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Everything posted by dekartz
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Where to begin? 1. This idea that the came should be convenient or work to your schedule is borderline ridiculous. "I don't get home from work/school/cavorting with my mistress until X and I don't get to play in daylight and that's not fair." While I could go on the whole "life's not fair" tirade, I won't. But how is it fair to the people who have more manageable schedules that enjoy the current time-frame that they should have their immersion otherwise broken for your benefit? What makes your desire to play in daylight more important than someone else's desire to have immersive experience? Majority rule? 2. 24/7 Daylight shouldn't be an option. Why? Well, for one: It would make a good chunk of the items/loot in the game absolutely fucking pointless. "Oh hey I got a head-lamp.... On this server that has fifteen seconds of night." You could argue to change the lootspawn for servers with 24/7 day, but then with the tweaked tables it becomes easier to obtain certain items where a flashlight or a set of batteries might have spawned. Giving people who do their looting on 24/7 day servers an unwarranted advantage against those who have to manage both daytime resources and nighttime resources. 3. Raising your gamma "so you can see at night" is cheating. Hands down. It's giving you an advantage over people who are otherwise playing the game fairly. By definition, that's cheating. And in doing so you breed an environment where everyone is casually cheating the game with the excuse that "everyone is doing it." It's admittedly something that can't be regulated or stopped, but please don't try and justify it as something other than cheating. 4. Long-time players of the mod not wanting the status-quo to be changed because of newcomers are both a blessing and a curse. They can be detrimental to progress in some areas because of their clinging to old mechanics/decisions that may not be for the best. But on the other side of that coin, they can also be the element that reminds a developer where the "heart" of their game lies. I stated this to say that: DayZ is not intended to be easy, convenient, or hell even fun sometimes. It's a very love-it or hate-it experience and there will always be some resistance in the community (especially those of us who have been here a long time) towards change, especially when that change is seen as something that's purely for convenience or "easy-mode" as some might say.
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Disregard Dawud. I demand my game right meow. And blackjack.... And hookers! Actually, forget the game.
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Is dayz dying a slow death due to epoch? just seen nalalsk and panthera servers come up...why is dayz lagging behind?
dekartz replied to piffaroni's topic in DayZ Mod General Discussion
It's all a matter of whether you can entertain yourself or if you need to be entertained. -
I assume we're talking early-90's as by the mid 90's we had the n64 and PS1 and shiz
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Hip Fire Too Good on Snipers
dekartz replied to Rick the Survivor's topic in DayZ Mod General Discussion
However at the ranges you can hipfire in ARMA or day-Z it's perfectly reasonable that it would be on-target -
You missed the joke. Also, weapons don't jam that often outside of user error (EG: Overloaded magazine)
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A good percentage of the guns are AK variants. Jamming would be pointless. =o
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Sadly, no.
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Source this. Please Also, I don't see how it's a QQ post. I don't actually complain about anything. I'm merely questioning the arguments commonly used for the removal of .50's from the game.
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I find it vaguely amusing the people who are using the argument that the game should be hard and unforgiving as reason to remove the .50's are not complaining about the addition of the Makarov to the initial-spawn-kit. I fail to see how removing the .50 cals makes the game more unforgiving though. Oh, so Joe-Bandit has to get closer to you to shoot you, giving you more of a chance to kill him? That sounds more like giving the person who put in less work a more equal playing ground than making things "harder" or was the assertion that things should be harder for the OTHER guy and in turn easier for you? On the subject of authenticity? Well, the .50's were considered authentic enough by the game's creator to remain in the game up to this point. Also, the argument that .50's won't initially be in the Alpha of Standalone isn't a valid argument. Cars won't be in the initial Alpha, does that suddenly make them inauthentic? A good 75% of the weapons in the mod as it stands won't be in the Alpha, does that make them inauthentic? Also, what (if anything) is authentic about the humanity system and the arbitrary assignment of skins based on the (subjective) nature of your actions?
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DayZ Double Developer Blog 14th May 2013
dekartz replied to mattlightfoot's topic in Mod Announcements & Info
You know. It's a damned-if-you-do damned-if-you-don't thing with these devblogs isn't it? -
The Winchester was replaced by the Mosin in the midst of it's being deployed. Winchesters being prevalent still makes less ense than AK's, Nagants, SKS's, or what would've been "locally" produced weapons. Futhermore, DayZ isn't a "Survival horror" game. It's a survival game, survival using whatever tools are available to you, whether they be sticks, Winchesters, or AS50's. The type of gear you use doesn't really detract from whether or not you are trying to survive. There simply are other weapons far more suited to the setting than the Winchester. (Most of the not-that-sizable number Russia had they gave to Spain during the Spanish civil war anyway) and the enfield for that matter.
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Wait, so a small country having the military capabilities to defend itself are unrealistic? Ok. Sorry -insert almost any small eastern european nation here- Doctor Gonzo here says that your military is unrealistic. Also, killing other people in a zombie apocalypse (or really at ranges over 300m) isn't COD. So lets not get dismissive of other people's gameplay styles. Also, please don't tell me what I would or wouldn't miss, it's presumptuous. The 1886 being prevalent in an eastern european nation in any sense isn't realistic at all. It would likely be something that the occasional (and likely ballin') collector would have, otherwise you'd see far more Kar98k's or Mosin nagants. And definitely more AK-47's (one of the most prevalent guns in the world) than a niche lever-action rifle.
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I feel as if Day Z is going a bit "easy-mode" with some of these changes. The .50 cals being removed is questionable and not as someone who's used them but rather someone who's had the panic of hearing an m107 go off on a relatively quiet run in Cherno. In terms of pure "sonic intimidation" none of the weapons currently in the mod can compare to that. And if anything, again the humanity system should be removed not revamped. Purely in the spirit of authenticity. You don't look at a guy from 200 m out and say "Well he's dangerous" or "he's a good sort" based solely on what he's wearing. I'd rather see the skins (all of them) be put into the game as items. So if you're a bandit and want it known you're a bandit, you can go find a bandit skin and put it on. Also, giving everyone Makarovs is something that was already tried as far as I recall and it didn't help things at all. Not to mention it detracts that initial "I'm totally vulnerable" experience one has when they're a fresh spawn and, before anyone says "Well if you want that experience, just drop your makarov" That's silly and you're silly for suggesting it. Willfully dropping tools isn't going to emulate the experience of not having them in the first place. And what happens when people are complaining about how easily they're killed by DMR's and M24's? Because removing the AS50's and M107's isn't going to magically improve the habits of the players who were consistently getting sniped. Sure, it'll require a bit (not a whole lot really) more skill to kill them, but that whole hierarchy will still be there. The way I see it going, people will complain, and first the weapons will be made more rare, then people who already had them will hoard them and their use will be even more effective because people without them will be less-capable of fighting back, and eventually the "outrage" will reach the point that they too are removed. Edit- Added Makarov and sniper bits
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Remember when people said this thread was going to be 'yarded?
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You seem to forget there are two-three military bases smack dab in Chernarus. So the "rarity" of military weapons as it stands now is even MORE unlikely. You should be finding AK's, SVD's, and RPK's out the ass. Maybe the NATO-based weapons would be rarer, but who gives a damn about an M4 when you've got an AK-101 anyway? Not to mention of Chernarus is it's own island-nation (as I believe it's supposed to be) it would have a full-sizable military arsenal and would be employing said arsenal in the defense of their country against the zombie threat.
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No! No nom! Also, the art in his DP is from one of the contributors to the Zomnibus who's name I can't think of at the moment.
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[For SA] Player diversity and customization through skills
dekartz replied to WiFiN's topic in DayZ Mod Suggestions
You seemed to miss my point there. Adding the skills won't make people suddenly give a flipping shit about one another. Or what they can do. They'll focus on the skills they need/are interested and likely won't care fuckall about the others. Hence, there's no reason to start figuring out what the other player can do. They'll still just shoot them. Furthermore, personal attacks are petty and do nothing to help your point. See the underlined portion above. You're directly contradicting what you've said there. IF certain actions make a respective skill grow faster, then that means there can and will be people exploiting doing that particular action to make their skill grow faster. Not to mention that time-based grinding of skills just slips into that EVE online skill-space. (Though instead of total-time it will just be time played) -
Melee weapons should go into the sidearm slot
dekartz replied to KlinkKlink's topic in DayZ Mod Suggestions
To be fair, a "fuggin' axe" doesn't really count as a side-arm. Not to mention the balancing issues. As it stands, taking that shot is a choice that has consequences, as you just listed. Removing that consequence doesn't make the situation 'better' just 'easier. I think exchanging your main weapon for an axe works to balance the near-endless utility of the axe when faced with zeds. -
[For SA] Player diversity and customization through skills
dekartz replied to WiFiN's topic in DayZ Mod Suggestions
No. Oh, you want an explanation? Well first, your usage of the word convenience immediately killed the idea from a "What DayZ is" perspective. Convenience and being able to track your skills in any viable fashion is essentially what Rocket wanted to avoid. Sure, there will probably eventually be guides on the inter-tubes on "How to get max car fixing" or whatever. But putting as much difficulty into compiling that guide is likely what they're going for.A Also this obsession with "WE HAVE TO FIX DEATHMATCHING" assumes that people will give half-a-crap about any of these functions. Sure, I could let some stranger fix my car... OR I could have my clanmate who "specced" into repairing do it. And because it can be set and re-set, Clans immediately know to divy up their membership amongst the various skills. So in the end the only person the game changes for is the lowly solo-player. Now, he has a greater disadvantage because of a system that ultimately wouldn't change things. He's still wary of people because while the skills he has are good for himself, the other person (if they're a loner) likely has similar skills and if they're not? Then they have no need of him. Meaning the only thing he knows for sure that they can offer him is loot. -
The implication that COD requires no skill is stupid. It's an arcadey shooter with a veneer of tactical gameplay, yes. But don't go disparaging other games just because you don't like them It's like a Formula One racer saying there's no skill involved in Nascar.
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Vehicles aren't really a "thing to do" they're a means to an end. An unnecessary one at that
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Possible solution to the impact 3rd Party voice programs have on the Game
dekartz replied to lol4ever.sw@web.de's topic in DayZ Mod Suggestions
No one said anything about restricting the third party programs. Just making it so that anyone walking by you ingame while you're talking can hear you. That way, your 3rd party program sort of emulates a radio or whatever, but just like you could be heard talking on a radio, you can be heard talking on skype or vent... Just that as far as the person in-game is concerned, you're a crazy persont alking to yourself. -
There will be no "humanity" system in DayZ standalone as far as I'm aware. So defend your friends as much as you'd like. Or just go around shooting fresh spawns in the face.
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Possible solution to the impact 3rd Party voice programs have on the Game
dekartz replied to lol4ever.sw@web.de's topic in DayZ Mod Suggestions
I actually like the idea of permanent direct (so long as you have a mic). Your vents and skypes and mumbles kinda detract from the experience.