septuscap
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Everything posted by septuscap
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Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
septuscap replied to boogiemanfl's topic in DayZ Mod General Discussion
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Starting a DayZ Base/Camp - Recruiting
septuscap replied to walkinghazard's topic in DayZ Mod General Discussion
incoming "stolen vehicle" thread -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
septuscap replied to boogiemanfl's topic in DayZ Mod General Discussion
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Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
septuscap replied to boogiemanfl's topic in DayZ Mod General Discussion
PUNISHING PvP is the exact wrong way to go. This is what stirs PvP type players into a frothy rage. PvE type players do this in EVERY game they play. They join a game with full PvP and then complain that the game should deter PvP. There are plenty of ideas that add cooperative play while in the context of a full PvP game. As for that video, it proves the opposite of your point. "Hey bandits, you should hold people up so they have a chance to shoot you in the face!" Edit: re-posting ways to allow for cooperative play 1. Roaming zombie hordes. Players shouldn't know where all the zombies will be. Right now we can pick and choose when we want to deal with zombies. What if the sniper in the trees stops to think that a horde of 100 zombies may be in the forest north of him? Or exchanging shots with an enemy group only to notice dozens of zombies spilling out of the trees. Next shot aggro's, gentlemen. 2. Cooperative objectives. The best example I've seen yet is having a power plant building feed power to an ammo factory buildling. Each building is held by a different group and they're now forced to negotiate if either group wants the ammo. 3. Friend/Black Lists. You should be able to "recognize" your best friend from a complete stranger. But in DayZ if a player is 10 feet away from you, you have NO idea if he's your buddy or not. Usually you ask your buddy in an external VOIP to prone, and check that the in-game player prones. If you don't have the friend in VOIP there is no solution but to give away your position. It's idiotic. You should be able to add a teammate to your friend list so if he mouses over you, your tags pop up (should probably add a caveat option where you give your friend tags on mouse-over so long as he too adds you to his friend list and gives you tags on mouse-over). He "recognizes" that it's you. The blacklist would not use tags on mouse-over (as it's game breaking for anyone but your friends to see your tags on mouse-over), but instead colors the username in direct chat/voice (bottom left). Red = a player you've marked as bandit/unfriendly. Orange = a player your friend has marked unfriendly. Yellow = marked unfriendly by a friend of a friend. You could see an actual social fabric develop this way. -
Basically done with this game for now. Sadly, it's just a slow paced deathmatch.
septuscap replied to boogiemanfl's topic in DayZ Mod General Discussion
Simply put' date=' some one who is dying "in 2 seconds" isn't qualified to comment on the gameplay. You obviously have no clue what you're doing. The Dead Linger might be decent (the team is pretty green though, hopefully they aren't a bunch of wannabe hacks). I definitely think there are 3 additions that would really make the game. 1. Roaming zombie hordes. Players shouldn't know where all the zombies will be. Right now we can pick and choose when we want to deal with zombies. What if the sniper in the trees stops to think that a horde of 100 zombies may be in the forest north of him? Or exchanging shots with an enemy group only to notice dozens of zombies spilling out of the trees. Next shot aggro's gentlemen. 2. Cooperative objectives. The best example I've seen yet is having a power plant building feed power to an ammo factory buildling. Each building is held by a different group and they're now forced to negotiate if either group wants the ammo. 3. Friend/Black Lists. You should be able to "recognize" your best friend from a complete stranger. But in DayZ if a player is 10 feet away from you, you have NO idea if he's your buddy or not. Usually you ask your buddy in an external VOIP to prone, and check that the in-game player prones. If you don't have the friend in VOIP there is no solution but to give away your position. It's idiotic. You should be able to add a teammate to your friend list so if he mouses over you, your tags pop up (should probably add a caveat option where you give your friend tags on mouse-over so long as he too adds you to his friend list and gives you tags on mouse-over). He "recognizes" that it's you. The blacklist would not use tags on mouse-over (as it's game breaking for anyone but your friends to see your tags on mouse-over), but instead colors the username in direct chat/voice (bottom left). Red = a player you've marked as bandit/unfriendly. Orange = a player your friend has marked unfriendly. Yellow = marked unfriendly by a friend of a friend. You could see an actual social fabric develop this way. While this kind of stuff really is needed (and I could think of a few minor changes as well), I don't think the OP's complaints regarding PvP have any merit what so ever. There is a steep learning curve, but it's no one's fault but your own if you're dying in two seconds. Because it wasn't two seconds; the other player was probably lining up for that shot for many minutes. And the OP was oblivious to it. The "fight" was going on for 10+ minutes. -
Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
You know all these vehicles would just attract MORE bandits. Hate to burst your bubble, but be a little realistic here. -
Incentives to Cooperative Play
septuscap replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
How about you get a group of 2-3 and THEN approach random solo players? He's probably a lot more likely to take the olive branch if the alternative is a 3v1. And the co-op players get their dynamic interaction with randoms! See that's not what this is about. This is about PvE players who want the game to enact their revenge for them. Players like that infect every game and try to push the game to punish PvP any way possible. -
should there be regular resets on characters
septuscap replied to vanilladragon's topic in DayZ Mod General Discussion
You should check his post history -
gtx 570, but only 15-20 fps. What to do?
septuscap replied to Vincents's topic in DayZ Mod Troubleshooting
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kind of off-topic, but when does DayZ retail ship?
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The thrill of surviving with a buddy...
septuscap replied to Sinaz20's topic in DayZ Mod General Discussion
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The thrill of surviving with a buddy...
septuscap replied to Sinaz20's topic in DayZ Mod General Discussion
NO THIS NEVER HAPPENS IN THE GAME U JUST ALL OF A SUDDEN GET SHOT OR GET THE JUMP ON A GUY ASDKA;SLDGH; /sarcasm -
should there be regular resets on characters
septuscap replied to vanilladragon's topic in DayZ Mod General Discussion
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True. But it might do the exact opposite of what your saying, and make people just shoot on sight even more often, since with more zombies, people REALLY wouldn't want to go into towns unless they have to. So the solution? Kill more players out in the woods where they're safe from a hoard of zombies that they don't have enough ammo to take on. That's if other people had supplies. Which more than likely they wouldn't with the Increased difficulty. You're both wrong, get out.
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Like' date=' don't get bulldozered by prices, or don't literally get parts named Bulldozer? [/quote'] the amd processor...
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should there be regular resets on characters
septuscap replied to vanilladragon's topic in DayZ Mod General Discussion
I thought the whole point behind tents was persistence past death. Or will clans need to start shelling out $30 for "tent" accounts now? Plus couldn't my buddy just empty out my tent or loot my body for me, so "I" am not the one going near the tent/corpse, thus it doesn't disappear? I'm glad rocket is smart enough to just brush idiots aside or this game would be dead. -
Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
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I thought it wasn't murder if they shot me first
septuscap replied to Dagoth Wit's topic in DayZ Mod General Discussion
If you kill some one with positive humanity, you get a murder. Doesn't matter if he hit you first, or hit your friend, or murdered your friend. If he had negative humanity, you get a bandit kill. Rocket will probably add a PvP icon that displays in the right hand side -- if you hit a player who does not have that icon, you get that icon. If you kill some one WITH that icon you get no hit to humanity. So if some one hits another player, you can kill him free of guilt/humanity. Unfortunately survivors qq'ed b/c in the mean time they can no longer tell bandits from friendlies in the slightest. Though I don't see why since I saw so many bandits simply say "no wait I'm no bandit I'm friendly!" in side chat followed by "a survivor was killed" "LIAR" -
Using flares at night time paints a huge target on your back. If anything night time makes it easier to find idiots. The reason people complain about night time is because there is this huge flux of players server hopping to get to daytime servers. Often times they play on foreign servers and lag everyone with 300ms ping -- maybe the appropriate solution is to fix the netcode so one idiot with 300 ping doesn't screw everyone. The people who complained about too many zombies were the same people crying that they were too fast. AKA PvE types who can't deal. They should remain fast, AND there should be randomly spawned hordes as opposed to "spawn 20 zombies in city if a player approaches." Then simply add two modes of aggro. An *extremely* long range aggro based on sound (which sets their "wandering" direction) and a short range aggro based on sound and sight which is the frenzied aggro we have today.
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ARMA 2 regulars and people who got it for DayZ
septuscap replied to eddie820's topic in DayZ Mod General Discussion
I got it just for Day Z. The controls weren't hard to pick up. A lot of people just don't even bother checking control options before jumping into a game. -
Lets do this, Trading Station Delta - Edited
septuscap replied to combatcomm1's topic in DayZ Mod General Discussion
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There is a bug where bodies disappear fast as hell. But if you died in the building in nadezhdino on US77 yesterday, it was me that jacked your shit.
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Would you be mad if they were working on a separate game instead of a mod?
septuscap replied to hazychestnutz's topic in DayZ Mod General Discussion