Jump to content

septuscap

Members
  • Content Count

    551
  • Joined

  • Last visited

Everything posted by septuscap

  1. septuscap

    DayZ analysis

  2. The KOS mentality hasn't changed at all. The ratio of bandits:survivors on the main page is still the same' date=' as is the ratio of survivors killed vs bandits killed. I think some one measured the increase in kills since the removal of bandit skins to be something stupid like 1%. Trying to draw conclusions from that small a change is complete fabrication. I'm sure there was some illusion of safety -- like at least if you saw a bandit skin you'd know to just stay under that bush. But the stats haven't changed much because the game is still essentially the same; survivors running around wrecklessly getting killed by bandits, with bandits killing each other as well. (about 1 in 6 kills is a bandit dying) That's not b/c bandits are elite, it's because survivors are complete morons. The GOOD survivors are approaching players with care (almost as if they were bandits stalking their prey). Or avoiding players altogether (equally skillful). Survivors have to become competent before anything else. Getting sniped by that obvious sniper on the tower in Cherno is worse than a rookie mistake. And those are the people complaining. [hr']
  3. septuscap

    DayZ analysis

  4. septuscap

    DayZ analysis

    Unfortunately you're the retarded one. Maybe ask some one with mental faculties to explain what happened to you.
  5. He said it was easy once a certain change was made to ArmA via the beta patch. And presuming that already happened when he introduced the "avatar persists 5 seconds after log out" change in the patch notes, it didn't work at all. So guess it wasn't as easy as he thought it'd be :/
  6. yes' date=' they hate it because it gives their motives away. [/quote'] You guys are schizophrenic. Bandits didn't give a shit about bandit skins, it was PvE players crying that they turned bandit after killing in self defense. Just like how PvE players wanted makarovs removed to reduce deathmatching and "incentivize teamwork." Now they just cry that bandits love this change. You're all morons, and should shut up before you waste any more of rocket's time.
  7. septuscap

    Why did you shoot me.

    Both? doesn't really feel like it anymore How do you think every other clan/group in-game magically appeared? Your feelings don't mean shit if you're actively avoiding finding a group for yourself. Honestly what this comes down to is PvE players who want the game to punish PvP players so they can feel better. Just like in every past sandbox. "boohoo I was killing zombies why you kill me, game should punish you." That is your philosophy.
  8. septuscap

    DayZ analysis

    I have a feeling if/when rocket adds base building features (prevent log-ins within X radius' date=' construct walls, etc) and we start seeing survivor cities and the like, gameplay will become a lot more dynamic. Trade is one of the biggest reasons for civility. I pretty much just picked up the game and figured things out immediately. Never played ArmA. I do have a lot of FPS/MMO/sandbox experience, so maybe it was just more familiar for me. I also didn't sneak around as much when I first started. I find in general you learn faster if you just don't fear death early on, get to know the game, etc. I also had a group: You can blame PvE players exclusively for this. They keep thinking if we incentivize teamwork it'll mean that stranger you encounter won't kill you. Bandits have a group already and KILL EVERYONE THEY ENCOUNTER. They already tried this. People would get attacked' date=' kill in self defense, and get stuck with bandit skins. Rather than try to implement a system that will ultimately be gamed by trolls, griefers, unintended cases, etc, I think we're better off implementing functionality that adds to the game as a whole (ie. let players make cities) You can blame PvE players for this again. They seriously thought removing makarovs would make people team up. Frankly I think DayZ has the best "anti-zerg" environment of any MMO-style PvP game to date. You simply make less noise with one or two players. I find three to be optimal. In most any other game you're pretty much hosed if you have fewer #'s so it's just escalated until you have huge armies and the gameplay turns to shit. Here' date=' the larger group is often noticed first, stalked, and ambushed. Or at least avoided. I don't play solo, but on respawn I am as solo as anyone else, and I've had no issues running through cherno, gearing up, and moving on (except when EVERY spawn location has tin cans, that's pretty enraging). And that's with no weapon either. You just need to know where the "two-exit" buildings are. Run through one door, out the other, and you're good to go. I really don't see the issue. [hr']
  9. That's my favorite one by far. It's ridiculous that you have to baby step when you're on the third floor in a building to avoid zed aggro OUTSIDE. That said, I think d/c abuse is as big of an issue, if not bigger. I don't care which one they fix first, they both need to be fixed ASAP. You can't test new mechanics when the CORE of the game doesn't even work. As rocket learned, "fixing" them later has a domino effect on other parts of the game. (Even though he didn't fix anything, just changed zombie AI to something completely different but still broken)
  10. septuscap

    An attempted experiment...

    Yea I tend to shift between talking to the guy I'm replying to (you) and the general "you" often. What I'm talking about is PvE players who request stupid shit. Even when it's perfectly clear what the results will be' date=' their heads are full of retarded pipe dreams. NO MAKAROVS MEANS MORE TEAMWORK! Poor guy, I feel your pain :(
  11. The 1000+ posts are definitely ridiculous, but it's equally ridiculous that rocket can't just fix the single most important core feature in the game. Honestly I couldn't give two shits about the "improved AI." I just want them to stop hitting through walls, running in circles, zigzagging, and warping. Instead he implements "new features" like the ability to lose zombies, improved sight, etc. Players definitely need to tell him that shit is a waste of time.
  12. This is really what it comes down to. Bandits have formed their tribes and wreck bad players. Bad players come cry to forums because they don't know how to take cover from snipers. 1. go to Survivor HQ and find a group 2. Make sure your buddy is giving you overwatch when you approach a stranger (get instant revenge, recover loot) 3. Establish communication before just walking up to some one and getting shot. Use cover. 4. Test your new acquaintance while your friend stays hidden. See if he betrays you. I mean this isn't rocket science, bandits put in way more effort when stalking their targets, hitting hospitals / military camps / etc. The friendlies who are doing these trivial, basic things are surviving just fine.
  13. Letter from the 80's to Nintendo: "I think new players would not understand that holding the jump button makes you jump higher, or that you can change jump direction in the air. The game assumes you know this but imagine how many times new players would die before figuring this out. And what about all these enemies that you *can't* jump on. That's just not very consistent, and there is no way for new players to just know this!!" tl;dr You're SUPPOSED to die at first, there's a learning curve, no one's going to hold your hand you self-entitled child.
  14. septuscap

    Why did you shoot me.

    Both?
  15. No credit required b/c it isn't an original idea at all. Otherwise you get idiots like this thinking they're doing useful shit:
×