septuscap
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Everything posted by septuscap
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Do people in this mod ever trade?
septuscap replied to Harshm's topic in DayZ Mod General Discussion
If you could develop a reputation it'd actually be pretty cool to use a 2 man system (ie. one guy with nothing on him comes to meet you, takes your DMR ammo, logs off, your associate does the same to take mp5sd ammo from another trader, then you each give the other party the ammo they actually wanted). It'd be pretty easy to do by simply having an arranged meeting spot but keeping the server a secret (so you could quickly transfer for the 2 players by d/c'ing and connecting to the server the 2nd party was on). You'd need the reputation for the players to actually trust giving you the ammo (or even meeting with you as you could just gun them down and take their stuff). I also don't see what would be in it for you -- I'm pretty full on items most of the time, but I guess some people want to hoard more and more gear. you could probably make it a one time fee service or something (buy in by paying you with a rare item one time fee and you will broker any trades in the future etc?). -
Why I dont have a problem with disconnectors
septuscap replied to wasrad's topic in DayZ Mod General Discussion
It still needs to be addressed. It's incredibly easy to loot towns by aggro'ing zombies, pulling them away, then d/c'ing. I've also seen entire groups d/c after you down one of them so you don't have a chance to get the others. -
If you're being outplayed by one of these kiddy griefers that says a lot about you, chump. And to be honest, based on what I've seen of the *ARMA2* community, I can't wait for some quality devs to finally put out some good sandbox games so I can play on a decent engine again (and without thousands of crybabies who are used to fighting npc's with shitty AI).
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Day Z amazing, Arma II poor interface
septuscap replied to superhans18's topic in DayZ Mod General Discussion
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Those montages aren't of knives being superior to guns, but of the skill of the player who is managing to kill armed opponents with a knife. I do know one person who decided not to play this mod as he thought being helpless without ammo was unrealistic and stupid, but it's safe to say it's an insignificant # of people -- there are much more important things to implement I think.
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Fridge Logic; There is no Bandit - Thoughts on the 'Anti-Game'
septuscap replied to Swi1ch's topic in DayZ Mod General Discussion
There's a million ways to interpret a stat :D Did he post specific stats? I'd be really curious to see them because from my experience players are almost always killing one another. I've come across two friendlies in my time playing so far. Almost every player I've seen has come at me shooting; and many a time in global chat I've seen two strangers cooperate only to have one kill the other soon after. I'm sure many players play in GROUPS (ie. kills vs. bandage/transfusion/etc stats may be favorable), but they are not friendly to STRANGERS. -
Fridge Logic; There is no Bandit - Thoughts on the 'Anti-Game'
septuscap replied to Swi1ch's topic in DayZ Mod General Discussion
If you've taken a game theory course, there is something called a dominated strategy. Take player A and B who encounter each other. Each may be friendly or hostile, and may shoot or not shoot the other. If B is hostile, A must shoot or die. In the basic scenario, since this is a split second decision, A must shoot first. Take an example where A *knows* that B is friendly. (He has witnessed his good nature or whatever). B still does not know whether A is friendly; so A must shoot B or else be shot by B (due to B in this case being in the basic scenario). Being friendly is a dominated strategy in this case. You either are shot by the hostile, or shot by the friendly who thinks you are a hostile. You've basically reduced the game to pre-made groups or running around in newbie gear saying "friendly?" and dying repeatedly until you possibly meet another friendly (the ridiculously small, masochistic percentage of the playerbase to whom meeting a stranger in this world and cooperating is worth the hours/days/weeks of death required to do so). I don't know that I like the term anti-game; I think the gaming industry is just maturing to give us actual emotional experiences, not just kiddy games. And just because Day Z is an "anti-game" does not mean game design can be thrown out the window. You still need to give friendlies the tools to foster trust with other players. Holstering weapons to eliminate the split second decision making required at the moment. (The obvious weakness here is the same that we currently have, where some one says "yea I'm friendly too" then shoots the good samaritan in the back a second later). A recognition system of SOME kind. I'm of the mind that names could pop up on mouse-over but only at close distances (I *hate* servers that randomly pop-up your name at 100m behind a tree). There just has to be some way of recognizing some one, the player models/skins are not different enough, nor the gfx advanced enough, for players to recognize their friends even at spitting distance let alone across a field. A reputation system that lets players you've come to trust share their experiences with strangers. If player B distrusts C, let him tell his friends; this is completely realistic yet completely implausible, and I'm sick of "realists" trumpeting realism only when it suits them while players end up with an incomplete reality that gimps the entire experience. (this could be implemented via color of the player's name on mouse-over at close distance with shared/subscribed blacklists or whatever). Implementing realworld-inspired projects that require teamwork on a large scale (ie. introduce a larger threat/horde/etc, allow players to build something with more value than the instant gratification of 'pwning a noob,' a reason to HOLD an area rather than just get in/out with supplies, etc) Large-scale competition between two in-game "projects" to allow larger teams to form (ie. enemy of my enemy is my friend mechanics, this power plant powers both my town and yours so let's not kill each other, etc). I can see these possibilities with the map we've been given, and the playstyles I've mentioned are simply not possible at the moment, not just b/c the power plants aren't operational -- the social playstyle is a dominated strategy. -
Dude. I have played since OFP. I know how the game and engine works. I also know that Rocket is a BIS developer. If anyone can put it into this game' date=' it's Rocket. So please don't embarass yourself further by being a jerk. [/quote'] ^ this made my day, love seeing wannabes put in their place.
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A long, logical approach to the "Bandit Problem"
septuscap replied to JudgeX's topic in DayZ Mod General Discussion
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A long, logical approach to the "Bandit Problem"
septuscap replied to JudgeX's topic in DayZ Mod General Discussion
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Wounds: not realistic / serious enough?
septuscap replied to Slamz's topic in DayZ Mod General Discussion
One or two shots from any primary weapon will kill you already, this is completely unnecessary. It's as if players who are all about realism haven't even played the game (except maybe to salvage supplies against zombies, probably the simplest part of the game?) "night isn't that dark just use flares/chemlights/flashlights and broadcast your location!" "gunshots aren't lethal enough we should lower their damage" <- lol what? "letting players transfer items across servers isn't realistic" I have no love for the CoD types either, but you folk need to realize that reality has to be augmented to fit the medium of a computer game. The point is to invoke emotion, and that's extremely hard if the meta gets in the way, constantly telling you how stupid something is. -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
septuscap replied to Slamz's topic in DayZ Mod General Discussion
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You don't have extra money for a game but you have time to game? Go do some amazon HITs and earn $15, then buy the digital download.
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Game Design Analysis: Why Cross-Server persistency must die
septuscap replied to Tartantyco's topic in DayZ Mod General Discussion
Dumb idea as anyone with a brain has said. If your server is full you'll never get to play on it. And players will probably act out by being even more ruthless on other servers while waiting to get into their server (or just quit the mod b/c this is such an insanely stupid idea).