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Intactus

A word for the community and a big hand for Rocket!

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Hello everyone!

I'll start off by saying that regardless of the game's very, very early alpha status, it's amazing. The implemented mechanics and amount of potential it has are just overwhelming. Keep that up and you'll have the most amazing, immersing title in a decade.

My... appeal for the community as a whole.

People who come here and complain about the mod having this and that mechanic or just compare the "visible" exterior mechanics simply don't have a clue and i'm sad for them. Just give it time. This engine already has an impressive set of means for making an unique and wonderful gameplay.

Ofcourse there's a ton of flaws and limitations and things i'd like to change myself but it would be pointless to bicker about those at this stage of development and most of those already have had a debate going on for a year atleast so...

The antihack, combat timer etc. will be there i'm sure, as well as something to prevent ghosting, exploiting etc. So no need to endlessly scream about it, is there? I believe we as a community would do well to try keep these forums as constructive as possible if we really want our voices to be heard. No dev is gonna waste three days going through hundreds of pages of endless rants and flames about the obvious in hopes to catch that single constructive post with a great idea in it! There are indeed many here, lost among the pointless bickering.

People posting about "how serious disappointment this is" are systematically either too ignorant, clueless or just simply unable to properly understand just what are they evaluating in the first place. Take a deep breath and consider if you actually have any relevant feedback or realistic solutions for those issues. If you don't, just don't post.
If you aren't even trying to solve the problem, you are part of it.

As stated a few times: Pre-Alpha(er). You got what you paid for.

Regarding the weapon accuracy...

There's really a huge debate about weapons. I'm all for realistic approach myself and having an excessive firearms training, having served in army as a platoon commander/drill instructor i certainly have my own view about how guns should work and what people should be able to accomplish with and without proper training/knowledge/excersize.

My suggestion for the middleground is this: Introduce condition to the weapon itself. Make it play a big role:

Bad condition gun/mags results in bad, unpredictable behaviour (bad accuracy, weapon jams, unintentional firing, feeding issues, etc.)
Pristine weapon is accurate and reliable.

Make weapons/materiel degrade over time/conditions and maintainable. No gun, especially western made complicated assault rifle, is able to fuction properly while running around, engaging enemies, crawling in forests etc. without proper maintenance. It should be an effort to keep ones weapon in good condition/prevent degrading. A normal soldier spends almost as much time/effort maintaining combat equipment as maintaining oneself in those conditions.

Make bad quality equipment the stardard. Make ways to maintain or even slightly improve the materiel condition. A reliable, accurate rifle of any kind should be a really rare, prized possession be it mosin or whatever else.

Hell, make it so that most weapons you find are pretty much useless until proper measures have been taken to restore functionality, much like vehicles in the mod. When you (after firing lots of rounds) leave the gun laying in the autumn woods, it sure as shit isn't going to work properly after a few weeks, let alone longer time.

Other than the weapon condition, performance should be purely about skill/knowledge instead of some random dice roll.
This would be completely doable with the excisting mechanics already implemented in the game. =)

Oh... Such a huge post. I guess i got carried away a bit...

None the less...
Do not just complain people! Suggest, give ideas and solutions if you have issues!
That way you can sill rant all you want but might actually contribute something while doing so!


See you out there.

Edited by Intactus
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Yep very nice community idd :)

 

 

(Altho not that crazy about the KoS complainers we seem to have alot of now.)

 

As they say "A bad workman always blames he's tools" :)

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I think that the realistic, extensive, well thought gunplay elements are/have been the second biggest "selling point" for the dayz right after the unique interactions with enemies and other people in the game so imho it should really be emphasized in the Standalone even further.

It even contributes directly to the scavenger/survival aspects of the gameplay while presenting the player with tough choices with their limited inventory capacity.

It makes it more difficult for one just to grab a gun and start killing players on sight. It makes hoarding huge amounts of weapons less desirable as they need proper maintenance or be reduced to garbage after extended amounts of time etc.

I think that when proper balance is figured out, this would become a pretty good element affecting the gameplay and our choices.

What say you?

Edited by Intactus
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Yep idd, I like the path Rocket is taking atm i must say.

 

But i feel the fear of being killed by players makes the game more intense, Kinda like running through an african safari wildlife park with a bleeding dead deer tied around your shoulders.

Edited by Jaygoon

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