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amaterarerasu

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Everything posted by amaterarerasu

  1. amaterarerasu

    anti-wiki tactics

    I am thinking on the phenomenon of playing games that are backed up by sprawling wikis where you can find everything about a game. I am thinking that, it would be interesting if rocket made it so that the rules of the game, and certain little aspects could vary from update to update, so as to always obscure the underlying game mechanic. So that the only way to know the game fully well is the old-school way: playing. That would add to the "lets explore this" allure of the game. Otherwise the game runs the risk of losing its mistery. Im talking about new spawn points, appearing or disappearing, rare loot appearing in a residential area for certain update. Tougher zombies on such city or other. MAybe more infestation or hungrier zeds in certain cities, etc. changes in the weather, a bit like seasons, etc. A bit like what happens in soccer games, where its basically always the same game, but the small tweaks and such make you have to re-learn the game on each of its yearly iterations. A bit of secrecy on part of the devs would be good too. Rumors and such would very much enhance the spirit of the game. Maybe certain randomness in the servers? like not all servers have exactly the same spawn rates for loots? What Im saying is: the core game should always evolve/devolve, to keep un guessing and exploring. a bit like a real place might evolve.
  2. amaterarerasu

    anti-wiki tactics

    not to sound like an old fart but I recall, pre internets era, how mysterious videogames could be, how daunting even. Shadow of the Beast, anyone? Thats why I like Dark Souls very much too, and I think it relates to dayz in many ways. I only hope that keeping the world mysterious and unpredictable is a part of rocket's agenda. Its what pulls me into the game! A feeling you dont find in games nowadays, almos ever. theres way too much hand-holding...
  3. amaterarerasu

    anti-wiki tactics

    Hey no-one is talking censorship, everyone will write whatever the F they want as you say.What I mean is tha gaming nowadays has to take into consideration the existence of wikis in their design. This other game, also with perma-death interestingly, the binding of isaac practically relies on the wiki for you to know what each item does. What Im saying is that any tactics designed to make the writing of an exhaustive wiki REALLY hard will result in new gaming style, with more reward for investigation, etc. This game has a lot of PVP, so, even if true that its up to you to look at wikis or not, the fact remains many will, and that makes it slightly unfair. TLDR: Devs should put some consideration into the fact that wikis WILL exist, and think about how to incorporate them into the game's concept.
  4. amaterarerasu

    anti-wiki tactics

    haha thanks mate! I am very enthusiast of this game. I think it is potentially a game changer for the industry (no pun intended). who imagined a fps-ish game could be so haunting!
  5. amaterarerasu

    2 new gun suggestions

    Id like to see damaged weapons, that might jam on you, and it takes a reload to de-jam. simulated gun condition in other words. duds within the clips would be interesting too. realiability issues would be interesting additions , you might also have the option to strip down and clean the weapon(only in residential areas, maybe even on a table). .22 would be cool too. I agree that more variety in the low caliber, civilian weapon class would be very interesting. also would be cool if there were MANY different guns using the .45 type ammo, gimme a sig p229 SAS!!
  6. amaterarerasu

    the player character

    I am thinking if maybe at the beginning of each game you could chose out of a couple of "classes" of characters, a bit like in an rpg. Maybe there'd b almost no visual clues as to what class you chose. but he'd be more effective with certain things and less so with others. Having fired a few weapons IRL, It is very evident how well the character handles weapons: snaps right back to target after a shot, handles recoil, super fast reloads, etc. he obviously has crazy endurance too… what I mean is, you're evidently playing a person with extensive military training. more varity in the abilities of characters would produce more varied roleplaying and even more replay value, as, if you have a less trained character, you might pass by heavier weapons because you know he will become tired very fast and be very inaccurate with it, prioritize other things. a zombie apocalypse will have all sorts of survivors! Imagine playing a 10 year old kid: very little stamina, great difficulty in handling recoil, maybe he can be more agile( run under fences, jump thru windows?). would a bandit feel good about killing a kid, knowing the player is purposefully handicapping himself in the combat aspect? older guys(/gals), not-so-fit guys there could be a lot of variety
  7. There is this interesting phenomenon of many parallel worlds represented by each server, and the exploits that are possible to do by jumping from one to the next. I think that, while this may seem like something which should be fought, I also feel that it is kind of something important to Dayz. I will mention this other game again when I say something about Humanity, buy this many worlds thing kind of reminds me of last years best game(IMHO) Dark Souls. Its online aspect is very interesting, non PS3 owners should check it out, its coming to pc soon. In its multiplayer youre constantly seeing the ghosts of other players who're online and running the same map you are, and they can invade you and thus gain the ability to attack you, or enter your world to give you a hand. Rings a bell? I think theres a connection here, and thats why I think not completely dissallowing server-jumping might create new, interesting gameplay possibilities, if done right. Frankly I kind of like the glitchyness… in my mind it is explained by the apocalyptic setting, as if the transformation of men into Z'd was accompanied or even explained by some sort of breakdown within the laws of physics(teleportation, levitating corpses, weapon-eating backpacks, etc etc). I know glitchiness is something that will be ironed out, but I cant stop mentioning how I feel that it somehow is a part of the spirit of Dayz. many many of the best youtube videos about dayz feature some sort of glitch. Humanity: Thinking on how the concept of humanity should be handled in dayz, I immediately thought, again, of Dark Souls. In this game there also is a type of "score" called humanity, which is really hard to fill up, and which allows you at some point to lose your "Hollow" status, which, surprise, is an extra-decrepit form of undead. So the connection is really there. My suggestion is this: I think humanity should be handled as a very obscure concept, very ambiguos, but it should be connected to the reason why there is a zombie apocalypse in the first place. Maybe if you hit -1,000,000 humanity your character turns into a zombie for a while? becomes slower? you gain the ability to cannibalize other players for sustenance? What I'm thinking is that this humanity thing is the axis on which the "realistic milsim VS fantasy setting" is balanced. I actually think its the key to the game as it now stands. Maybe humanity could also relate to how well you take care of yourself and how prone you are towards violence. A good mechanic to this is found in the videogame Lone Survivor(an indy game, fantastic) in which how vicious you are, and how well you treat your character(take pains to eat proper food and water, keep him in good health, adopt a cat) affects how sane or psycho your character ends up. I hope any of this helps!
  8. amaterarerasu

    server hopping, humanity, dark souls

    I agree it has to be very realistic, especially with emphasis on simulation of survival, medical issues of the character, and of course ballistics etc. however, I think that it is interesting that the game retains some mystery about it, some ambiguity in regards to what is really going on etc. if the game starts feeling like it is reaching out to some cliched, default Z-Apocalypse stereotype, I think it'll lose something. In not talking of any big fantasy thing, just to keep stuff mysterious. that way it fosters the players making up their own stories. just as the totally nameless, "avatar-body" character is very realistic but otherwise undefined.
  9. There is this interesting phenomenon of many parallel worlds represented by each server, and the exploits that are possible to do by jumping from one to the next. I think that, while this may seem like something which should be fought, I also feel that it is kind of something important to Dayz. I will mention this other game again when I say something about Humanity, buy this many worlds thing kind of reminds me of last years best game(IMHO) Dark Souls. Its online aspect is very interesting, non PS3 owners should check it out, its coming to pc soon. In its multiplayer youre constantly seeing the ghosts of other players who're online and running the same map you are, and they can invade you and thus gain the ability to attack you, or enter your world to give you a hand. Rings a bell? I think theres a connection here, and thats why I think not completely dissallowing server-jumping might create new, interesting gameplay possibilities, if done right. Frankly I kind of like the glitchyness… in my mind it is explained by the apocalyptic setting, as if the transformation of men into Z'd was accompanied or even explained by some sort of breakdown within the laws of physics(teleportation, levitating corpses, weapon-eating backpacks, etc etc). I know glitchiness is something that will be ironed out, but I cant stop mentioning how I feel that it somehow is a part of the spirit of Dayz. many many of the best youtube videos about dayz feature some sort of glitch. Humanity: Thinking on how the concept of humanity should be handled in dayz, I immediately thought, again, of Dark Souls. In this game there also is a type of "score" called humanity, which is really hard to fill up, and which allows you at some point to lose your "Hollow" status, which, surprise, is an extra-decrepit form of undead. So the connection is really there. My suggestion is this: I think humanity should be handled as a very obscure concept, very ambiguos, but it should be connected to the reason why there is a zombie apocalypse in the first place. Maybe if you hit -1,000,000 humanity your character turns into a zombie for a while? becomes slower? you gain the ability to cannibalize other players for sustenance? What I'm thinking is that this humanity thing is the axis on which the "realistic milsim VS fantasy setting" is balanced. I actually think its the key to the game as it now stands. Intertia: PLEASE give Z's inertia when they move. nothing can run at 30kmh in one direction, turn a 45 degree angle and continue running without ever having reduced their speed. I know this will nerf them, but just make them hit harder or have some sort of vomit-based ranged attack or something, but inertia, please.
  10. amaterarerasu

    many-universes theory, Humanity, inertia, other stuff

    talking of glitches, Im totally going to miss re-loading my hatchet once they fix that. Don't fix it! it's DayZ lore at its best already...
  11. amaterarerasu

    Other maps/Biomes

    I was considering in what ways could other maps be interesting for the full Dayz game, other than to give you a different backdrop to explore. I think other maps should also foster other necessities. I understand Dayz is, over all, a survival game, and potentially a pretty realistic one. (at least much more realistic than every other game IVE played. dont start about how zombies aren't realistic, thats beside the point) Id like to see different maps also simulating different climates and biomes. This would make for different challenges for survival and make it necessary to devise different strategies. For example: a desert, middle east type map. the competition for water could be one of the main issues, to get to other cities you'd need to traverse large deserts with very little cover, and would need to stock up on water. Factors like arid/dry climate could justify, for example, that the thirst meter depletes significantly faster when trekking under the sun in this map. And also justify clothing which will protect you from the sun, etc... Maybe AK type weapons would be possible to find in residential areas, adding to the danger from other players when moving from city to city (It would be cool if there were very old, clunky, not-so reliable or accurate AK's and then only later find a really good one). blood transfusions as the only efficient way to get the blood back up since there is almost no game to hunt in the wilderness. On that note, I also think that a simulation of better animal behaviour, making it necessary to stalk and efficiently kill your prey could make it into a very fascinating game-inside the game(need to go for headshots/heartshots with appropiate caliber so you dont need to chase your prey for miles untill it dies from its hemorrhage, etc). its cool that cows are an easy kill, but boars should be elusive and even pretty dangerous.
  12. amaterarerasu

    Other maps/Biomes

    I agree, but I imagine a mid-USA map and I think it would be amazing also… something a bit depressing maybe? Zombie Apocalyptic turism is a lot of fun. When playing Dayz I sometimes feel like I am camping in the countryside, seeing the sights, hunting, etc. Fishing! that would be pretty cool an option in some maps… I think it would be cool if there were really many ways to survibe, all of them hard to pull off...
  13. amaterarerasu

    Other maps/Biomes

    I think whats amazing of the chernarus map is how believable it is, the geography, the location of water and forests. I would strongly suggest the dev team to also make future maps by basing them in real geographical locations, there's an inner logic to the landscape that can only be achieved that way. I understand cherno is based on a plot of land somewhere in eastern europe, right?
  14. amaterarerasu

    Fallen Into a Building... :(

    I think my problem is similar. I am near the factory with the lake near the east coast. I was walking around the lake and my character entered a loop of permanently falling into the lake and back out. I cant walk out of it, i can only look up or down! Tried different servers etc but no-go. Can I be moved from this position? it was the first time I managed to scrape up the stuff needed to survive in the wild…. any help suggestions will be appreciated, I think this game is the future, I bought arma 2 just to play it
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