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Target Practice (DayZ)

Tried to jump back into DayZ...

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It's always funny seeing people trying to pass off mindless KoS as "survival". What exactly is the point of killing a fresh spawn player? They do not actually get kicked from the server or stop playing. They will respawn a few seconds later anyway and be as much of a "threat" or even more because you don't know where they are. It's just a BS excuse that people who play this game as a deathmatch use.

I remember trying to enter Elektro without a weapon and hearing a voice behind me to stop, turn in another direction and run. He could have easily killed me but he didn't. If I had good gear he would have probably shot me and that's absolutely fine. People often say if you make ammo/food rare, then people will start killing each other to take their stuff. That is true but that is the kind of KoS that is not really a problem IMO. The real problem is the amount of people playing this game for the sole reason of finding another player and killing him in whatever way possible. Youtube is full of videos like that, people running around killing everyone on sight not even bothering checking their bodies at all.

Now that the majority of the player base consists of people with that "playing style" it's probably too late for the SA to be the game Dean wanted it to be from the beginning but I believe giving people more stuff to do would really help the situation a lot. Yesterday I played with a guy I know to see what the new patch is like and he would simply shoot at any human player he would see. When I asked him why he responded "what else am I going to do?". For most players it's basically nothing more than a big deathmatch and lack of content is a lot to blame for that as well.

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Yeah, my favorite was when people started kos on the 1.8 TEST servers. Like how in the **** am I supposed to search for bugs if you start lighting me up? It just shows the huge damage is that has been done to the community.

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Dude, uhmmm, NO?! There is a way of changing it, and i just proposed it. Why shouldn't the Kos'er be at an advantage? Well wouldn't you the one complaining if we'd put all heroes at a major advantage? Screw that! All play styles should be allowed/be able to be played. And atm they are not. You should have the fair and free choice between Hero, Bandit, Survivor and Kos'er play style. Also, please elaborate how the Kos'er puts any effort into getting that advantage. I'll say that his path is the easiest to go, and therefore should be balanced.

 

We are only going in circles because you and your friend dgeesio are not willing to give up your (unfair) advantages. Now tell me what exactly is wrong with the propositons made here, before you reject them.

 

You haven't got a clue what your talking about and you cant comprehend what people are telling you ...so for the reason ill not waste my time anymore replying in this thread as its just going in circles. You can try troll bait me to get me to reply again but i wont :)

Edited by Massicor
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You haven't got a clue what your talking about and you cant comprehend what people are telling you ...so for the reason ill not waste my time anymore replying in this thread as its just going in circles.

 

In Germany we have this saying, "The dumbest Farmer has the biggest potatoes"

 

I guess beans will do to for you right?

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Really, so those kosers on the coast sitting with a 5 man squad at every spawn point are surviving?

So they are surviving by shooting someone who is blood bagging them while they are unconscious and dying and shoot them as soon as they stand up even though they know they are going to die?

So these people who purposely camp spawns are playing to survive and not troll people?

Really if your defending these kind of players clearly this is what you do all day,

If you call this kind of play surviving, your a troll and you know it

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Why wouldn't you ? why should bandits be punished and heros not ?

 

I asked "What" would you punish them for?

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making a mechanic on how to stop or think twice about " KILL ON SIGHT " :lol: genius !

 

why should there be consequences ? why should i have a more chance to be infected ? total bs idea. yet again no balance just a way of gimping bandits.

 

 

consequences are in real world governed or sysmtes in place.

 

this game is in a sort of apocalyptic zombie feast fighting for survival with no powers that be so where are these consequences , who will enforce them ? as ususal the players who are trying to gimp bandits are the very people who arnt bandits ! such biasedness is a joke. just put you dont like bandits simple.

 

Look I know you don't read what other people say, even when they answer but I already answered this in my first post. You can't behave normally, due to that fact you get punished for being an asshole. The punishment only happens if you get hit by a zombie so it's not 100% guaranteed is it. Maybe the threat of infection will slow down the rate of murder just for the sake of it.

 

Or maybe the thought of looking for AB's for hours takes you away from your kill-die-kill-die game?

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No need for a contrived game mechanic to change the mentality of the game.  Simply make armament levels vaguely reflect reality instead of scattering firearms like confetti.  Its Eastern Europe, gone to hell in a hand cart.

 

Reduce the amount of guns and ammo, with a light scattering of AK's, civilian rifles and pistols, but make military exotica legendary rare in proportion to its capability.

 

Fix gun numbers with hard coded limits across the whole hive, to prevent dupers and server hoppers from massively inflating the amount of firearms, especially exotica like they have always done so far.

 

Percentage probability just doesn't cut it in the face of persistent farming.  Players loot the damn barracks in an eternal conga until the right toys finally appear.

 

Until 1.8 duping was shockingly simple and you can bet some asshat will be pulling all manner of stupid moves right now until they figure out a new way ... then posting it on Youtube.

 

Why do people think there were so many of the unmentionable big calibre cannons and sniper penises when they were supposed to be rare?   Duped and farmed to hell, that's why.

 

 

Substitute reduced gun numbers with, let me see, more melee weapons, again more in line with reality.  Fence posts, furniture legs, tyre irons, dusbin lids, hammers ... a handful of chainsaws for laughs?  A few tazers?

 

Some short bows, long bows and slings to supplement crossbows?

 

 

Two of the most deficient player qualities in DayZ are the most useful assets for seeing the way ahead with this ... selflessness and imagination.

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Lolwut?  Gun numbers have nothing to do with play style!  You would have to put in more of that ... disgusting ... EFFORT ... to end up with a gun instead of tripping over them in supermarkets and sheds..

 

 

Oh and thanks for validating my last statement so quickly ... selflessness (check - failed) ... imagination (check - failed).

 

 

Don't let the door smack you in the arse on the way out :emptycan:

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Actually KOS can be changed

In the good old dayz, when my clan had something like 120 members(now its just me after many waitin for standalone or board of dayz or annoyed by hackers so they left)

Many times we held down 3-4 servers at a time, policed the cities, hunted bandits (and recruited ex bandits who saw the light) and basically made some areas safe for people who complied

When you have 20 members of the same group spread into sniper teams, assault, flanking groups (with clan tags off so the enemy never knew our real numbers )

It's surprising how many people and friends we made

There were still bandits, most of the time on the run and being hunted by us so there was still plenty of firefights

Except we were winning for a while until hackers took a liking and stalked us across servers for months so many have up trying

It can be done, I've seen it first hand so don't say it can't

In the standalone, those days will return

 

This is the closest we have to an effective solution: social.  Make murder unacceptable in game and persecute the bandits.  Make their lives tough, keep them on the run.  I am not a sociologist, but I suspect that this is how our ancestors kept things under control prior to the codification of laws.  I sniffed around the Regulator clan a while back, then drifted away as I also lost interest in the game.  The concept could work, but there is a critical mass of support that would be required for it to succeed.  Lone Warrior will not be able to fix this on his own.

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Social has already failed.  One vdeo game overflowing with guns.  Teenage boys with no conscience and little more imagination enjoy pretending to shoot people with guns so much, they come to a game not even intended for deathmatch ... because it is full of guns.

 

Solution:  less guns.  Far less guns.

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I haveny played any DayZ for 2 month now, im waiting for the SA.

The update looks good enough to play but I just cant bring myself to install all over again, takes hours and im just starting Just Cause 2! Then I have all the other Steam games from the sales!

I watch the Tube vids for a fix, now and again!

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Rocket have talked about it on Reddit.

Ammo will be rare and if you die, you start out as a pale, unfit, computer nerd with as much skills to survive in a zombie apocalypse as one would expect.  This is not to stop or punish KOS, but it means bandits will be really careful with how they conduct their business.  This would make bandit encounters a lot more authentic for all involved.

Edited by Erv_za

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I remember the rarity of weapons and ammo in the Mod, didnt last lobg before everyone had top grade stuff, I predict the same with the SA!

Ok maybe not as much due to less hacking, but you just know bases and farming will be rampant!

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I remember the rarity of weapons and ammo in the Mod, didnt last lobg before everyone had top grade stuff, I predict the same with the SA!

Ok maybe not as much due to less hacking, but you just know bases and farming will be rampant!

 

Difference with the standalone is they will be able to monitor how much of each item there is in circulation and limit it from spawning as they see fit. 

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I would imagine that its not hard to implement loot control in the mod as well, with numeric item limits across the hive or per server ... let me see ... like vehicles.

 

Why it isn't used already is quite frankly unfathomable.

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I would imagine that its not hard to implement loot control in the mod as well, with numeric item limits across the hive or per server ... let me see ... like vehicles.

 

Why it isn't used already is quite frankly unfathomable.

 

Even if it is possible the current mod dev team do not have that level of control over how the database works.

 

Plus isnt that one of the big differences that the standalone will bring? all items will be classed like vehicles, something that rocket said couldn't be done in the mod.

Edited by Fluxley

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Loot-wise one of the major things that will separate the SA from the mod is that it will (hopefully) have global loot tables.  Meaning they can define exactly how many specific things spawn in the whole DayZ economy, not just on one server but across every server.

 

As an extreme example they could decide to only spawn 1 set of NVG's in the whole game, not per server but one set can only be found.  Ever.

 

It's one of the things I'm most excited about, to see how the economy evolves.  Because of crafting and the rarity of certain things it'll lead to peeps having to trade eventually.

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Loot-wise one of the major things that will separate the SA from the mod is that it will (hopefully) have global loot tables.  Meaning they can define exactly how many specific things spawn in the whole DayZ economy, not just on one server but across every server.

 

As an extreme example they could decide to only spawn 1 set of NVG's in the whole game, not per server but one set can only be found.  Ever.

 

It's one of the things I'm most excited about, to see how the economy evolves.  Because of crafting and the rarity of certain things it'll lead to peeps having to trade eventually.

 

Same here, looking forward to the new loot system, which woulld also render farming ineffective and provide a tool to control duping.

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If thats the case, crafting will be a life saver for everyone, providing food has a constant source, like fishing and there had better be a lot of steri tabs, or we are screwed!

Limiting weapons is good providing we have melee tools for defence. I just hope the balance is right, or people will whine like cheap whores!

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I like the idea that the more people you kill unprovoked, the more crazier you become.. Or maybe a fallout system, whereby reputation is used instead of humanity. If you murder people and it's witnessed, you have to find the witness or you'll be licking rocks eating raw goat because if you set one foot near a trader city your head goes awal... Teach them kids a lesson. If they don't fix it they won't get my cash. It's getting old and Rust is looking far superior.

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Perhaps the next logical step is making ammo rarer than rocking horse shit, so at least the KOS brigade will likely save it for a target that's actually worth killing.

 

This is how I'd solve the problem. The issue is that DayZ is built on a realistic foundation, and so a single bullet is generally lethal; which makes playing the game a frustrating exercise, because you can do everything correctly without making any mistakes and still die because a distant sniper decided to try out his aim. Which is doubly irritating with a game that has such a time-consuming setup phase.

 

I'm reminded of Aces High, an online flight simulation that I used to play; if you wanted to survive you had to take off, climb to 15,000 feet, attain combat speed, approach the target from an unexpected direction etc and after forty-five minutes of this you could still be wiped out instantly by the AI flak routine.

 

Remember Mad Max II, and how The Big Humongous has a .44 Magnum pistol with a scope, but only four bullets? He's a major regional crime boss but he still has to choose his targets wisely. Max has a handful of shells and some of them didn't work. In that environment a man with a functioning Lee Enfield with a bag of reliable ammo would be a rare sight, and he would be in charge.

 

I'm sure if DayZ was set in South Carolina or inner-city Baltimore guns would be all over the place, but in real life all the useful stuff would have been smashed or looted long before you arrived, guns would be as rare and valuable as Fabergé eggs and ammunition would be even more scarce.

 

The flip side is that the developers have to strike a balance between their vision and the commercial demands of selling a lot of copies. But then again, if they were solely concerned with sales figures they wouldn't have bothered with Operation: Flashpoint, they would have licensed the Quake III engine and chucked out a cheap Return to Castle Wolfenstein clone way back in 2001. And nowadays there would be no DayZ and no Bohemia Interactive.

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doesnt matter about making ammo rarer

 

if one bullet kills with a enfield for eg which isnt hard to do then making 10 rounds to maybe 5 what difference ? not much. say you make it two rounds , i see a guy ill still pop him especially if he has a gun on back say he has no bullets hes still died for the illusion of having gear. so cause you cant see what people have people will always kill people. its the gear and collectiong of items versus time why majority kill people.

 

so you remove guns ill kill with axe. kill with machete it doesnt stop you just limiting gameplay to try and reach a ideal of a minority !

 

fun should be first and overall the game is more fun with the higher end of danger than without.

 

what alot suggest recently is a collectig game and a ray mears bear gryliss survival just without killing . thats stupid and boring. if you wanted this why even add bandtis or zombies/infected just make a bear grylis game !

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