PhilB 230 Posted August 8, 2013 Page 47. Yawwwwn.Ah dang, really? I was about to formulate my defense, from a survivor's perspective, of banditry and the kos mentality! But seriously, I'm still wondering was that a bag of all purpose flour in rocket's inventory in the devblog? Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted August 8, 2013 Ah dang, really? I was about to formulate my defense, from a survivor's perspective, of banditry and the kos mentality! But seriously, I'm still wondering was that a bag of all purpose flour in rocket's inventory in the devblog? screen? Share this post Link to post Share on other sites
Private Evans 1303 Posted August 8, 2013 ...and the font is still ugly !!!! :facepalm: Share this post Link to post Share on other sites
Rek Seven 37 Posted August 8, 2013 However what about a system where each time you loot a dead body you have a high chance of catching a disease, say somewhere around 60%. Since we know antibiotics will be very rare then maybe this could help prevent killing instead of trading. You could even go so far as heroes have a much smaller chance of catching something and bandits have a much higher chance. This would allow you to grab your friends gear if your a hero and he dies and make doing the same if your a bandit a risky situation. I was thinking about something similar... * Heroes could be more resistance to disease and have and increased chance of finding medical loot* Bandits could have a higher chance of catching a disease by have a high chance of finding military loot Unfortunately from what i understand, the new loot spawn mechanic wouldn't allow for a system like that. Share this post Link to post Share on other sites
terrvik 2409 Posted August 8, 2013 I was thinking about something similar... * Heroes could be more resistance to disease and have and increased chance of finding medical loot* Bandits could have a higher chance of catching a disease by have a high chance of finding military loot Unfortunately from what i understand, the new loot spawn mechanic wouldn't allow for a system like that. Let's just drop the "Hero/Bandit" thing entirely. It's a gamey system based on the players need for clear teams in a game that really doesn't belong in DayZ. :) 7 Share this post Link to post Share on other sites
codestargod 102 Posted August 8, 2013 (edited) Let's just drop the "Hero/Bandit" thing entirely. It's a gamey system based on the players need for clear teams in a game that really doesn't belong in DayZ. :)If you create a game that is completely devoid of all 'gamey' features, then what the hell are you creatiing?? A boring, dried up piece of fake shit is what. There is an old saying; too far east is west. I am worried that this is where we will end up where DayZ is concerned, if we take comments like this to heart. If you want to play a game that kinda doesn't feel like a game, then go masturbate or something... just leave the rest of us out of it! Edited August 8, 2013 by codestargod 2 Share this post Link to post Share on other sites
Private Evans 1303 Posted August 8, 2013 (edited) teamspeak....team spawn...perk and skill trees...good and bad...black and white....metagaming....tutorials....singleplayer..quests....blablabla...most people are so used to this casual stuff that they are not open for new ideas and creative ways of gameplay... player character progress or social evolution for example should be noticeable more subtle....you meet a soiled guy with long hairs and a long beard ...you know this guy must have survived for a really long time....if his hands and face etc are covered with dried blood..you know that he has recently looted a lot of dead bodies or gutted animals (or humans) ..if he's got the shakes he obviously is a cannibal....if he's got a lot of scars and shit he seems to be somekind of fighter type of person ...you can also do a lot with face expressions and idle animations ...wild staring eyes...shakes...nervous convulsions..etc etc etc...not to forget clan tattos and stuff... STOP CASUAL GAMEPLAY Edited August 8, 2013 by Private Evans 9 Share this post Link to post Share on other sites
Rek Seven 37 Posted August 8, 2013 (edited) Let's just drop the "Hero/Bandit" thing entirely. It's a gamey system based on the players need for clear teams in a game that really doesn't belong in DayZ. :) Well it is a game... :rolleyes: I wouldn't still be playing day z if the bandit and hero skins hadn't been added. Besides, you will notice in a lot of apocalypse based films/games that the "good guys" and "bad guys" have a distinct appearance. Really it's just a uniform and even in the real world, communities adopt the same appearance as their friends/family (i.e. fashion) in an effort to identify them selves as belonging to a group or to fit in. Edited August 8, 2013 by Rek Seven Share this post Link to post Share on other sites
Bat (DayZ) 230 Posted August 8, 2013 Well it is a game... :rolleyes: I wouldn't still be playing day z if the bandit and hero skins hadn't been added. Besides, you will notice in a lot of apocalypse based films/games that the "good guys" and "bad guys" have a distinct appearance. Really it's just a uniform and even in the real world, communities adopt the same appearance as their friends/family (i.e. fashion) in an effort to identify them selves as belonging to a group or to fit in. sir, it is an anti-game and a simulation, therefore your argumentz are all INVALID. 1 Share this post Link to post Share on other sites
Kingborys 0 Posted August 8, 2013 Dayz standalone looks amazing :). Can't wait to take some hostages Share this post Link to post Share on other sites
Merrick362 (DayZ) 263 Posted August 8, 2013 After reviewing this blog again, I am seeing and hearing some things that would be considered crap. Firstly, rocket stated that wepons could be considerd levels. This will make the game crap. ALL Weapons have certain advantages and disadvantages, so there should be no clearly defined levels for guns. To say that there exists some better weapon that will automatically trump a previously owned weapon is absurd. Advantages/disadvantages over for example: revolvers vs semi-auto handguns, repeater shotguns vs. bolt actions, automatic rifles vs. double barrel shotguns should be incorporated into the game, as it is a key reason why there are still so many variations of old, yet fine weaponry out there for people to choose from, and most of it has to do with the functionality that the user would like to exploit from that gun. If the current DayZ concept of 'gun levels were true', then there would have long been designed a gun to render all others obsolete. Clearly, this is not the case. Currently, even though you do have a variety of weapons to choose from in DayZ, there is nothing really to set one rifle apart from the other, other than the fact that one fires multiple timess, whereas the other does not. This is BORING and childish!! You don't just design an authentic weapon model forDayZ by designing moving parts for it, and maybe tweeking with the detail. You start with the internal functionality, right down to the level of the type of ammunition it uses. Any less and it is all one big farce. Secondly, where are all the blood and poop stains that go on the inside walls of building?? I am tired of seeing pristine hotel rooms in the middle of a zombie apocalypse. Lastly, if beans sound crunchy or have a crunchy texture when you munch on them, then maybe you shouldn't be etating them unless you desire a serious 'bout of the shittings... just a thought. I think you're reading too much into what he said man...I think you're reading too much into what he said man... Share this post Link to post Share on other sites
terrvik 2409 Posted August 8, 2013 (edited) Well it is a game... :rolleyes: I wouldn't still be playing day z if the bandit and hero skins hadn't been added. Besides, you will notice in a lot of apocalypse based films/games that the "good guys" and "bad guys" have a distinct appearance. Really it's just a uniform and even in the real world, communities adopt the same appearance as their friends/family (i.e. fashion) in an effort to identify them selves as belonging to a group or to fit in. Well, films are fiction and follow common archetypes to make it clear to the audience who is bad and who is good. :) Is this necessary in DayZ? And magically changing appearance because your points dropped below a certain level isn't really the same. I'm not arguing that there should not be bandits, survivors, heroes, idiots, murderers, robbers, profiteers or whatever. Just that the current system is boring. Oh, and by the way: "It's just a game" is not an argument! The whole point of a medium is to evolve and change. :) If you create a game that is completely devoid of all 'gamey' features, then what the hell are you creatiing?? A boring, dried up piece of fake shit is what. There is an old saying; too far east is west. I am worried that this is where we will end up where DayZ is concerned, if we take comments like this to heart. If you want to play a game that kinda doesn't feel like a game, then go masturbate or something... just leave the rest of us out of it! I usually play and masturbate at the same time. I don't agree with you at all, but that's fine. :) There are needs for "gamey" features but only where there is no way for the game to emulate the real world; as in text appearing telling the player that he/she feels thirsty. A "scoring" system rewarding a player negative or positive points regarding actions taken and then altering appearances accordingly is just not a very appealing idea for me. Do you also feel there is a need for a way to "win" the game? Or should pressing tab bring up a scoreboard? What it comes down to for me is that the "Bandit/Hero" system, in it's current form, only establishes teams or factions in a game where every player should have the freedom to play however he pleases. Edited August 8, 2013 by Terrorviktor 4 Share this post Link to post Share on other sites
dgeesio 1034 Posted August 8, 2013 teamspeak....team spawn...perk and skill trees...good and bad...black and white....metagaming....tutorials....singleplayer..quests....blablabla...most people are so used to this casual stuff that they are not open for new ideas and creative ways of gameplay... player character progress or social evolution for example should be noticeable more subtle....you meet a soiled guy with long hairs and a long beard ...you know this guy must have survived for a really long time....if his hands and face etc are covered with dried blood..you know that he has recently looted a lot of dead bodies or gutted animals (or humans) ..if he's got the shakes he obviously is a cannibal....if he's got a lot of scars and shit he seems to be somekind of fighter type of person ...you can also do a lot with face expressions and idle animations ...wild staring eyes...shakes...nervous convulsions..etc etc etc...not to forget clan tattos and stuff... STOP CASUAL GAMEPLAY as much as id love to see alot of that implemented i wouldnt be alive by time it got done in this game with the size of the team they have it would be like blade runner outside. :lol: 1 Share this post Link to post Share on other sites
Skat3rat 1633 Posted August 8, 2013 If you create a game that is completely devoid of all 'gamey' features, then what the hell are you creatiing?? A boring, dried up piece of fake shit is what. There is an old saying; too far east is west. I am worried that this is where we will end up where DayZ is concerned, if we take comments like this to heart. If you want to play a game that kinda doesn't feel like a game, then go masturbate or something... just leave the rest of us out of it! The thing is though, that in a game like dayz, "gamey" features probably wouldn't work. And on the topic of humanity, it is completely broken for the most part in the mod. Unless you actually get hit first, if you kill another survivor or hero in self defense, you still loose humanity because the system doesn't recognize it. If by some extreme mistake that you accidentally friendly fire on a teammate or friend, you loose humanity because the system doesn't recognize it. The scenarios continue to go on. There was something some guy posted on the forums a while back that went something like, "We don't need the humanity system in SA, because you, yourself, know whether you are good or bad. You don't need something to tell you if you're good." Rocket even agreed with that post too. If we were to have something visual that could tell players by first look who they might be, I think Private Evan's idea would be perfect. 2 Share this post Link to post Share on other sites
Rek Seven 37 Posted August 8, 2013 sir, it is an anti-game and a simulation, therefore your argumentz are all INVALID. Nah, you just need to get out more. It's definitely a game. Complexity and realism are fun in games but you can only take it so far... until someone invents a matrix like pc... Share this post Link to post Share on other sites
codestargod 102 Posted August 8, 2013 (edited) sir, it is an anti-game and a simulation, therefore your argumentz are all INVALID.In real life, pleasure in what you accomplish is savoured by publicizing it to those around you (sadly). This 'showing off' feature requires physical interaction with your surroundings so you can tell or show people what you did either verbally, or by your actions. The fun comes when people cheer and look at you dfferently. Now of course, you are going to telll me now that you do not need to show off to others so you can feel good about yourself. Before you respond, let me tell you what any psychologist would tell you. They would say: "You are talking bullshit Sir, All humans show off, and love doing it to varying degrees. Self-worth comes from self praise, as well as through the praise of others. The human brain is highly addicted th the chemicals that are secreted when it detects that praise is being directed at it, or its owner. This is an involuntary response that is present in all human beings. Now gimme my money and the fU@k out of my office. Time's up." It is impossible to simulate the kind of physical interaction with other players in-game, as in the real world on such a granular and intimate level, that would facilitate the kind of self praise necessary for you to value your character enough to keep playing it for an extended period of time. For this reason, certain features about your character need to be made a bit more obvious to other players around you. You have to imbed the player's accomplishments, skills, abilities, possessions, etc. in the avatar as well as graphical interface so that these things can be seen readily by others as well as yourself, as this will serve as a constant reminder of the avatar's self-worth that has been accrued over time. By displaying these features in a more obvious way, game designers effectively simulate a feature about the real world that they would otherwise not be able to. You may think that by removing skills, hero/bandit and accomplishment/ability features from the avatar might be a good thing now, but you are forgetting that a fundamental part in the enjoyment in playing a game online comes from having other players recognize these things about your character. This in turn helps you value something that is clearly not real, as if it were real. duh!! Entertainment through game playing is a form of escapasim that allows gamers to show off and accomplish feats that they would normally not be allowed to accomplish and show-off about in the real world. Removing this feature from the game, and you effectively turn the game into... nothing. Rocket. you bettah needs to recognize, dawg! Fuh real. Edited August 8, 2013 by codestargod Share this post Link to post Share on other sites
terrvik 2409 Posted August 8, 2013 I still don't quite agree with the argument that I don't watch movies or read books to show off, so why must a game necessarily be different? Right now games are only good for that obviously, but that does not mean it has to stay that way. I believe DayZ is mainly a story driven experience (without a story) more so than a competitive one. Good discussion though, keep it going. :) 2 Share this post Link to post Share on other sites
codestargod 102 Posted August 8, 2013 (edited) I still don't quite agree with the argument that I don't watch movies or read books to show off.No you don't, atleast not directly, but by watching films or reading books, you take part in the event vicariously with your imagination. You may even act out certain parts of what you watched (knowingly or unknowingly) in real life. You may even integrate the best parts of what you watched into parts of your adjustable personality, thereby boosting your own self-worth. By acting out certain personality traits of the main protagonist you may have garnished from the TV or book that now form part of your adjustable personality, what you are actually doing is responding to the need for external praise inorder to boost your self-worth even further. On a side note, has anyone else noticed a 100% surge in people wearing 'Superman' t-shirts after that film came out? Do you think that this is a coincidence? If any of you watched the film, how many of you thought it would be 'really cool to do that thing he did that time'? Precisely what is making you wish to do what he did? Wearing the superman t-shirt is the equivalent of graphically displaying your make-believe skill-sets in the real world, by the way... Very freudian, indeed. Nevertheless... have no fear. There is a game that allows you act out all your superman desires to your heart's content, so play that instead. Your avatar will have all the skill sets necessary for you to show off to the rest of the virtual world online. That's what makes it fun! Edited August 8, 2013 by codestargod Share this post Link to post Share on other sites
CapricornOne (DayZ) 379 Posted August 8, 2013 This kind of thing has been suggested before... and while they stop players wanting to shoot a person to get their gear - there is nothing to stop them shooting a player after they have their gear. Take an example: Bandit sees player, gets him to lie down and restrains him. Takes all his gear, silently. Once he has it all, he can shoot the guy and run away - as the zombies will come eat the player. Hell, he doesn't even need to shoot the guy - he could fire his weapon in the air and let the zombies eat him. Only a few options I can see, without restricting playstyles (which we won't do):Very Rare Ammo. In ArmA you tend to find magazines of ammo. In DayZ, you can find various quantities of ammo just lying around in small amounts. Ammo will be rare. Finding a box of ammo will be extremely valuable. This will mean bandits need to consider if it really worth shooting someone.Economy. If the world has a very large amount of items, you simply cannot collect everything you want yourself. In DayZ SA - to get the things you need you will HAVE to trade. Many of these trades will probably be conducted with people you don't like (think: Jericho the TV series). The chances of you finding everything are slim. Bartering doesn't easily cut it, so perhaps bullets will also become currency - a further reason why the bandit might not want to waste one killing someone they just robbed.Value of Life. The player themselves needs to value their LIFE not just their GEAR, whether bandit or hero. We don't want a skill system, but we want the characters to grow and improve over time. This will be a tacit thing based on what your character does. This means that a player who has lost all their gear still has a reason to continue, and also a bandit has more to risk by getting killed.I really dislike arbitrary mechanics designed to achieve some adjustment of playstyle - because they tend to not work. Also, I dislike anything time based - because that means the server has to constantly check something. Do these comments go anyway towards allaying fears about the KOS mentality currently in the mod? 3 Share this post Link to post Share on other sites
codestargod 102 Posted August 8, 2013 (edited) Do these comments go anyway towards allaying fears about the KOS mentality currently in the mod?There are three categories of genuine persons who kill on DayZ: 1) Those persons who are genuinly shit scared of you, and prefer to be safe than sorry.2) Those persons who are bandits and genuinely want your shit.3) Those persons who are genuine xenophobic assholes that take pleasure in effing your day up. Unlike rocket, I am of the opinion that having some kind of non-intrusive economic system and value of life system will indeed take care of dealing with the first two types of personalities. I would very much enjoy having these features in-game as well as these types of personalities in-game, as they will add to the overall richness that DayZ has to offer. If noobs senses that another area to explore would be that in building amicable relationships with other players, then KoS would invariably be reduced from where it is at now... and even when it does occur, it would probably be more fun to talk about. The last type of personality could be dealt with to some extent if there were some mechanism to tag the bastard's IP/game serial number via some form of external reporting system per server. It would require the victim to file a police incident report immediately after the KoS event. It would be up to a marshaling group deputized by administrators to investigate the scene of the crime in order to establish who the other avatars present were, and who fired the first shot. With the client-server architecture now in place, it is entirely possible to chart the path of each client logged on to establish who was present at the scene of the crime. It would be a simple matter of checking to see whose historical paths intersect. If a suspect or suspects are determined, then these would be monitored descretely for their ingame activities, warned and/or perm-banned. Edited August 8, 2013 by codestargod Share this post Link to post Share on other sites
sktrooper@hotmail.com 70 Posted August 8, 2013 (edited) Not really. Very Rare Ammo: 1 bullet may result in you getting 2 off the corpse. Humans love to gamble. I think this would actually increase the KoS rate. Economy: same as above, shooting someone could potentially result in doubling your wealth. And why trade when you can access and take everything the guy has at the cost of one bullet? Value of Life: this might help a little. Having people learn certain skillsets over time, like making fires or applying more effective bandages etc, may help people to think twice before doing something stupid.. But then again, is shooting someone on sight a stupid thing to do? I'd say it isn't, because it increases your chances of survival, since that's one less potential source of death to think about. The only thing that will make people think twice about shooting on sight, is a consequence. Is the shot worth the potentially lethal situation that might follow or not? Edited August 8, 2013 by Applejuice Share this post Link to post Share on other sites
Max Planck 7174 Posted August 8, 2013 No you don't, atleast not directly, but by watching films or reading books, you take part in the event vicariously with your imagination. You may even act out certain parts of what you watched (knowingly or unknowingly) in real life. You may even integrate the best parts of what you watched into parts of your adjustable personality, thereby boosting your own self-worth. By acting out certain personality traits of the main protagonist you may have garnished from the TV or book that now form part of your adjustable personality, what you are actually doing is responding to the need for external praise inorder to boost your self-worth even further. You talkin' to me? You talkin' to me? You talkin' to me? Then who the hell else are you talkin' to? You talkin' to me? Well I'm the only one here. Who the fuck do you think you're talking to? Sincerely,Max Bickle 3 Share this post Link to post Share on other sites
codestargod 102 Posted August 8, 2013 You talkin' to me? You talkin' to me? You talkin' to me? Then who the hell else are you talkin' to? You talkin' to me? Well I'm the only one here. Who the fuck do you think you're talking to? Sincerely,Max BickleStruck a nerve, I see... <_< Share this post Link to post Share on other sites
CapricornOne (DayZ) 379 Posted August 8, 2013 (edited) The only thing that will make people think twice about shooting on sight, is a consequence. Is the shot worth the potentially lethal situation that might follow or not? Shooting on sight is an incredible risk in itself though is it not? Especially with vastly reduced ammo and little chance of acquiring a high powered sniper rifle. What if you miss or run out of ammo? In many cases it's not worth the risk. Why would one bother wasting precious ammo on visibly unarmed players or fresh spawns as opposed to keeping it for occasions in which they may actually need to defend themselves? It's all about risk vs. reward. It's a step in the right direction imo. That said neither of us have any idea how it'll actually turn out. Edited August 8, 2013 by CapricornOne 4 Share this post Link to post Share on other sites
Max Planck 7174 Posted August 8, 2013 Struck a nerve, I see... <_< Not really. So, you've never watched Taxi Driver? Share this post Link to post Share on other sites