the existing mechanics of the game already elicit those morally gray questions, and being able to visually see whether someone is likely to kill you detracts from intensity of player interactions and is unrealistic.
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