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Is the game basically over once you have piles of loot?

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Totally disagree with the notion of end-game being about PKing, maybe if you came from COD or whatever.

Really, this mod, this game in general, is all about teamplay, that is exactly what it was designed for. Playing with a group of friends is many, many times more enjoyable, but you wont know it till you try it. Besides, there is no 'best weapon', if you have a team, each weapon type becomes a force-multiplier.

Join a team or start one, find a vehicle, repair it, set up a camp somewhere to increase loot stash, organise roles within the team and increase your resources, add members, eventually restart society. Isn't that the whole point of surviving a zombie apocalypse? Unless you are a complete arse of course.

I'm not saying Pvp isn't a part of it, sometimes it is entirely necessary. But if you get more out of PKing than teamplay, then honestly you are pretty immature, most likely quite young objectively.

And as everyone says, you will die eventually, if you think you are that great, see just how long you can survive.

This mod, this game, is all about making your own objectives. The inventiveness of your objectives stands testament to who you are as a person, so if PKing is the best you can come up with... Well i'll just let that speak for itself.

Personally I only enjoy it if it involves stalking and bounty-hunting bandits.

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We just need the ability to fix electricity for towns and conquer them as safe heavens and that will make the end game more interesting. Bandits vs carebears.

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New maps are NOT going to happen. It takes a lot of work to build ARMA islands

um' date=' but Rocket said he made DayZ modular and estimates an hour of work will port it

and there are lots to choose from:

Panthera, Taki, Fallujha, Lingor, Isla Duala, Helmand...

I doubt very much that new islands would add anything at all to the game

except letting players rediscover the thrill of discovery and changing the combat environments

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It is not new maps the game needs. It's more game play mechanics.

It's a sandpit... but if you dig in the sand most of what you'll find is guns.

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Well, the game starts when you noticed stockpiling is not the way to go.

Get friends, make trips to places, the adventure, the risk of dying, the firefights. its what gives me the thrill.

We managed to fix a vehicle, driving around in the night, to just crash and wreck a tire in the middle of a city.

Swarming with zombies allover the place, breaking legs and having the risk of players shooting at us.

We survived that, got the car working, but that was the fun part.

Not having the car, or the new weapons we found earlier or anything.

It was the almost dying part that was fun. : D

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At that point you gotta decide... be a villian for be a badguy? I alternate back and forth... currently ive been overwatching the coastline and sniping off anyone I see camping rooftops and openly killing other people... I also try to help others when they spawn in off the coast.. offer up freshly cooked steaks, offer a escort into town etc... pretty much just try and keep people from getting ganked right off the coast... however when I die this time Ill probally spend a few lives just going bean wars crazy and sprinting through town with a flare strapped to my chest yelling in VOIP im a suicide bomber and shooting everyone...

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Not really. Gear is the way this game keeps score. It allows the skilled hunters an advantage, allows those who have stockpiled gear an advantage, makes you not want to lose your gear and allows griefing through taking gear / killing those without the gear to present a threat.

Besides, I walked from one end of the map to the other which is trivial (barring the chance of PvP) and boring. The value of the landscape is defined almost entirely by the loot spawns, which are known in advance, so that defines where the action is.


however when I die this time Ill probally spend a few lives just going bean wars crazy and sprinting through town with a flare strapped to my chest yelling in VOIP im a suicide bomber and shooting everyone...

I'll consider anti-PK when finding out who the PK's are isn't such a handicap. But the above sounds sort of fun, zombie trains through the middle of Cherno!

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Currently me and my roommates are trying to save up enough tank traps and razor wire to build a road block at a certain place so we can trap people and get us some vehicles lol!

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Yeah it's pretty much over once you establish yourself if you've got a group, some vehicles, and a base. From there on out it's pretty much nothing cause there's no end-game content. You just try to keep yourself entertained until you eventually kill yourself out of boredom.

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Seems to me like for the game to be basically over you DO have to have piles of loot, but then you also have to wait for the mod to recieve all of its alpha stage game mechanics, then beta testing to tighten it up, and finally released. Play THAT for six months or a year, and then yes. The game is basically over.

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Is it really that bad that people run out of stuff to do in a FREE MOD? This isn't an MMO with a monthly fee.

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Here's hoping for more features eventually.

Plenty of cool suggestion for infrequent random events to spice things up. NPC clean up units with good weapons and ammo and a vehicle or two. Run or hide? etc

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Currently me and my roommates are trying to save up enough tank traps and razor wire to build a road block at a certain place so we can trap people and get us some vehicles lol!

10 points for sandbox creativity! :)

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I think for most parts its not about getting the bestest 3733t3$t überLoot. Its the journey that can be very interesting or very boring, dependen on your actions and encounters.

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this game never ends....u allways have to keep getting supplies for your car etc...and if we feel like it we take our 2 vehicles and raid the airfield kill a few ppl, loot, tank our cars up....and so on :D

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This is the problem with sandbox games. Since there's no objectives' date=' they usually boil down to simple PK'ing until you're completely bored. This is the main reason why I've been saying they'd better add a few new maps to this game or they may risk people being bored before it ever gets to beta.

[/quote']

changing maps don't change the mechanics or tactics. won't fix boredom.

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destroy ennemis base, stalk ennmies (bandits, survivor, depend on you ) try to build vehicle / steal vehicle / destroy your ennemis vehicles.

Try frapsing while you kill admins so lot of them will kick you and you can report them, thats so much fun *_*

Get chopper

Try to get the rocket launcher

Make nice movies, rp moments

stuff like that ... you know, sandbox?

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For me, when i'm bored or don't know what to do because i just found everything i need, i bascially team up with a friend and just wandering around trying to find bigger camps with cars which we can steal, so most likely we head way north and start searching on the edge of the map. If we are lucky and we found some cars, it's always fun to steal them, driving to our base, if not, not a big deal, because we are so far north, we can easily go to the NW airfield, or Stary Sobor where the chance of finding other guys is quite high and you never know what will happen, maybe we find a friendly guy which can team up with us, or we'll get into a nice gunfight.

One thing i definitely learned is, it's way more fun to actually use your found gear and not being afraid of dying and collecting all the good loot into tents. I started playing DayZ collecting all best gear, but never used it. Basically it was like "Yea, i have everything i need, LOOK AT THAT SHINY M4A3 CCO SD" but never used it.

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So you have the best rifle' date=' the best handgun and all the tools. You have piles and piles of food, soda, and meds stashed at several camp sites, and you've circumnavigated the entire map 100 times.

What keeps you playing at that point? Once DayZ is finished will it be the addition of new maps that keep people playing?

[/quote']

Pretty much sums it up for me. There's more pk's than anything else but am I surprised when they have nothing better to do with no achievement system or such to entertain their tiny minds?

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PK's are motivated by the idea of proving their superiority and disrupting someone elses play-session. There doesn't need to be any in-game reward and they will expend a lot of effort to that goal. This is true of any PvP game and a thousand times that if full loot, free for all and perma-death are part of it.

I'm largely done with Day-Z, I'll watch the patch notes and see if there's be a meaningful dis-incentive to just shooting everyone. I can get my PvP from something with more balance and less creeping around the under-growth. World of Tanks currently (shame it's pay2win, but oh well) and CS:GO when it comes out.

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PK's are motivated by the idea of proving their superiority and disrupting someone elses play-session. There doesn't need to be any in-game reward and they will expend a lot of effort to that goal. This is true of any PvP game and a thousand times that if full loot' date=' free for all and perma-death are part of it.

I'm largely done with Day-Z, I'll watch the patch notes and see if there's be a meaningful dis-incentive to just shooting everyone. I can get my PvP from something with more balance and less creeping around the under-growth. World of Tanks currently (shame it's pay2win, but oh well) and CS:GO when it comes out.

[/quote']

So you prefer risk-free PVP?

Comparing DayZ with COD/CS/Whatever other deathmatch game is like comparing tic-tac-toe with high stakes poker. The PVP'ers gear is just as valuable as the victim's, maybe even more so. And by shooting, he's announcing his position to the world.

That risk is what makes PVP in this game so intense.

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