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7-75 callaghan

Babies! (Well, society)

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I pity you' date=' that you even typed this.

When you mature, and know women, you will regret it.

[/quote']

Well said, and i'm seeing more and more of this online, especially from US gamers from more deprived backgrounds. It's sad, because the rest of us have made genuine progress when it comes to latent misogyny.

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Gaidoon stop referring to my goddamn bandit rape family post, I hope you're trolling cause if you actually think I was serious then you have something wrong with your head. That "suggestion" is ridiculous, and would never happen in game, because it's a game and not a western movie brah, there isn't roleplay going on in DayZ, and you can't force it using stupid family mechanics.

To conclude, you should be offended by my post.

And Calaghan your idea sucks, and I want you to type up a 4 or 5 line response as to why I am immature please.

P.S- When a post ends in "If you disagree you're a homophobe"

you have to have something wrong with you to take it seriously

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Ladies and Gents, I give you the future community of this hopefully block-buster concept that is emotional based apocalyptic survival.

On the topic of this thread, it should be locked and moved for the whole community to see. Hell, it should be implemented that this is e-mailed to the users account to read before joining, just to let people know what kind of circle they are merrily skipping into after finding out about the mod. Being a veteran of the Arma franchise and hopping on this bandwagon since pretty much day one, it has been wonderful to fine line that has formed between those who put forward ideas sensibly and maturely, and those who will never contribute once to this game bar their back-pocket cash, useless forum contribution and eventual negative attitude onto its community. Real good job guys, I can just see thousands of people rearing to join this kind of environment.

On the topic of the idea; I feel you are trying to put forward something which, to be slightly bland based on the responses is outside of the maturity level of some if not many of the current testers.. Between the lines you are another player who wishes to find means to pull together the community rather than have them pointlessly fight, presuming you've seen your fair share of action in this mod you no doubt know you are not alone in such an endeavour. While you put forward this idea I feel the real question you are asking discussion wise is 'What can we do to make it like the old days.'

Those who weren't around a couple of months ago, bandits were actually hunted down, blacklisted and announced on a regular basis leaving them to be constantly hunted by the much larger survivor community at the time. Like the infection we play around people began to get butt-hurt, and turned on one another.. And here we are.

But that's for another thread, the idea of reproduction from your perspective derives more towards community within the game, reasons to feel connected to someone so much that you would defend them to in result establish tight-knit groups resulting in hopefully a better experience. Where your idea is a very straight-forward approach to such a concept. From reasons fore-mentioned, current life-spans of a vast percentage of the player base and no real means of providing rewards without instilling aggravation within the tender community.. We simply are not ready for this kind of step, alpha and end-game aside.

This kind of idea is needed soon, and for lack of a better expression it needs to be stabbed into the game mechanics as a preferable option over watching Elek from the far fire-station for countless hours just to kill newcomers and clear entire sectors, which admittedly I have been reduced to doing as my friends scramble through the town. I hope by the end of this I should be able to walk into an area and be warned to leave, but to inject humanity into a virtual world is not at all an easy task.

Writers 'gonna write, take that inability to read and shove it mister TLDR

Richocet:.

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Closed until I can go through the thread and warn people/delete posts.

Way to go guys.


Thread reopened.

Posts have been deleted and their posters dealt with according to severity. This should be ample evidence of what I intend for not just in this thread, but every thread I moderate.

If you want to act like barbarians and tear the place to shit, I'm going to respond accordingly.

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Closed until I can go through the thread and warn people/delete posts.

Way to go guys.


Thread reopened.

Posts have been deleted and their posters dealt with according to severity. This should be ample evidence of what I intend for not just in this thread' date=' but every thread I moderate.

If you want to act like barbarians and tear the place to shit, I'm going to respond accordingly.

[/quote']

Thank you for the clean up.


Ladies and Gents' date=' I give you the future community of this hopefully block-buster concept that is emotional based apocalyptic survival.

On the topic of this thread, it should be locked and moved for the whole community to see. Hell, it should be implemented that this is e-mailed to the users account to read before joining, just to let people know what kind of circle they are merrily skipping into after finding out about the mod. Being a veteran of the Arma franchise and hopping on this bandwagon since pretty much day one, it has been wonderful to fine line that has formed between those who put forward ideas sensibly and maturely, and those who will never contribute once to this game bar their back-pocket cash, useless forum contribution and eventual negative attitude onto its community. Real good job guys, I can just see thousands of people rearing to join this kind of environment.

On the topic of the idea; I feel you are trying to put forward something which, to be slightly bland based on the responses is outside of the maturity level of some if not many of the current testers.. Between the lines you are another player who wishes to find means to pull together the community rather than have them pointlessly fight, presuming you've seen your fair share of action in this mod you no doubt know you are not alone in such an endeavour. While you put forward this idea I feel the real question you are asking discussion wise is 'What can we do to make it like the old days.'

Those who weren't around a couple of months ago, bandits were actually hunted down, blacklisted and announced on a regular basis leaving them to be constantly hunted by the much larger survivor community at the time. Like the infection we play around people began to get butt-hurt, and turned on one another.. And here we are.

But that's for another thread, the idea of reproduction from your perspective derives more towards community within the game, reasons to feel connected to someone so much that you would defend them to in result establish tight-knit groups resulting in hopefully a better experience. Where your idea is a very straight-forward approach to such a concept. From reasons fore-mentioned, current life-spans of a vast percentage of the player base and no real means of providing rewards without instilling aggravation within the tender community.. We simply are not ready for this kind of step, alpha and end-game aside.

This kind of idea is needed soon, and for lack of a better expression it needs to be stabbed into the game mechanics as a preferable option over watching Elek from the far fire-station for countless hours just to kill newcomers and clear entire sectors, which admittedly I have been reduced to doing as my friends scramble through the town. I hope by the end of this I should be able to walk into an area and be warned to leave, but to inject humanity into a virtual world is not at all an easy task.

Writers 'gonna write, take that inability to read and shove it mister TLDR

Richocet:.

[/quote']

I'm glad that there is at least one other person on this forum who understands this, and is able to express themselves in a coherent way without going on unintelligible tangents or resorting to mindless rhetoric.

And I think you are right, the majority of DayZ players are likely not mature enough to handle this suggestion. It is very unfortunate, because their attitudes will really limit what the mod will become.

I was basing my assumptions about them being able to handle it on the regular Arma 2 community, which, compared to this, is a far more respectable, mature, intelligent and productive group of people.

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Don't like this idea? You must be a Fag

When you mature' date=' and know women, you will regret it.

[/quote']

amen

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There is absolutely no base this would actually reduce any of player killing. Infact this actually offers even more funny options to fool people to their death... Think about it as a woman seducing men and killing them for fun? I bet there would be many who would like to play as "black widow"... OR think about those women who are already pregnant? They are good as death for those randoms who like to have that buff for themselves. Competition you know...

No base? Most experienced players know the vast majority of it happens for lack of end game content and, well, lack of things to do in general after a certain point. That is 'base' enough. Besides, that is just one of several reasons for this complex mechanic. You keep ignoring 99% of things I say, focusing on the one little detail that you are able to knock, and make it seem as if the entire proposal is debased. Very poor way of dealing with this complex suggestion.

Women seducing men and killing them for fun? Awesome, I hadn't even thought of that, and yet you go on about not adding gameplay elements. Really, you defeat yourself half the time in this discussion.

Women who are already pregnant? As I have said, the 'buff', which is still ENTIRELY undecided, and could just be a skin, would only affect the original couple, i'm not suggesting an adoption mechanic too lol.

The main problem with your comments, as has become apparent, is not only do you completely fail to understand the original suggestion as I posted it, but you have no understanding of game design/development, no understanding of human psychology - the role of intrigue as a driving force in narrative, and as a motivation with inherent reward, and little understanding of emergent gameplay or subtlety - all key focuses of this mod. All in all, you are in a very poor position to be commenting on any suggestion other than weapon/item additions and removals.

Sorry mate, but you just don't have what it takes.

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You really want your ideas implemented don't you?

Sorry but I just don't see this happening....... 80% of the people in this topic alone disagree with your idea.

Stop thinking about what YOU want, listen to the feedback you have gotten in this topic...... this should be closed, it's a giant flame war and only 1-2 people actually wants this idea? Yeah, it's not gonna happen.

Also, this is the same guy who thinks we should have WEEKLY character wipes....... uhm....how is your idea gonna work with that?

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You really want your ideas implemented don't you?

Sorry but I just don't see this happening....... 80% of the people in this topic alone disagree with your idea.

Stop thinking about what YOU want' date=' listen to the feedback you have gotten in this topic...... this should be closed, it's a giant flame war and only 1-2 people actually wants this idea? Yeah, it's not gonna happen.

[/quote']

Nope, you don't understand my motivations at all. Or mod development apparently.

Read the post by Ricochet. He is probably the only person here intelligent enough to understand the role and value of dialogue, aside from the mods keeping this thread clean. Maybe someone else will show up and prove me wrong.

Besides. This isn't, and will never be, a mod designed by a committee. This is Rocket's mod, and that is very important, because democracy would destroy this mod faster than you guys could imagine. The majority of you have no idea about what is involved in game design, at least not beyond the players perspective. This forum is for the discussion of suggestions, not a place to vote in ideas. If Rocket likes something that is supported by good suggestions and subsequent discussion, great, it may inspire him. But if he listened to the majority on a regular basis, the soul of this mod would disappear overnight, and none of you would be able to clearly understand or explain why.

Also' date=' this is the same guy who thinks we should have WEEKLY character wipes....... uhm....how is your idea gonna work with that?

[/quote']

That was someone else's suggestion, for the alpha alone, learn to read. I backed it, for reasons that are not applicable to this topic. It is only individuals like you who try to turn it into a flame war. Two people have been banned, and others warned. This thread is heavily moderated now, and thank goodness. Stay on topic, or leave.

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This kind of idea is needed soon' date=' and for lack of a better expression it needs to be stabbed into the game mechanics as a preferable option over watching Elek from the far fire-station for countless hours just to kill newcomers and clear entire sectors, which admittedly I have been reduced to doing as my friends scramble through the town. I hope by the end of this I should be able to walk into an area and be warned to leave, but to inject humanity into a virtual world is not at all an easy task.

[/quote']

I'd say it is impossible...there is no way to make people value eachother as HUMAN BEINGs in a virtual world where other players key value is a mobile reincarnating loot-sack - BUT we should try!

From this post I gather there are two general polerised views of survival in dayZ(and then all the rest inbetween), they are:

Those that see DayZ as a "battle royal" where the last person alive has "survived" everyone else - period. (Which is basicly a deathmatch where your 1st prize is the extermination of your species - well done!)

And those who see it as a social simulation/experiment where decisions should be made emotionaly and with conviction/values with the ultimate goal of saving some aspect of society (Not neccearely all it claims to be).

I definatly swade to the "social" aspect of the game (see my signiture) because this allows the most "freedom" because it puts the players in the driving seat in regards to what is/isnt acceptable behaviour. And really isnt THAT what both sides of the debate want most (The freedom bit :) )

Think about this - chaos is FUN but its even more fun if you have someone to fight against who wants order. Order is basicly boring as dog-shit without someone trying to ruin it (right?).

So both sides of the debate need eachother to enhance their game experience.

ATM all the tools nececary for chaos have been implemented into the game (and it is fun, but very limited) because this is the easiest thing to do, so now all the focus (should be) on how to implement tools to help players who want to socialise to do so in intuitive ways (Currently they are very limited) - For all the "lone wolfs/kill-looters I am afraid that alot of suggestions favouring 'Co-op/teamplay' may outright punish solo play and these are the BAD ones - but saying that, you will probably have to come to terms with having rules forced on you if you can't take it upon yourselves to find better more creative ways to get what you want off others aside from murder (Of course there are no real tools to help you with this, but still you do have a choice - just because killing is the easiest...).

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I'd say it is impossible...there is no way to make people value eachother as HUMAN BEINGs in a virtual world where other players key value is a mobile reincarnating loot-sack - BUT we should try!

Thank you for the feedback. You, unlike the majority, have entered into the discussion in an appropriate way.

Honestly I can't reply to everything you said right now, maybe tomorrow.

As for the above quote, it might seem impossible for people new to arma, the DayZ community. But actually that teamwork, productivity, and respect for each other in a virtual world is commonplace in the established arma community.

Not all are like that of course, but there are many highly respected and established groups that have done things with the game engine, in combination with people from all over the world, that are nothing short of incredible. And all before DayZ. So, yes it is possible. It just takes faith, effort, hard work, and a lot, and I mean a lot of forum moderation, global banning, and standing your ground against people who haven't a clue what they are talking about.

You also happen to see things my way more than you might realise. We need the interplay of both order and disorder (in the game environment that is) to keep things fun, it is exactly this tension that provides the intrigue that drives the player, and colours the narrative that makes this mod so fascinating. People don't seem to understand that it is actually quite likely that this, or another socially driven mechanic will be introduced. You don't have to get involved with it, in fact, the other side, is to fight it (in the game itself) - it legitimises the very mechanic that is added, and only adds to the complexity of the gameplay.

Again, people who are new to this whole scene, most likely wont understand a word of what I am saying beyond face value.

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1) Giving a bonus to a sex isn't balanced (or a negative effect)

2) There is NOTHING you could possibly give as a reward that isn't

A) Game breaking

or

B) Worth the time to spend 1 week feeding another female character.

Answer those 2 questions and then get back to me on that.

I think we need a way to improve teamwork that actually works, is FUN, and doesn't include more tedious / boring mechanics

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1) Giving a bonus to a sex isn't balanced (or a negative effect)

2) There is NOTHING you could possibly give as a reward that isn't

A) Game breaking

or

B) Worth the time to spend 1 week feeding another female character.

Answer those 2 questions and then get back to me on that.

1) The reward would be irrespective of gender. Balance has never been important in this mod anyway. Rocket makes that clear. BIS' date=' ArmA, and community made mods (apart from the pure PvP ones) have never concerned themselves with 'balance' in the traditional sense.

2) A) Why would any reward be game breaking? I have stated, countless times now, that I am not interested in material reward systems. The only 'buff' type reward that would interest me, (and again, the whole point of suggestion and discussion is to come up with new ideas, not just deride the OP on its own basis) is something like a +1000 maximum blood increase, for one time only, which disappears on death.

B) Again, something I have discussed in GREAT detail. Go back and read the posts. Reward, for most mature players, is inherent in completing a challenge, this is the basis of emergent gameplay. But, and this also refers to 'A' at the same time. There are (and it would help if you used your imagination so I don't have to do the thinking for you) are literally infinite different rewards and incentives that could be worked into the mechanic that do NOT change game balance in a way that detriments other players. Something as simple as skins representing success. Or something far more complicated that anticipates the introduction of 'factions' (in the works) to the mod. This is a complex subject, and no offence, but if you don't understand emergent gameplay and social dynamics, as well as the concept of inherent reward, then you wont understand this discussion. I suggest you go back and read my extensive points on all of the questions you are asking.

Finally, for arguments sake alone. Let's say this exact mechanic is introduced, and you still consider it boring. You do not have to participate, you can form a group of guys that specifically go around murdering pregnant women. Suddenly, oh! What's this? New found purpose.

You don't have to participate in the 'intended' way, to get something out of it - that is emergent gameplay.

I have other suggestions, maybe they are a better place to start, because this is a very complex one. Why not have a look at the two listed in my signature, and you will quickly see that I am not here to sabotage your gaming experience. I have a lot of experience with this game engine, and am doing what I can to offer productive suggestions. If you don't like this one, trying to attack it wont change a thing, I promise you. Instead, why not find one that you do like, and support it in a productive way OR, if you think it is flawed, provide constructive criticism.

If you hate an idea to the core though, honestly the best thing you can do is ignore it completely. Even negative attention is legitimising.

[hr']

Think about this - chaos is FUN but its even more fun if you have someone to fight against who wants order. Order is basicly boring as dog-shit without someone trying to ruin it (right?).

So both sides of the debate need eachother to enhance their game experience.

ATM all the tools nececary for chaos have been implemented into the game (and it is fun' date=' but very limited) because this is the easiest thing to do, so now all the focus (should be) on how to implement tools to help players who want to socialise to do so in intuitive ways (Currently they are very limited) - For all the "lone wolfs/kill-looters I am afraid that alot of suggestions favouring 'Co-op/teamplay' may outright punish solo play and these are the BAD ones - but saying that, you will probably have to come to terms with having rules forced on you if you can't take it upon yourselves to find better more creative ways to get what you want off others aside from murder (Of course there are no real tools to help you with this, but still you do have a choice - just because killing is the easiest...).

[/quote']

Absolutely spot on :-)

And the order that comes about from social-based, end-game content, will give even more fun to those who seek chaos as they try to bring it down.

I wish more would understand that.

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1) Giving a bonus to a sex isn't balanced (or a negative effect)

2) There is NOTHING you could possibly give as a reward that isn't

A) Game breaking

or

B) Worth the time to spend 1 week feeding another female character.

Answer those 2 questions and then get back to me on that.

1) The reward would be irrespective of gender. Balance has never been important in this mod anyway. Rocket makes that clear. BIS' date=' ArmA, and community made mods (apart from the pure PvP ones) have never concerned themselves with 'balance' in the traditional sense.

2) A) Why would any reward be game breaking? I have stated, countless times now, that I am not interested in material reward systems. The only 'buff' type reward that would interest me, (and again, the whole point of suggestion and discussion is to come up with new ideas, not just deride the OP on its own basis) is something like a +1000 maximum blood increase, for one time only, which disappears on death.

B) Again, something I have discussed in GREAT detail. Go back and read the posts. Reward, for most mature players, is inherent in completing a challenge, this is the basis of emergent gameplay. But, and this also refers to 'A' at the same time. There are (and it would help if you used your imagination so I don't have to do the thinking for you) are literally infinite different rewards and incentives that could be worked into the mechanic that do NOT change game balance in a way that detriments other players. Something as simple as skins representing success. Or something far more complicated that anticipates the introduction of 'factions' (in the works) to the mod. This is a complex subject, and no offence, but if you don't understand emergent gameplay and social dynamics, as well as the concept of inherent reward, then you wont understand this discussion. I suggest you go back and read my extensive points on all of the questions you are asking.

Finally, for arguments sake alone. Let's say this exact mechanic is introduced, and you still consider it boring. You do not have to participate, you can form a group of guys that specifically go around murdering pregnant women. Suddenly, oh! What's this? New found purpose.

You don't have to participate in the 'intended' way, to get something out of it - that is emergent gameplay.

[/quote']

I don't think getting buffs is needed in a military army shooter game, and I don't find shooting pregnant women any more enjoyable then shooting regular people....

What buff could you possibly give? Free night vision? Free healing? More ammo? Can you think of ANYTHING that isn't cheap and is actually useful? Getting a new skin to make me look "cool" in game where you die and lose all your stuff just seems.....pointless.

And if the "reward" was permanent, then people would only do this once and get what they what...therefore making this idea a one time thing.

You need to rethink this idea mate....There is no reward you could give that isn't going to break the game, or be useless. Honestly try and come up with something, because getting a new skin isn't one of them. If the reward is actually good and useful, people will either A) Use this mechanic to farm for the item or B) Won't even bother because it takes too long and is much easier to find yourself

I'm sure this would add some cool moments to the game, protecting your wife etc etc... but being a game played by 80% males, I really REALLY doubt my buddies are just gonna start being the wife in the group. And like I said, if there is ANY useful benefit, it will just be farmed.

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I don't think getting buffs is needed in a military army shooter game' date=' and I don't find shooting pregnant women any more enjoyable then shooting regular people....

What buff could you possibly give? Free night vision? Free healing? More ammo? Can you think of ANYTHING that isn't cheap and is actually useful? Getting a new skin to make me look "cool" in game where you die and lose all your stuff just seems.....pointless.

And if the "reward" was permanent, then people would only do this once and get what they what...therefore making this idea a one time thing.

You need to rethink this idea mate....

[/quote']

Wow, did you really just ask that? I don't think I can be any more clear. I think you are just trolling now because you are basically ignoring very clearly and patiently phrased responses to your questions.

That you find it pointless, is utterly, completely, absolutely irrelevant.

I made it, oh so very clear, that the reward would not be permanent.

Stop focusing on words like 'buff', and try to understand the dynamics in question. Really, i'm straining myself not to be rude, because you are displaying an incredible ability to not understand things no matter how many times they are explained to you.

Read my post again, and the ones before it that are even more detailed, because I just answered everything.

Reward inherent in success.

Emergent gamplay.

Order-disorder tension and player dynamics.

If you don't understand these basic ideas, then this is the wrong forum for you. Stick to feedback on game weapons and objects, because I have tried very hard to explain this to you in a straightforward way, and it is either completely over your head, or you are deliberately ducking underneath it every time.

So stop wasting your and my time, and remember the final words of my last post -

"If you hate an idea to the core though, honestly the best thing you can do is ignore it completely. Even negative attention is legitimising."

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You have issues....Just looking at this topic alone, you get too personal and spend WAY too much time writing responses.

I'm leaving this topic not because this idea is trash(and it is), but because your entire attitude is "I'm right, my ideas are really good(just look at your sig) and everyone else is stupid and can't understand my idea"

Well I tried...

Good luck getting this idea into the game :rolleyes:

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You have issues....Just looking at this topic alone' date=' you get too personal and spend WAY too much time writing responses.

I'm leaving this topic not because this idea is trash(and it is), but because your entire attitude is "I'm right, my ideas are really good(just look at your sig) and everyone else is stupid and can't understand my idea"

Well I tried...

Good luck getting this idea into the game :rolleyes:

[/quote']

Actually I can produce responses very quickly. If I spend too much time doing something, it is trying to make you understand something that is above your head. As I said, you don't understand game development, or my motivations. I'm not trying to get this precise idea implemented.

What about my sig? The 'must read' is an excellent list of mods for new players that I spent a lot of time putting together for their enjoyment. But of course, you didn't even take the time to check it, because you are here to judge and whine about things you don't understand, not participate in a discussion. 'Suggestion sigs' are recommended by the forum rules in order to prevent the need for bumping. The suggestions in my sig includes one of the most popular idea in the forum, and that is incredibly easy to implement. Go you.

Really, you are leaving because you realise you neither have a leg to stand on when it comes to this discussion, nor understand the concepts involved in the slightest. And rather than admit that it simply isn't for you, aren't man enough to admit you were wrong (and yes I could see you trying to back out without losing dignity) so instead try to blame it on a personal shortcoming of mine. A typical thing that a 16 year old might do in an argument. Congratulations for leaving in style.

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Interesting idea, but in the end it is unlikely to be put in this game. Not necessarily because it is a bad idea, but because this game is a military sim. It is far more likely Rocket could add the ability to take over a town (as long as you can hold it) than allow for reproduction elements in the game. Both encourage PVP, but the former actually fits more do to the element of the actual game and mod.

There are better ways to add to PVE elements in this game instead of putting the possibility for reproduction. The problem is that this forum is unfortunately filled with a large amount of people who wants the game to get more and more difficult to the point where it discourages PVE much more. Right now it isn't extremely bad, but it is at a point where you simply can't really take chances with most people.

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What would it do for the game experience? What are the benefits or deficits of having a family? It reminds me of people that have online marriages in MMOs - it has 0 meaning or value in a game that is not built around this mechanic.

If you had read the suggestion' date=' as opposed to just come here to troll, you would see that I had clearly stated that there was no suggestion of baby NPCs, or intercourse. Read again, and use your brain to understand the mechanics that arise thereafter, I shouldn't have to spell everything out.

[/quote']

Asking questions because to me your suggestion isn't well laid out and giving my opinion isn't really trolling - on top of that your high horse attitude isn't really helping.

Anyway I do not see any benefit in a game that isn't designed around a more social experience, even in very social games things like marriage, matrimony, any kind of reproduction mechanism doesn't really work if its not a central part of the game.

The only thing I can kind of agree to (and I guess that is where your suggestion comes from) is that in a post apocalyptic setting, the ultimate goal to survival would be somehow to settle down and possibly keep the human race intact by reproduction. Currently (!) I do not see a place for this in DayZ, but that is just my opinion to your suggestion.

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Callaghan wow stop there. Insulting other peoples intellectual capacity is a big NO NO. That's even worse than trolling. Also your conceited attitude doesn't really help with your convincing. Not to mention "maturity" arguments. Just FYI I'm myself 30 years old as example.

Let me clarify you something about this suggestion board. People write their ideas and other people write their thoughts and opinions about them, is that correct? That is highly irrelevant to speculate whether they understand or not the "higher meaning" of your thread. If you put your suggestion into a nut shell it's an ability to get a buff/reward from "reproducing" aka. touching the opposite sex player and staying alive for keeping the buff/reward. Majority of the people are very able to answer whether they like that feature or not. Other "romanticism" and speculation as I said earlier is very irrelevant.

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lol @ the amount of attention this thread is getting.....on the otherhand if I could shack up with some hot survivor I'd totally share my beans with her (even if it is infact some fat sweaty dude with nothing better in his life than to play zombie survival games....oh wait, thats describes me! weeps)

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Callaghan wow stop there. Insulting other peoples intellectual capacity is a big NO NO. That's even worse than trolling. Also your conceited attitude doesn't really help with your convincing. Not to mention "maturity" arguments. Just FYI I'm myself 30 years old as example.

Let me clarify you something about this suggestion board. People write their ideas and other people write their thoughts and opinions about them' date=' is that correct? That is highly irrelevant to speculate whether they understand or not the "higher meaning" of your thread. If you put your suggestion into a nut shell it's an ability to get a buff/reward from "reproducing" aka. touching the opposite sex player and staying alive for keeping the buff/reward. Majority of the people are very able to answer whether they like that feature or not. Other "romanticism" and speculation as I said earlier is very irrelevant.

[/quote']

You're right, I should not respond if I am annoyed. But honestly half the people who comment here, as you can see, do not understand the reasons for introducing mechanics, all they really get are items/weapons and game balancing.

I have no interest in the romanticism aspect, as I have said. Although some RPers would be.

Honestly, I am not pushing to get this implemented, i'm trying to have a discussion about the complex, socially driven end game mechanics that could be introduced. It doesn't matter whether people really don't like the initial proposal - if they think it would be bad for the game and the players experience, then I would like to know why, in well expressed terms. 'dont make this like the sims', 'this shit is gay' and 'that isn't realistic' - are not valid or insightful arguments that add to the discussion in any way. The non-realistic claim I have disputed, and I think it is very clear that it would be realistic. People also need to understand that this is not a military sim. ArmA 2 is, DayZ no. I play with a group of very demanding milsimmers, some who I would even say 'take it too seriously', which might sound a bit rich coming from me, but they really are hardcore, and would not touch this mod with a 20' pole, because it certainly isn't military simulation.

I'm not going to repeat my arguments for this suggestion, because frankly i'm bored to tears of repeating myself to people who can't be bothered to read the previous posts. 90% of people who respond, only read the first post, fail to understand what I am getting at, and type a hurried response based on assumptions. It has lead me to believe that the suggestions forum is one of the worst places to discuss mod suggestions, because it is a simple fact (although they do not believe this to be the case) that the majority of gamers do not understand game design for something as intangible as emergent gameplay etc.

The nutshell, as you put it, is anything but a buff/reward from a reproduction mechanic, that is just the superficial level that is inserted into the game. That is what I am trying to get at, and it is above the heads of the majority of people who play the mod, that much is obvious.

It has gotten to the point, where I only want to respond to people who understand the reasons behind the premise, not argue the same minor details over and over again. I hope you understand that now.


What would it do for the game experience? What are the benefits or deficits of having a family? It reminds me of people that have online marriages in MMOs - it has 0 meaning or value in a game that is not built around this mechanic.

If you had read the suggestion' date=' as opposed to just come here to troll, you would see that I had clearly stated that there was no suggestion of baby NPCs, or intercourse. Read again, and use your brain to understand the mechanics that arise thereafter, I shouldn't have to spell everything out.

[/quote']

Asking questions because to me your suggestion isn't well laid out and giving my opinion isn't really trolling - on top of that your high horse attitude isn't really helping.

Anyway I do not see any benefit in a game that isn't designed around a more social experience, even in very social games things like marriage, matrimony, any kind of reproduction mechanism doesn't really work if its not a central part of the game.

The only thing I can kind of agree to (and I guess that is where your suggestion comes from) is that in a post apocalyptic setting, the ultimate goal to survival would be somehow to settle down and possibly keep the human race intact by reproduction. Currently (!) I do not see a place for this in DayZ, but that is just my opinion to your suggestion.

Thanks for the valid feedback. And if I seem to be on a high horse it is because it is difficult to maintain a neutral stance for dozens of posts in a row, responding to individuals who, really, very clearly, do not understand game design. Please read the post by Hoik, he understands how this mechanic works in the current concept - the whole point of emergent gameplay is to find different things to do with basic realistic functions. Even if only 5% of players used this mechanic as intended, the basic 'order' that follows provides another layer of complexity that interacts with the other 95% of players.

And actually, the mod is very much designed around a social experience, and that is how it started. It is only with the more recent influx of players, from games like BF3, COD and whathaveyou, that it became a free-for-all mess. I'm not asking for a return to the old days, because i'm not naive enough to try and force that in a game, but, understanding this games origins better than most here, i'm also in a position to suggest mechanics that would naturally encourage more teamwork and social elements.

Like Hoik said, the freedom and design currently serves those seeking PvP more than anybody else. My suggestions seek not to undermine their enjoyment, but to provide something to others. And, as I have explained in great detail, these layers of complexity will in turn, serve those seeking to destroy order. That is why it is a complex idea, and why I get frustrated at those who fail to see anything but the surface mechanic.

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Callaghan wow stop there. Insulting other peoples intellectual capacity is a big NO NO. That's even worse than trolling. Also your conceited attitude doesn't really help with your convincing. Not to mention "maturity" arguments. Just FYI I'm myself 30 years old as example.

Let me clarify you something about this suggestion board. People write their ideas and other people write their thoughts and opinions about them' date=' is that correct? That is highly irrelevant to speculate whether they understand or not the "higher meaning" of your thread. If you put your suggestion into a nut shell it's an ability to get a buff/reward from "reproducing" aka. touching the opposite sex player and staying alive for keeping the buff/reward. Majority of the people are very able to answer whether they like that feature or not. Other "romanticism" and speculation as I said earlier is very irrelevant.

[/quote']

You're right, I should not respond if I am annoyed. But honestly half the people who comment here, as you can see, do not understand the reasons for introducing mechanics, all they really get are items/weapons and game balancing.

I have no interest in the romanticism aspect, as I have said. Although some RPers would be.

Honestly, I am not pushing to get this implemented, i'm trying to have a discussion about the complex, socially driven end game mechanics that could be introduced. It doesn't matter whether people really don't like the initial proposal - if they think it would be bad for the game and the players experience, then I would like to know why, in well expressed terms. 'dont make this like the sims', 'this shit is gay' and 'that isn't realistic' - are not valid or insightful arguments that add to the discussion in any way. The non-realistic claim I have disputed, and I think it is very clear that it would be realistic. People also need to understand that this is not a military sim. ArmA 2 is, DayZ no. I play with a group of very demanding milsimmers, some who I would even say 'take it too seriously', which might sound a bit rich coming from me, but they really are hardcore, and would not touch this mod with a 20' pole, because it certainly isn't military simulation.

I'm not going to repeat my arguments for this suggestion, because frankly i'm bored to tears of repeating myself to people who can't be bothered to read the previous posts. 90% of people who respond, only read the first post, fail to understand what I am getting at, and type a hurried response based on assumptions. It has lead me to believe that the suggestions forum is one of the worst places to discuss mod suggestions, because it is a simple fact (although they do not believe this to be the case) that the majority of gamers do not understand game design for something as intangible as emergent gameplay etc.

The nutshell, as you put it, is anything but a buff/reward from a reproduction mechanic, that is just the superficial level that is inserted into the game. That is what I am trying to get at, and it is above the heads of the majority of people who play the mod, that much is obvious.

It has gotten to the point, where I only want to respond to people who understand the reasons behind the premise, not argue the same minor details over and over again. I hope you understand that now.


What would it do for the game experience? What are the benefits or deficits of having a family? It reminds me of people that have online marriages in MMOs - it has 0 meaning or value in a game that is not built around this mechanic.

If you had read the suggestion' date=' as opposed to just come here to troll, you would see that I had clearly stated that there was no suggestion of baby NPCs, or intercourse. Read again, and use your brain to understand the mechanics that arise thereafter, I shouldn't have to spell everything out.

[/quote']

Asking questions because to me your suggestion isn't well laid out and giving my opinion isn't really trolling - on top of that your high horse attitude isn't really helping.

Anyway I do not see any benefit in a game that isn't designed around a more social experience, even in very social games things like marriage, matrimony, any kind of reproduction mechanism doesn't really work if its not a central part of the game.

The only thing I can kind of agree to (and I guess that is where your suggestion comes from) is that in a post apocalyptic setting, the ultimate goal to survival would be somehow to settle down and possibly keep the human race intact by reproduction. Currently (!) I do not see a place for this in DayZ, but that is just my opinion to your suggestion.

Thanks for the valid feedback. And if I seem to be on a high horse it is because it is difficult to maintain a neutral stance for dozens of posts in a row, responding to individuals who, really, very clearly, do not understand game design. Please read the post by Hoik, he understands how this mechanic works in the current concept - the whole point of emergent gameplay is to find different things to do with basic realistic functions. Even if only 5% of players used this mechanic as intended, the basic 'order' that follows provides another layer of complexity that interacts with the other 95% of players.

Not sure why my post was deleted all i was saying was this thread was shitty you must have gotten on the admins butt buddy list

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Also, people need to drop the PVE-PVP dichotomy, that isn't how this mod works.

Likewise the Bandit-Survivor dichotomy.

This mod is interesting because of the grey area, and that is exactly what my suggestions seek to play on.


Not sure why my post was deleted all i was saying was this thread was shitty you must have gotten on the admins butt buddy list

If your post was deleted' date=' why are you here provoking again? This is watched by moderators, so you are being very foolish coming back with the same non-response.

[hr']

And a little note to all of you. This is a discussion of ideas, not a democratic attempt to get this implemented, so no reason to react with such terror.

The only thing I personally want to see implemented ASAP, out of my own suggestions, is the Heli Crash mechanic that is linked on my sig. So if you came to this forum to vote for stuff, that is the one I suggest checking out, it is a very simple idea, very easy to implement too.

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Also' date=' people need to drop the PVE-PVP dichotomy, that isn't how this mod works.

Likewise the Bandit-Survivor dichotomy.

This mod is interesting because of the grey area, and that is exactly what my suggestions seek to play on.

[hr']

Not sure why my post was deleted all i was saying was this thread was shitty you must have gotten on the admins butt buddy list

If your post was deleted' date=' why are you here provoking again? This is watched by moderators, so you are being very foolish coming back with the same non-response.

[hr']

And a little note to all of you. This is a discussion of ideas, not a democratic attempt to get this implemented, so no reason to react with such terror.

The only thing I personally want to see implemented ASAP, out of my own suggestions, is the Heli Crash mechanic that is linked on my sig. So if you came to this forum to vote for stuff, that is the one I suggest checking out, it is a very simple idea, very easy to implement too.

Your a troll who hates people with a different opinion so you cry to the Moderators to ban them.

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