Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Knightmare (DayZ)

Members
  • Content Count

    122
  • Joined

  • Last visited

Everything posted by Knightmare (DayZ)

  1. Knightmare (DayZ)

    Why are we making it harder to be friendly??

    Side chat's removal is great. Sure in the downtime you may feel a sense of loneliness, but to me that's a huge part of the DayZ experience. You have to understand, as it is currently there is no reason to even work together. These is no necessity of teamwork. There is no true Zombie threat yet, and as result, once you get geared - there is little to do but kill people. Add the unbelievable stubbornness of people never leaving the coast, and bingo you've got a grade A clusterfuck inbound to your location. Check out my new Balota Bandit Video Guys, HaHaHa, it's so fucking epic, okay, watch, haha, I'm in a bush, hahaha, OH I SO SNIPER GOOD, LOL ONLY TOOK ME THREE SHOTS THIS TIME, HAHAHAHAHA (Direct Chat): 'HAHAHA BITCH, I AM YOUR GAWD' Why be friendly? What's the point? As it stands currently there isn't one. That's the problem. It's not like you need random people to come together to loot a major town. I don't think even a fresh spawn who understands the mechanics of the game will have trouble with the like-four zombies total in the town. I personally feel until there is an adequate zombie presence, as-in, Rocket's desired numbers (like hundreds in a single city), we can't truly grasp how the game will be played at that stage. Until that point, you have to just expect the death matching to continue and even escalate. I don't think side chat is something that would decrease the KoS trend. Player1497: Anyone friendly in Cherno? Player1497 is dead. Side Chat? No, glad it is gone. Comic Sans? No, May it pass through the Nine Gates to Hell.
  2. Knightmare (DayZ)

    Figuring out who to trust

    I can at least trust them to want to kill me, if they see me.
  3. Knightmare (DayZ)

    Figuring out who to trust

    My rule of thumb is: if they're breathing I don't trust them.
  4. Knightmare (DayZ)

    Nobody's talking about inventory?

    A weight system would be great, but in my opinion only after the ability for us to build stuff and create stashes for our loot though.
  5. Knightmare (DayZ)

    Issues that need Fixing (A Self-Priority List)

    At first I thought you were about to make some kind of sarcastic joke about the lack of zombies. But I read it again and realized you are being serious. While I do not know if Rocket's idea of the sheer quantity of zombies will come true, you can expect to see a TON of more zombies added to all over the map. Including Cherno. Rocket was talking about hundreds of them in the cities. You know, like an actual zombie outbreak. I don't mean this in an elitist sense, but if you can't handle a handful of zombies, I don't know what to tell you - especially when the map is populated in a manner fitting a Zombie Apocalypse. Then I saw: Let me remind you that this isn't a linear game. You don't level up. You don't go through the magic forest and across the Grande River, to enter into the Shadow Lands where everything is much harder. The game is a sandbox. I agree that there needs to be more zombies - everywhere. Especially at the military bases. But lets be real. You should expect there to be more zombies at a City than a Military base. The bigger cities should be packed with zombies. The bases should have a respectable amount as well. But there isn't a natural progression here. Gear is the only progression in the game. And just loading military bases with zombies is not progression. Progression is not dying. This isn't Thirst & Hunger Simulator 2014. Even the zombies in the mod were a pathetic threat, so I'm very eager to see if Rocket makes them the true threat they should be.
  6. Knightmare (DayZ)

    Should they bring back General chat?

    Player1: Friendly? Player1 has died Player2: Any friendly in cherno? Player2 has died Player3: Anyone at NW Airfield? Player3 has died That's about the only thing I miss from global chat and death messages.
  7. Knightmare (DayZ)

    What Ruins DayZ

    I can't....................believe!!!!............. you didn't!!!..................like.........the POST!1!!!!!!!!!!!!!!!!!111!!!!!!!!!!!
  8. Knightmare (DayZ)

    safe zone

    The safe zone is leaving the coast and staying away from Military bases.
  9. Knightmare (DayZ)

    "Private" gear farming servers are now a thing

    Achievement unlocked: Beat DayZ SA Alpher Congrats gear farmers
  10. Knightmare (DayZ)

    The days of panic - when it all started

    Yeah I agree completely. I'd love to see more evidence of the complete and total collapse. Just random blood spatter in some of the houses isn't that thrilling. The few crashed cars or other evidence is still pretty bare. It would be great to see more places that looked like overrun safe zones, etc etc.
  11. Knightmare (DayZ)

    Discussion : KoS Mentality and how to keep it to minimum

    As I've written many times in similar discussions regarding this topic, the real problem is the lack of Zombies and the threat they pose. I feel it is near impossible to gauge what the game will become when Zombies are an actual threat (obviously they are a WIP). But even the Mod's zombies were sub-par, a small threat if any at all. I'm talking about how Rocket wants to have like hundreds of Zombies in a city. Making it so you need some companions to wrestle your way into that nearby hospital. Even if those companions are strangers who by happenstance met up prior to entering the city/destination. It isn't about punishing a play style, or rewarding one. It is about incentive, the incentive to work together out of NEED rather than WANT. Until Zombies are an actual, menacing threat what real point is there in even trusting or communicating with someone? There isn't. I bet you'd find some unlikely alliances in a real Zombie Apocalypse, folks working together who otherwise wouldn't. Not always, but I'd bet it would highly influence relationships between strangers. You can't address KoS issues truly until we see what happens when the game has enough zombies to make mindless looting and city scavenging a real challenge.
  12. Missing the point in 3, 2...1 Oh now I get it. I would like to apologize on behalf of the entire DayZ community for the many times you've been killed by other players.
  13. Knightmare (DayZ)

    Kill on sight... my group is doing it now

    I don't camp my house, I move to the kitchen to make some microwaved mac'n'cheese, then to my couch to watch more TV, and every so often to the bathroom to drop the kids off at the pool.
  14. An unknown person ran towards you with a weapon. You neutralized the threat. If you were a cop IRL that would certainly be a justified shooting. People who don't listen, or can't listen (as in no VOIP sound), are a threat to you and should be treated as such. Will innocent players get killed because of that? Sure, but that is on them not you.
  15. Knightmare (DayZ)

    Suggestion for the handcuffs

    Well if they want to struggle right in front of you, then they're forcing your hand. That's on them, not on you.
  16. I, while personally would not participate in a group as such, always loved seeing groups that would band together to protect one another. Like the people who would police a city, protecting the looters, killing zombies, fending off bandits, etc. Community creation is what makes sandbox games so incredible. The other thing I like is these groups tend to draw bandits in to attack them, it's just all win in every direction you go. But it requires leadership, basically a group of people to get the ball rolling, normally with force, and letting others tag along as you go.
  17. Knightmare (DayZ)

    IDEA: Post traumatic stress disorder

    The game isn't black and white just as you are pointing out. Just because someone hasn't fired a shot yet doesn't mean they won't. What if they miss you? Does the game consider them firing an act of banditry (such as near a player)? So then what if I wait for you to shoot at a zombie far away and walk near you, boom, you just "missed" me, but I shoot you. All praise the hero of DayZ, Me! Does it only count if /you/ take damage? So what then let someone essentially shoot you first out of fear of being punished? Punishment is counter intuitive. It needs to be incentive. My best suggestion is making the zombie threat in DayZ incentive enough to work randomly together. Right now, and in the Mod, Zombies are never much of a threat. (Especially now in SA with its absence of Zombies, obviously because they are incomplete). If you couldn't lone wolf your way into a hospital that is reason enough to need a friend or two, even if they are strangers.
  18. Knightmare (DayZ)

    <<<< [How to] Improve random player killing. >>>>

    I get your point and agree with the idea that someone who is playing a game, isn't going to be "fearful" of dying, in the same way as if they actually had a gun pointed at them in real life. Thank goodness this is a game. The meaning of life in DayZ is very simple. Your gear. At least for the majority sake in the value of life. I don't mind dying as much as a fresh spawn as I do fully kitted out. Considering there is basically nothing to do but survive (which when you understand how, becomes simple), get gear, and then if you desire, kill people. Why should I care about anyone else? Because I have no reason to. I bet you'd probably find some unlikely alliances in a real zombie apocalypse. Why is this? Simple - surviving has a way of overpowering your prejudices, at least enough to work together. Not always of course, but it would highly influence it. But in DayZ this is completely non-existent because zombies aren't a threat. I mean a real threat, 100 times worse of a threat than they were in the mod (mod zombies were not really one at all). Like Rocket said having hundreds of them in a city. Something that essentially forces you to team up. Want good loot? Bring friends or hope someone else is nearby. Etc, etc. You can't impose artificial penalties on someone killing another player though. The threat of being killed by another player is what makes this game exciting. Yes-yes-yes you aren't saying remove it, but you are saying to punish it.
  19. Knightmare (DayZ)

    <<<< [How to] Improve random player killing. >>>>

    The real problem is perspective. Your "improve" is subjective. I don't like the fact that the game can be such a deathmatch, but in that, there cannot be any kind of benefit or punishment applied for differing player interactions. For different styles of play. I avoid being killed by shooting first if I'm caught in a bad situation. Otherwise I avoid contact. I do shoot on sight out of necessity. But the biggest problem currently is that the game has no need for people to group up, even temporarily. There is no need for a five man group to magically come together by happenstance to clean out the zombie horde guarding the nearby hospital. You cannot punish a specific play style and then go labeling it as an improvement. It is an improvement for you. The game doesn't have enough content in the form of zombies at the moment to warrant people working together by NEED, over WANT. Until that time you have to take player interactions with a grain of salt, or join a community of like-minded individuals to protect yourselves against all threats, NPC and human-foe. My own opinion is that I'd love to see more people working together. Instead of just bandits shooting fresh spawns with high powered .50 cal sniper rifles like the Mod tended to devolve into. But punishing a person for killing another is not how to do it.
  20. Knightmare (DayZ)

    Zombies & what can be improved?

    More of them. A lot more. When they are fixed of course. Could you imagine getting attacked by 20 zombies all ice skating in the floor and flying through the walls?
  21. Knightmare (DayZ)

    disheartened and disappointed someone explain ? D:

    This game is very unfriendly to someone who hasn't played it before. Here's the biggest piece of advice I can give you. Go inland, away from the coast as soon as you spawn. Loot stuff you pass by but keep going Inland. Go away from the coast. The coast will be looted constantly (aka why you can't find anything), and will have the highest chance of you encountering a hostile player. Right now there are almost no zombies on the map because of their incomplete state. Also the eat/drink thing, once you get past the coast and geared up, keep eating/drinking until you're full. Then you won't have to baby your thirst and hunger as much. The warning indicators are only when you reach a critical state. Think of it like this, you get home from work, you're starving so you eat some crackers to tide you over until you make dinner. You ate, but you could still eat a lot more!
  22. Knightmare (DayZ)

    shipwrecks

    Well let's be fair, just follow the coast if you're looking for ship wrecks. You're not going to find one that crash landed in the middle of the NW Airfield. Although that'd make one hell of a story.
  23. Leave the coast. Really do it, you'll be happy. Sometimes I feel like Willy Wonka as someone talks about going to Cherno/Elektro. Just me saying in a low monotone voice: no--don't--no--stop--no.
  24. Knightmare (DayZ)

    Hero/bandit skin perks idea

    The easiest way to make players want to be with other players is through the game content, difficulty. Right now, once you get used to the new loot system (as in where to find what), that's it. Save for getting shot or AFKing to come back to your character being turned into zombie food, you're good sailing. This will make people become bandits just for sake of wanting something to do. You can't give benefits or punishments to a certain style of game play. We can only really address the idea of killing on sight when the game has the appropriate amount of content released. As in, hundreds upon hundreds of more zombies. I'd love it to be near impossible to loot big cities because of the horde of undead romping around like a bunch of school-yard thugs. Right now there are about four zombies on the map. Tom, Bill, that bitch Stacy and Robert, they go to the pub every so often and talk about their lonely undead lives. Until they fix and add more zombies, and by more, I mean a metric-fuck-ton, it will be hard for players with shorter attention spans to do anything other than shoot first. Like the guy who shot my friend who had just spawned in yelling "DIE FUCKING FUCK FUCKER" (literally) in direct chat. I shoot folks if I need to, otherwise I generally avoid contact with people. Like the other day, someone surprised me, he opened the door right in front of me as I readied to leave the building and ate a good 28 rounds to the midsection in a startled "Oh shit!". But as the game is now, in its infancy, there is very little incentive for working with other players. A good simple way of looking at it is like this: The question is about WANT. Do I WANT to work with another player? If you make that question a statement and made it: I NEED to work with that player, otherwise none of us will get any loot because of the zombies. Then you might start to see the dynamic of the game change. Groups of survivors teaming up, and even groups of bandits teaming up, and so forth.
  25. Knightmare (DayZ)

    <<<< [How to] Improve random player killing. >>>>

    The only way to make survivors want to team up, is through the game content, aka Zombies. If you could actually get swarmed by a horde, then perhaps you'd be more willing to let the guy looking for beans tag along with you. If you actually needed a group of people to raid a military base, etc etc. That said any form of punishment or benefits to one style of play over the other is not what this game is about. And reputation based on player actions? -Murders an unarmed player- "Ah fuck me! Radagast's fucking eagle just saw me, now he's going to go tell everyone how bad I've been!" -Fires pistol at Eagle- "Get back here you little piece of shit!"
×