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Itsnotcrazyuntilchachacha

Considering what's not working on DayZ

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I agree with HMS especially when it comes to the asshats who just sit their popping fresh spawns in the head. I am actually ok with you sitting on a roof top all cozy popping off who you want. Whatever, you're an asshole, fine. But if you pop a shot off from above, your damn right a horde is climbing up after you now. And you better move out now or the horde is going to rip you apart. People who care about the game's success should care about turning people off. And this DOES turn people off.

The game in it's current state allows for an atmosphere that is MUCH too comfortable for the 14 year old mental midget COD players who get off on killing everyone on site. Yes I realize we as survivors can adapt to this by teaming up with a clan or friends and deal. But that should not be the only option.

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Just my .02, if the game moves in a direction that doesn't appeal to me then I won't play it. Pretty simple really.

That sounds about right!

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As opposed to what, calling in the CopZ?

I mean I really don't get this point when people bring it in. What are you expecting. Dude, you're gonna get killed, as much as I will. Get over it already, or you know, feel free to elaborate to the point that it makes sense.

No no no.

What I am saying is that firing a hand cannon in a town, or a 50 cal from a hill should have the simple consequence of alerting a horde like ringing a dinner bell. Nothing to do with wanting to know if someone is friendly or not.

We've all fired an Enfield in the middle of Elektro, as a brand new player. Remember that? Learned your lesson damn quick I am sure.

We'll see what happens with the developers. Trust me, if the Zombies are enough of a threat, one of two things will happen:

A: More people will team up.

B: Less people will murder *JUST FOR THE LULZ*. It will still happen. I will still even do it. But you'd imagine your back would be firmly back against an immovable wall before rolling the dice like that. *Because Zombies will come and eat you. And you won't have enough bullets. And won't be able to lose them by peeking into a tool shed.*

It's all pointless bitching at this point either way.

Edited by HMS
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The problem IMHO is that there isn't much to "do" once you get outfitted with decent gear. I could spend forever in the woods living off pondwater and cow meat. Problem is that gets real boring real quick.

I disagree with making weapons, vehicles and whatnot more rare, Except the AS50s. If anything vehicles should be less rare.

Bases are a cool idea, but I don't like the idea of digging tunnels all over Cherno like damn Viet Cong. Just boarding up a building is fine with me.

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The problem IMHO is that there isn't much to "do" once you get outfitted with decent gear. I could spend forever in the woods living off pondwater and cow meat. Problem is that gets real boring real quick.

... And that's exactly what this topic is about. 'Cause, you know, the point should be not to ever think that you're safe, or that you have nothing to do. For me it's a bit like, saving the distances, I am Legend. You see in that movie (Will Smith, you recall?) the main guy is all geared up, has his own base and a life stock of beans, yet every time he has to go outside it's like trauma for him. He sets his alarm clock, maintains his weapons, make sure everything's in order before going out. And still he'll freak out if he hears something out there when he's outdoors. That's the way I'd like to live it.

Bases are a cool idea, but I don't like the idea of digging tunnels all over Cherno like damn Viet Cong. Just boarding up a building is fine with me.

Well Rocket seems to be all in for that, don't ask me why. Which is a bit disturbing, you know, I don't really see how that would fit the game at all. I mean, yeah, ''zeds all over the surface, let's go underground.'' OK but from there to building an actual town or something underground, that'd be pfffffff for me. By allowing clans/people to be perma-safe, having them thriving underground, you'd be taking the game somewhere else. I don't think they'd count me in for anything besides little, fully destructible/collapsible bases.

We'll see what happens with the developers. Trust me, if the Zombies are enough of a threat, one of two things will happen:

A: More people will team up.

B: Less people will murder *JUST FOR THE LULZ*. It will still happen. I will still even do it. But you'd imagine your back would be firmly back against an immovable wall before rolling the dice like that. *Because Zombies will come and eat you. And you won't have enough bullets. And won't be able to lose them by peeking into a tool shed.*

It's all pointless bitching at this point either way.

I agree entirely what with you're putting down there. Make the game darker, foggier, inhospitable; the zeds scarier, more realistic; force fear into the players, and you'll witness how they stop bitching around and start actually trying to survive.

Edited by Itsnotcrazyuntilchachacha
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The start, middle and end game is a fun fps. The higher up the ladder you get the more powerful tools you have to engage others with (50 cals, helis etc).

All the environmental interactions, the zombies, the need for different supplies etc force players too move around the map and set up interesting engagements as they compete for resources.

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All the environmental interactions, the zombies, the need for different supplies etc force players too move around the map and set up interesting engagements as they compete for resources.

...do we actually compete for the resources? It's quite the thing what you brought in, IMO. Because, being quite the pacifist , I'd totally see myself doing what's necessary to survive... if it was necessary, what's not the case today. Featuring actual scarcity in DayZ would see its intensity scaling big time.

Edited by Itsnotcrazyuntilchachacha

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That is what namalsk does. It concentrates all the food

...do we actually compete for the resources? It's quite the thing what you brought in, IMO. Because, being quite the pacifist , I'd totally see myself doing what's necessary to survive... if it was necessary, what's not the case today. Featuring actual scarcity in DayZ would see its intensity scaling big time.

Of course you do? That is why places like electro and cherno are death traps on high population servers. Obviously players can work around this by gearing up on low population servers or sticking to more time consuming but less busy routes.

If you look at namalsk, it flips the script. Instead of having lots of civilian (food/drink) spawns spread out across the map and having small concentrated military spawns that people fight over it does the opposite. it has lots of military spawns but very few civilian that lots of people with guns fight over.

It's interesting because you can survive in chernarus with out top end military gear (so you can avoid NWA/heli crash spots) if you want. But on namalsk you have to eat/drink eventually and you are forced run the gauntlet at vorkuta.

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Of course you do? That is why places like electro and cherno are death traps on high population servers. Obviously players can work around this by gearing up on low population servers or sticking to more time consuming but less busy routes.

What I'm trying to figure in here is a way of giving coherence to both systems as a unity (PvP and PvE). You see, as of today, the meanest trouble you can get into while trying to get food is other players. Still, I'm yet to see two guys fighting over the same beans. Leave alone seeing them stopping that fight out of horror as they hear what sounds like a mourn in the next room, all this in a dark, rusty building, along with some fog and an optional, creepy music in the background.

I do believe all of these game's incoherences have the same origin, that's the generalised neglecting of the environment as an active element of gameplay.

In a world where twenty zombies could pop out from the next door, there would be no single player murder.

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