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Grimey Rick

I wish we were forced to interact with others to survive...

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people already team up. thier called clans. find one that suits your type of play. why is the meta ignored completely?

 

clans are a good way to block strangers out of your gameplay

 

(your meta gameplay?)

Edited by pilgrim
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Let's make the game so bloody difficult the only thing keeping you playing it is an addiction.

 

But not like Rust please, I always die after half an hour or something.

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Forced, not so much.  Given more beneficial reason to, yes.  What those reasons could be, I'm not sure.

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clans are a good way to block strangers out of your gameplay

 

(your meta gameplay?)

thats quite "realistic". everyone keeps saying realism this and realism that. im sorry adversity IRL isnt going to make all living humans gather and sing kumbaya. people divide along various lines, such as race, religion, national heritage, etc. Thats what happens when law and order are suddenly removed by social collapse. thats what will happen in an apocalypse. people group together along things that bind them together- a commonality that defines the group.

 

In games this takes the form of guilds/clans. the fact that people come here and find clans in the recruitment section and team up, that is A FORM OF INTERACTION. People are interacting They just aren't accepting every random they cross paths with, with open arms.

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..//.. everyone keeps saying realism this and realism that. im sorry adversity IRL isnt going to make all living humans gather and sing kumbaya. people divide along various lines, such as race, religion, national heritage, etc. Thats what happens when law and order are suddenly removed by social collapse. thats what will happen in an apocalypse. people group together along things that bind them together- a commonality that defines the group.

In games this takes the form of guilds/clans. the fact that people come here and find clans in the recruitment section and team up, that is A FORM OF INTERACTION. People are interacting They just aren't accepting every random they cross paths with, with open arms.

 

I've got ya!

 

"...adversity isnt going to make all living humans gather and sing kumbaya.

people divide along various lines, such as race, religion, national heritage"...

... "In games this takes the form of guilds/clans"

 

That's cool. So you gather together in clans and sing kumbaya.

 

I understand.

 

xx

Edited by pilgrim

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I've got ya!

 

"...adversity isnt going to make all living humans gather and sing kumbaya.

people divide along various lines, such as race, religion, national heritage"...

... "In games this takes the form of guilds/clans"

 

That's cool. So you gather together in clans and sing kumbaya.

 

I understand.

 

xx

Way to ignore context of what i quoted

"Clans are a god way to block strangers out of your gameplay"

 

What im saying is the idea that clan are devisive or explude individuals the deem don't "fit In" is normal. its akin to "realism" that everyone uses to explain everything. people divide along those sorts of lines into gorups that share a commonality IRL as they do in a game.

 

Players are interacing and cooperating. just not in a way that some would like.

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Way to ignore context of what i quoted

"Clans are a god way to block strangers out of your gameplay"

 

What im saying is the idea that clan are devisive or explude individuals the deem don't "fit In" is normal. its akin to "realism" that everyone uses to explain everything. people divide along those sorts of lines into gorups that share a commonality IRL as they do in a game.

 

Players are interacing and cooperating. just not in a way that some would like.

 

god is good

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Oh no my quote got shortened!

 

Just thought I'd say that I appreciate you finding exploits and reporting them, helps improve the game.

Maybe it kind of is cheating to shoot people through walls but we're all testing it anyway so who gives a crap, the more exploits we find the more they get fixed and the game gets better.

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clans are a good way to block strangers out of your gameplay

 

(your meta gameplay?)

 

Which is why party/faction mechanics need to be added to the base engine. Clans shouldn't be the only people able to take advantage of coordinating as a group. Right now teamplay is, pretty much, exclusive to clan/pre-made groups because it is much easier to coordinate over Skype than in-game direct communication.

People should be given a way to easily group with other players as well as incentives to do so.

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Which is why party/faction mechanics need to be added to the base engine. Clans shouldn't be the only people able to take advantage of coordinating as a group. Right now teamplay is, pretty much, exclusive to clan/pre-made groups because it is much easier to coordinate over Skype than in-game direct communication.

People should be given a way to easily group with other players as well as incentives to do so.

Right scriptfatory, this is the START of the problem:

 

One way of "how-to-form-a-group" already in the game, is the walkie-talkie  - but it is no good.

 

I've tried using the walkie-talkie. I got a pristine walkie-talkie as soon as they started spawning in the game. Got a pristine battery to put in it.

I still always have one - Nothing . Zero.

I used to go through the channels and say hello on each frequency when I logged in. Then do the same each time I ate, or sorted my inventory. Anywhere quiet.

I left it on, changed channels from time to time. Changed flat batteries.

Nothing, completely zero.

Got into the habit of picking one up whenever I respawned, just takes up 2 slots. So I've used a walkie-talkie as much as anyone ever can, and it is USELESS to help you make contact with other players.

If you are already in a group, you could use it for short distance comms... 'for realism'. But if you are already a group you already teamspeak/mumble. Everyone knows this.

 

A group that gets together by chance for one session - even 2 players -is never going to equip itself with walkie-talkies so it can talk over a hundred yards (one side of the airfield to the other). A lot more players are no-pants gamers, than will ever use the walkie-talkie. Its a silly, useless game gimmic. Unfortunate, but there you go, it's true.

So in practical gameplay, the walkie-talkie is no good at ALL. Its use in the game IS ZERO.

 

And that's the sad report  on walkie-talkies from someone who REALLY HOPED it would be useful, and I put some effort into it.

The only way it could be made to work is to have a range across the whole map, or AT LEAST a range across 25% of the map. But because the battery lasts a short time, and because of teamspeak.. I think no one is going to use it EVER, anyway. But the Devs could TRY putting the range up to 10 kicks or 15 clicks, just to TEST what I say.

 

So what other way for players to get in contact? Ways of cooperating after you are in contact => we can talk about later - FIRST, how the hell do you get in contact before you can begin to cooperate?

 

In the game you go up to a player at very short range and say "hello" using a mike. You get shot or maybe you don't. If you are alive after a while, maybe they are players who are fun to run with, or pass an hour, but their gamplay is not what you are looking for, except to pass time. So IF it turns out OK you join the same teamspeak channel or you do not.

 

OK -  the big problems are - firstly not all players can talk into a mike, they are babysitting, their kid brother is asleep in the same room, or its bad to shout "look out, behind you" out loud in the house at midnight. You have parents or you have a partner or you share a room or you have kids, or it drives the people in the next apartment crazy. Or you don't want other players to hear you are a girl because they start playing stupidly, or you dont want them to hear you have a very young voice, or an OLD voice, or you don't want them to hear your accent because it's different, or maybe you have a speech problem, or just - a LOT of people are SHY to talk into a mike, to strangers, specially when they will maybe get shot for even trying. Some players don't even have a mike. ALSO the speech quality in the game is poor, sometimes you hear good, sometimes you don't - it's not great.

 

If you try to type when you are already face to face with someone, it's too slow, you get shot before you press Enter, or the other player has already gone away.

 

So RIGHT NOW at the moment - the only way I can suggest to contact other players, where you can take your time, speak if you want to, stay quiet and safe if you want - is to have sidechat.

And for the reasons I said, and also to avoid idiots gangs shouting across the map and playing music, it has to be typed sidechat, not sound.

 

Then you can say hello to a player you have seen on the server before. You don't have to buddy up. Maybe next week you will see them on the server list again and start to think he is a regular guy, might be worth communication.

So this gives you A CHANCE to form groups INSIDE the game, and gives you a CHOICE of doing it or not.

 

And that's just the FIRST step, before anyone talks about the advantages of being in a group, or how to INVENT advantages to encourage people. Unless you have typed sidechannel there is very little chance of getting to know other players. The only other way is to be in a clan.

If you are in a clan you do NOT MEET new strange players, really you block them out of your team game.

So a clan using teamspeak is meta-gaming.. good for them, but MOST players, at least 50% do NOT want to go that way.

 

So FIRST, players need a WAY to coordinate, and there is NO way inside the game.

 

Then afterwards, when THAT is SORTED, we can wonder about actions in the game to encourage people to coordinate, why Grimey Rick started this thread - when survival and illness and other activities start to become important, and the gameplay is not just paramilitary groups - clans - looking for loot and looking for fights, or people with no pants running around giggling.

 

Hey if you want to be no-pants, or you want to be a SWAT team, or a clan player,  that is COOL too, I like those things in the game... but there MUST be communication FOR ALL so that many different players can share ideas or just say "hi" to a player they saw yesterday. And maybe start to trust others before meeting face to face. It's got to be long range or medium range, and it can't be spoken aloud for all the reasons I've given.

 

So how else to do it?

 

[sorry this is so long - probably no one will read it - but its the first thing to sort out to be able to start cooperating, innit?]

 

xx pilgrim

Edited by pilgrim
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HELL NO, that would destroy the whole purpose of dayz as a sandbox game. SHOT TO KILL

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i want more zombies , hordes of zombies that actually attract to noise 1000m away. If someone shoots all the zombies in a 1000m circumference should start walking over and within 500m running over somethign like that

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HELL NO, that would destroy the whole purpose of dayz as a sandbox game. SHOT TO KILL

 

Isn't it funny how the term "sandbox" game is the definitive term used by supporters of the kill or be killed mentality? You could achieve/take part in a lot more in a "sandbox" game by not killing everyone you come across. When that's all you do, how exactly does it qualify as a "sandbox" game?

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^

.. and in a DayZ 40 player server, you could REALLY do something together with all 40 players, its not a set of dungeons or instances, like MMORPGs, where you're actually in a shard with only 5 others, and that play keeps repeating for each group of 5 (or whatever)... DayZ is is a MOG, a multi-user online game.. that's it .. and you can do anything with ALL the people on the server or any number of them. never the same twice.

Edited by pilgrim

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Which is why party/faction mechanics need to be added to the base engine. Clans shouldn't be the only people able to take advantage of coordinating as a group. Right now teamplay is, pretty much, exclusive to clan/pre-made groups because it is much easier to coordinate over Skype than in-game direct communication.

People should be given a way to easily group with other players as well as incentives to do so.

 

So what, why don't you meet people in game, and then invite them to a teamspeak/skype/ventrillo channel?

 

People willing to do more then others generally are more successful the others, and that's as it should be.

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So what, why don't you meet people in game, and then invite them to a teamspeak/skype/ventrillo channel?

 

People willing to do more then others generally are more successful the others, and that's as it should be.

I know a guy who does this, we were in a skype call, I saved a fresh spawn, backed up, told him where we left a weapon, then he flagged down the guy and brought him to it and shared some gear, then invited him to join our skype call and tag along with us to get some better gear, then turned around, when he turned back the guy had bolted, scared for his life at something so odd in this game. Yet it still felt good to help out a fellow and I hope he remembers it.

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I know a guy who does this, we were in a skype call, I saved a fresh spawn, backed up, told him where we left a weapon, then he flagged down the guy and brought him to it and shared some gear, then invited him to join our skype call and tag along with us to get some better gear, then turned around, when he turned back the guy had bolted, scared for his life at something so odd in this game. Yet it still felt good to help out a fellow and I hope he remembers it.

 

Exactly.

 

We are a clan, and we have invited strangers into our channel to hang with us, and a few of them have actually become members.

 

Those out there that refuse to adapt are always going to be at a disadvantage.

 

Thats what always bothers me, is how many people play alone in a multiplayer game, and then come and bitch about interaction.

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Exactly.

 

We are a clan, and we have invited strangers into our channel to hang with us, and a few of them have actually become members.

 

Those out there that refuse to adapt are always going to be at a disadvantage.

 

Thats what always bothers me, is how many people play alone in a multiplayer game, and then come and bitch about interaction.

 

You obviously don't understand the point of the thread. I want interaction forced upon me as was clearly stated in the OP. I also have a group of friends I play with; I generally don't play alone. The problem is, I don't need them. They're my friends and I like playing with them, but aside from that there's no reason to group up.

 

I want to be forced to seriously consider the importance of each passerby to my survival. I want the formation of in-game communities to be imperative. I want hordes of zombies attacking the barricaded walls of fortified areas in sporadic waves.

 

I want the fellow who murders everyone he comes into contact with on sight's lifestyle to be extremely difficult. If you want to kill everyone you encounter like their food is more important than their life, then I want said person to be punished by the environment even more so than the rest. That way the demographic of people who play alone and kill on sight would have actual bragging rights; if they can survive by themselves in a world overrun with disease, aggressive wildlife, inclement weather, a shortage of supplies and of course, zombies, then at that point they will have effectively won DayZ.

 

Inversely, if a group of like-minded people wanted to form a group to roam the lands raping, pillaging and stealing, then power to them. Hell, I may even join up with such a cult. (;

 

The main point I'm trying to drive home is that I want the environment to be so devastating that playing solo would be effectively impossible. If that doesn't appeal to people, then they seriously need to ask themselves why they're playing a multi-player game.

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The main point I'm trying to drive home is that I want the environment to be so devastating that playing solo would be effectively impossible. If that doesn't appeal to people, then they seriously need to ask themselves why they're playing a multi-player game.

 

?

 

I play multiplayer games because I have found that player vs ENVIRONMENT games to be utterly boring and rubbish. When the players become the monsters, that's where gaming gets exciting.

 

 

If I want challenging PVE experience, I play single player games and set the difficulty to high, I do not run to a multiplayer game for it, so I think that statement is quite backwards.

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?

 

I play multiplayer games because I have found that player vs ENVIRONMENT games to be utterly boring and rubbish. When the players become the monsters, that's where gaming gets exciting.

 

 

If I want challenging PVE experience, I play single player games and set the difficulty to high, I do not run to a multiplayer game for it, so I think that statement is quite backwards.

 

By that logic they could completely remove zombies from the franchise and it wouldn't bother you, correct? If that's the case, why bother with DayZ? ARMA 3 has an open-world online environment you could partake in. There are plenty of "monsters" there of the player variety.

 

DayZ is marketed as a survival horror video game. Other players should certainly pose a threat, but they shouldn't be the only aspect of the game we're "surviving". It's quite obvious you're a fan of PVP, and that's fine. However, PVP without point strips this game of everything it's marketed as.

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Other players should certainly pose a threat, but they shouldn't be the only aspect of the game we're "surviving".

 

Yeah, in principle.

 

But come on - when was the last time zombies killed you in either the mod or standalone? I can't even remember.

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?

 

I play multiplayer games because I have found that player vs ENVIRONMENT games to be utterly boring and rubbish. When the players become the monsters, that's where gaming gets exciting.

 

 

If I want challenging PVE experience, I play single player games and set the difficulty to high, I do not run to a multiplayer game for it, so I think that statement is quite backwards.

The environment is what makes the game. Without it, the game would be a stale FFA deathmatch. With a more challenging environment, players might start to appreciate others instead of regarding them as walking targets that spit out gear when shot. Others will become an asset. The environment ultimately adds layers to the PvP aspect of the game. It'll complexify PvP in a good way.

Can I trust this guy? If so, we'll have a considerable advantage over lone bandits and other threats. He might save me some day, yet he might be my future killer. Seems a lot more sophisticated and immersive if we'd need to go through this every encounter.

Edited by The End.

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Make zombies a bigger threat.

 

make gunshots audible from further distances and have em call zombies in.

 

add 10-20x as many zombies and have them spawn EVERYWHERE...

 

Then people will cooperate more and it will be more fun.

 

i did not buy this game for deathmatch with the occasional zombie to ax....i bought this to try and survive zombies while carefully working with other players who may stab me in the back....

 

right now other players just equal number 1 threat.

 

Number 1 threat should be zombies

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I'd like to think that as social creatures, we'd all band together in an apocalyptic situation and help each other. Certainly you'd have your token miscreants and psychopaths, but not like we're seeing now.

 

Do you live on another planet or something?

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