Seiseki
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Which Dupping has been fixed?
Seiseki replied to gardiner83@hotmail.co.uk's topic in DayZ Mod General Discussion
I stopped playing when I found out how rampart the duping was.. It's no fun when you're fully decked out along with everyone else and his granny having NVGs, range finders and AS50s.. It removes the entire survival aspect and it will be refreshing to spawn back on the coast again, finding joy in the little things like beans, coke and a good ol' Lee Enfield.. The current endgame offers no challenge when it comes to survival, except for players which are always a big threat in both early and end game. But food, water, guns and ammo, even tools like map, gps, hunting knife, matches, those are all taken for granted. The last nail in the coffin were the zombies and how trivial they have become.. Looking forward to the standalone though! -
Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
Seiseki replied to ruarz's topic in DayZ Mod Suggestions
What about each player carrying wallets with their ID, for identification. I know it's kinda pointless in a post-apocalyptic world to still carry your wallet, but it's also a part of your history and kinda nostalgic. And it makes it makes sense to identify dead bodies by checking their wallets for credit cards, driver license, ID, etc. There's just no other way to tell someones name, unless every player in DayZ has it a dogtag or a name tag on their clothes ;) Perhaps collecting these could be interesting for bandits. Also, to chip in on the bandit discussion. Killing an unarmed player should result in a larger loss of humanity. Perhaps you could collect ears as trophies too, as another way to lose humanity on purpose for people who wish to brand themselves as bandits. -
Yes, this would be awesome! It's much more interesting to get robbed than just killed.
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I posted about a randomized map here: http://dayzmod.com/forum/index.php?/topic/66004-what-if-the-map-was-randomized/ And yes, the more randomization, the longer the game stays fresh, no out of game assistance or relying on experience. Now you'll have to navigate using the in-game map, check landmarks etc. No magically knowing where vehicles and loot will appear, or the best sniper spots and pvp hotspots.
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RE: "Remove starter backpack?" Dont remove instead change it?
Seiseki replied to Tyler_Sharp's topic in DayZ Mod Suggestions
Yeah, it's a good way to visually indicate that someone is a new player, but it also helps new player not get spotted as easily.. A walking player could almost pass for a zombie at a distance, if he lost the backpack and the cap.. I played for hours before I realized you could even open your backpack, and that's after having found several alice packs and czech backpacks.. So the starting inventory is more than enough for your first few hours until you find a backpack. Also, this means you could add regular backpacks to loot spawns and also smaller bags here and there. -
The most interesting part of this thread is the amount of posters feeling the need to point out that they are men and not boys.
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Well, dividing the map into sections that have max and min limits for towns, houses, etc. would make it pretty easy to balance. The important part is randomizing cities and buildings, the terrain can be less random, possibly having a few preset pieces with variations. I like the idea of randomized military camps and it's good to hear that the loot system is just a placeholder. Deer stands, farmhouses and single buildings in the woods would also be awesome if they were random.
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What if each server had their own version of the map, with randomized location for villages, roads, airfield etc. At the moment a lot of the problems for the game come with people getting a bit too familiar with the map, server hopping at high value loot spots, camping high value loot, knowing the exact location of vehicles and loot spawns, malls, pvp hotspots. Because let's face it, once you've played for a few hours, you learn the location of all the important stuff, there's no exploring any more. I used to enjoy trying to figure out my position with the map, trying to find landmarks, read signs, etc. But now I got a pretty good idea of where things are at, especially along the coast. What used to be a fun experience exploring new places, discovering new things has turned into a less exciting get into the mall, check this and that place, go into the farm over there, then head for the next town. I think there are a few issues with having the map randomized, the first being the time and cost to implement such a system. The second being server hopping and ending up inside stuff. I'm also pretty sure that a lot of people have grown attached to the current map and don't want to let go. I too am quite fond of it, but having a new map to explore would give the game better replay value and also stay true to the survival aspect.
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Persistent Karma system (bandit status after respawn)
Seiseki replied to Seiseki's topic in DayZ Mod Suggestions
I think the game is already mainstream in a way, because it has turned into a killing simulator with zombies instead of a hardcore survival sim. A karma system wouldn't be a special feature for a playstyle, it would be a tool for player policing and judging others. Something that currently does not exist in any larger form. People should be encourage to take the law into their own hands, right now it's much too biased towards the bandit side. -
Persistent Karma system (bandit status after respawn)
Seiseki replied to Seiseki's topic in DayZ Mod Suggestions
Bandits are not the main focus on the mod. Human interaction and evoking emotions is. This includes all types and not just killing people. In real life killing people has consequences, in-game you can just log-off or switch server. It is also impossible to remember faces and who is who with name tags off. Some things do need to be added to the MOD for balance. Yes, fresh spawns can still be bandits, bandits can still be friendly and heroes can still kill. This is the way it should be to keep some of the tension and make human interaction less certain. Rocket has stated over and over that he wants players to take matters into their own hands when it comes to bandits. But we need the tools to do so, even if they are kinda unrealistic, they do provide new and interesting dynamics. It's all about consequences and people interacting with each other, without a karma system the interaction is limited to KOS for safety. -
Seems like someone just lost in their own thread..
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Please, DONT add a bandit-indicator in this patch
Seiseki replied to JulieMeyers's topic in DayZ Mod Suggestions
Trust cannot be gained unless people are given a chance. People will never be given a chance with the current system. This is just a way of saying bandits should not have to stand up for their playstyle. -
There is nothing that states an alpha cannot be public. Even if it was labeled as a beta, nothing would actually change. The alpha means the game is in an early or incomplete state, saying it is a beta will not change that.
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Persistent Karma system (bandit status after respawn)
Seiseki replied to Seiseki's topic in DayZ Mod Suggestions
Well, if a player sees that you're not a bandit, then perhaps he won't shoot you. It's completely up to players themselves, as it should be. I know there are a lot of players that despise bandits though, this would give those players a chance to fight back. And it would make bandits feel more special and hardcore, you'll probably always be a target. The only ones who lose are the bandits who does not want to stand for their actions. -
Persistent Karma system (bandit status after respawn)
Seiseki posted a topic in DayZ Mod Suggestions
Now, there is no need to get upset about an idea so take it easy. That said, it would be interesting to consider having a persistent system that flags you as hero, survivor, bandit even after death. And by flag I mean somehow allowing players to tell what karma/humanity you are at. It is not a penalty, it is simply a way to tell what kind of player your are, it is up to other players to judge and take action. Currently there are not any real consequences to being a bandit, if you die you start of fresh and you can easily just play as a friendly as it suits you. A persistent system would allow players themselves to police the servers and bandits could be KOS, even when they spawn with nothing. EVE online uses a system like this, it works and it keeps the player killing hardcore, as it should be, rather than everyone and their dog being a bandit. This could bring back some level of trust to the game, which it badly needs to give more variety to the human interaction, because it is about so much more than just killing each other. Of course, this makes it hard to actually start over, but being a bandit should not be a light decision taken on a whim, for benefit or for personal satisfaction. You want to be a bandit, better be ready to stand up for it and take the consequences.