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This game should be prohibitively difficult.

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This game is so hardcore that the next level of hardcore would involve a forced uninstall of the game.

I love it.

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Only changes i would like:

Maybe 3% more loot. Not more and tweak areas. Nerf loot at balota, and pan it all out. Get the wildlife trifecta working.

 

*wet dream of ai roaming the map*

 

Add some more area specific weapons. 

 

Clean some bugs and i would be set.

 

Really like this hardcore stuff. Really need to plan it all now. Bloodbag just isnt a bloodbag anymore. Bloodtypes matter, cant jerk around with

bs loot anymore.

 

As for map remake, omfg i love it so much. Spent 2 hours walking a massive circle. Kamenka -> military base -> Komarovo (zelenegorsk intended) and then over to new buildings in cherno area. Before death occured.

 

So i am begging devteam. Dont listen to the people that cant reform their state of mind from dumbed down games. Keep it the way it is.

 

This alpha has given so much more then hoped for. And would be sad to see it revert to something else.

 

Keep up the good work Devteam

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I am totally with that topic.

 

Back in the days where all the legendary games were made. it was all about "How can i be successfull in this game".

You had to try things , you had to calculate the risks. you reallly had to put your whole mind in this games.

 

Dayz brings those times back to me.

Which no game did the last 10 Years.

I hope that if people find out secrets in dayz, that they will not post it on the internet. i want to find those secrets by myself.

 

So, Yes, a nerf of the difficulty in dayz would ruin everything.

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I totally agree with you i've been playing the mod for rougly 450-500 hours and i know every inch of Chernarus. I thinks that zombies should be in a large number and hard to combat. It should require 2-3 players and stealth to even think about looting major cities or the NWAF. Small houses and small villagers should be your main goal if you're alone and need food or water, but if you want better stuff you have to group up to loot the good stuff.

 

This will also help to improve player interactions and make it less KoS. You will be given a much more defined question: Do I gain on killing this player or can we help eachother out.

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Yeah I love people who don't seem to know that you're supposed to die in a survival game. This isn't supposed to be a noob-mode easy CoD game marketed to the masses. Rocket came up with this whole idea because he wanted a game like what all us real gamers grew up on. Even little kid games like Mario back in the day kicked your ass and didn't look back.

Edited by Weedz

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No, it really doesn't. 200k copies sold is a nice start, but it is by no means "plenty" and considering that there is no subscription fee, the game needs a steady influx of new players to continue to function.

 

I guess you missed the part where they sold over 2 million copies of Arma 2 and Arma 2 OA just from people wanting to play DayZ mod. 200K sales in the first almost 24 hours is mind blowing and probably made more than they needed total to pay for development already and it is still selling tens of thousands of copies daily.

 

 

No, it's not. BIS is a 14-year-old studio.

And ...? You don't know what an indie game or developer is I guess? They've been an indie company for 14 of those 14 years.

Edited by Weedz

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I guess you missed the part where they sold over 2 million copies of Arma 2 and Arma 2 OA just from people wanting to play DayZ mod. 200K sales in the first almost 24 hours is mind blowing and probably made more than they needed total to pay for development already and it is still selling tens of thousands of copies daily.

 

No, I didn't miss that part. That money was likely invested in a. the last 16 months of DayZ standalone development and b. launch and marketing of ARMA 3. Many of those players have moved on and not all are guaranteed to return.

 

I also didn't miss the part where there was clearly pressure to release DayZ standalone. rocket himself said he didn't feel it was ready for release, so obviously he's under pressure to start generating revenue. Which he did. But 200k sales is not "mind blowing" by any industry standard. It's a lot, and a lot of money, and that's great for everyone involved, but it's not enough to keep the game going indefinitely, especially if word-of-mouth does not spread like it did with the mod.

 

 

 

And ...? You don't know what an indie game or developer is I guess? They've been an indie company for 14 of those 14 years.

 

I suppose. If you want to call it an "indie" game, feel free. In my opinion a truly indie game is one w/o a major financial backer influencing the development process and managing the distribution of revenue. In the case of DayZ, Bohemia paid the bills to develop the game, and is also in charge of what happens to the revenue. If they want to take half the money DayZ makes and invest it in ARMA, they can.

 

They're also in charge of the development. If they disagree with rocket on something, guess who wins? BIS. They own the product and they get to say what happens to it. So that makes DayZ's "indie" label pretty weak if you ask me. A truly indie game doesn't have anyone to answer to.

 

So, yes, "prohibitive difficulty" is great, but if BIS decides the game isn't making enough money and the reason is nobody wants to play a game that involves shitting yourself to death in the woods every 10 minutes, we're in a bit of a pickle.

Edited by ZedsDeadBaby

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