Jump to content

Booya

Members
  • Content Count

    21
  • Joined

  • Last visited

Everything posted by Booya

  1. Booya

    The Moral Effect Theory v2.0

    Feel free to suggest an alternate thing, I can guarantee you that anything we can come up with in this thread is going to be either equally arbitrary punishment or totally inconsequential and cosmetic.
  2. Booya

    The Moral Effect Theory v2.0

    Nametags do actually show up on most servers btw, and as much as I dislike them they're kind of a necessary evil, since they represent the only realistic way to identify individual players making killers uncontrollably scream and vomit is explicitly not "putting people on the same level," and doing so probably will solve your issue by making most playerkillers outright quit the game. edit: how is artificially removing control from the player to simulate "psyche" that has little to no basis in the real complexity of the human psyche immersive
  3. Booya

    The Moral Effect Theory v2.0

    At most we need more tools to identify players without outright revealing them as bandit or survivor at first glance, not an overly ambitious attempt to simulate the human psyche in a videogame.
  4. Booya

    The Moral Effect Theory v2.0

    You can tell bandits from survivors though. It's actually pretty easy to tell once they start shooting other players for their gear. You can then tell people the name of the bandit that's doing this thing, or describe the equipment he's using and his location, and then the survivors can be on the look out for that guy.
  5. Booya

    The Moral Effect Theory v2.0

    ahhh, the *vomiting* thrill of the hUUUUUUUNNTTT AAAAAAH AHHHHH AAAHHH AUUUUUUUGH. Nothing more satisfying than a job well done *passes out* hey, the point is you're not going to implement a deep simulation of the human psyche into a mod for a military sim, maybe not into any game at all, and especially not without access to an expert who actually knows shit about the human psyche. your suggestion for consequences is inherently arbitrary, superficial, and artificial punishment of bandits when the tools to fight bandits are already ingame in the form of social interaction and cooperation. why ask for artificial and clunky intervention by the game when you already have the tools for much deeper player controlled consequence from the get-go
  6. Booya

    The Moral Effect Theory v2.0

    I think most people would argue that the fun part is the killing and looting part, putting yourself against another player and outplaying them, not the artificially imposed vomiting and screaming uncontrollably part, although I would be interested in hearing how exactly screaming and vomiting are "thrilling" to you. Trying to simulate the human psyche in a videogame IS going to be artificial, clunky, and ridiculous, even if we had access to an actual psychiatrist who actually knows the effects of murder on the psyche of the murderer. It's overambitious. If survivors want consequences for bandits, form a bandit hunting group. Use the advantages of your playstyle, which, by reading the forums, most of you seem to have totally overlooked, to combat the bandit playstyle. CREATE organic social consequences, don't bitch and ask for artificial and gamey consequences.
  7. Booya

    The Moral Effect Theory v2.0

    you say this isn't about punishing playerkillers, then go on to list a series of negative consequences imposed by the game on you, or "punishments" if you will, that literally include screaming and vomiting uncontrollably. this is absolutely about punishing playerkillers, and it's ridiculous to say otherwise.
  8. most people on nighttime servers have probably jacked up their gamma, like you. The game looks ugly as shit when you jack up the gamma, and if it's going to stay as an option they might as well just make it so you can actually see worth a damn in the night rather than abusing graphics options. Edit: explain logically why jacking up your gamma is "better" than just being able to see at night in the first place.
  9. Using flares and chemlights on the coast, which is where the people who most need them are gonna be, is a death sentence on any populated server, and sticking with a group does little to make you safe. Yall talk about just throwing flares all over like bandits aren't a thing
  10. Booya

    where to find antibiotics ?

    The first place he looked is the hospital, though. How was he to know that the only reason they weren't there is because of the absurdly low spawn rate? If we're talking common sense, you'd actually be way more likely to find cold medicine at a supermarket than at a hospital
  11. I'm sure most of us would rather have alternatives to stopping and warming our ass over a camp fire every few minutes when moving inland, especially now that said fire requires more resources to make. I had a couple ideas for things to help us keep warm 1. Clothes! Coats, rain ponchos, umbrellas, winter gloves, whatever. 2. Warm foods. Say we can find a thermos or two in the cities, let us heat up some soup or even just water for later. That's all I've got for now, anyone else got suggestions?
  12. Booya

    Build 1.5.8 rolling update

    High rates of life halving infection that pass from player to player means more incentive to shoot on sight, and bandits camping the 3 hospitals on the map for easy kills. hope yall are ready for the new de facto 6000 blood maximum
  13. Booya

    Build 1.5.8 rolling update

    Can you use bandages from the backpack now?
  14. Booya

    Build 1.5.8 rolling update

    Are there plans to add warmer clothes or something aside from fire to deal with the temperature? The map is huge and mostly empty forest, and it seems like temperature is going to make it a huge pain in the ass to move across if you have to stop and warm up at a fire every 5 minutes.
  15. Booya

    Build 1.5.8 rolling update

    Speaking of winchester nerfs, what weapons are actually still decently quiet aside from the makarov now? Aside from the obvious silenced weapons and crossbows that is.
  16. Booya

    Build 1.5.8 rolling update

    The musician is being paid by his fanbase, generally speaking.
  17. Booya

    Build 1.5.8 rolling update

    Zombie numbers themselves weren't the problem, it was the ridiculously fast respawn rate. Yesterday me and some buddies cleared out a small ruined fort in the middle of nowhere and had zombies respawn practically right next to us within 5 minutes or so.
  18. Booya

    Timing of Patch 1.5.8

    I never said or implied that he was obligated to listen to me or anyone else. I'm just giving my feedback on the matter, which he presumably wants since he released the game in an alpha state with feedback forums. For those talking about infection adding to the simulation aspect: I hope you realize that being cold does not actually cause you to catch The Cold, and antibiotics wouldn't do shit for a cold? This isn't really a realism thing that is being added, it's a gameplay thing.
  19. Booya

    Timing of Patch 1.5.8

    The infection system honestly sounds like a really bad idea to me. If the coughing sound attracts zombies or even just other players, then getting what is basically a cold through what is most likely going to be bad luck more than anything else will pretty much pin you down in one place. Antibiotics are currently so rare that they might as well not exist for 99% of the playerbase, so it sounds like this is totally out of the players hands as far as prevention and treatment go. I understand where people are coming from when they say they want a hardcore game or whatever, but features like this seem like they either create situations outside the players control that they cannot cope with or prevent outside of essentially idling in one spot and not playing the game if the coughing is going to mean anything at all, which is bad. That isn't to say that there shouldn't be ANY harsh conditions, just that there should be reasonable ways to cope with them and still actually play the game. I guess there is also the chance that antibiotics will become much more common, which will basically just make infections into pointless micromanagement and antibiotics into a mandatory space-filler in the backpack. I guess we'll see how it plays out ingame, but I really hope Rocket is open to removing it if it doesn't play out well.
×