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Stable Update 1.05

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1 hour ago, William Sternritter said:

You already have a lot of gameplay involved in all the crafting and construction, when you cut down a large tree in 10 seconds, you assemble a structure in the inventory instead of hammering each nail individually and so on. As far as base raiding goes, I'm pissed I can't just shoot a lock or climb over the wall. Because that is exactly what anyone would immediately do, instead of chopping the fence for a few minutes. So the bases have more than enough gameplay protection as it is. Because even if it would take 10 minutes to make a hole in the fence or whatever, if you're not there to defend your base it will still get looted. If you really have that many valuables inside, defend it, set traps and whatnot. Also, thank you for hoarding stuff in one place, it's always a pleasure to avoid high traffic/high risk areas and get geared at the same time.  

 

13 hours ago, William Sternritter said:

But what do you expect? Bases are wood against bullets, axes and saws. Of course it is possible to break through that and quite easily. The base must be defended in order to be effective. Otherwise it's just another place to loot, same as rest of Chernarus. Building a base does not mean you now have magically untouchable place that no one can get into. 

 

Bro you are new in this game like i see.. You can destroy a wall in 2 minutes.. is a waste of time talk to you.. You have to learn more about the game.. but its ok. The developers themselves said they have to fix it and balance, because is a joke.. but its ok you have to learn a lot my friend.. I dont know if you are a kid, but like your brain works, i think yes.

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6 minutes ago, hellway13 said:

 

 

Bro you are new in this game like i see.. You can destroy a wall in 2 minutes.. is a waste of time talk to you.. You have to learn more about the game.. but its ok. The developers themselves said they have to fix it and balance, because is a joke.. but its ok you have to learn a lot my friend.. I dont know if you are a kid, but like your brain works, i think yes.

I've been playing this game for some years now … and I've done plenty of wood cutting and sawing in my time already. Feel free to went you anger and next time rather defend your precious base my grown up friend 😄

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2 hours ago, William Sternritter said:

As far as base raiding goes, I'm pissed I can't just shoot a lock or climb over the wall. Because that is exactly what anyone would immediately do, instead of chopping the fence for a few minutes. So the bases have more than enough gameplay protection as it is. Because even if it would take 10 minutes to make a hole in the fence or whatever, if you're not there to defend your base it will still get looted. If you really have that many valuables inside, defend it, set traps and whatnot. Also, thank you for hoarding stuff in one place, it's always a pleasure to avoid high traffic/high risk areas and get geared at the same time

Did you ever have a base? Honest question, because your arguments show lack of experience.

Bases do not have enough protection right now when every fresh spawn can break in with the first hatchet he finds within a few minutes. Obviously I cannot be there to protect the base every day. I work the whole week so I might log in just a couple days a week. Traps will be next to worthless with the current ease of raiding. 

Moreover, it is currently a huge time sink to build a base. Which again is ridiculous when you invest hours upon hours to build it, just to have some random break in within 2 minutes. Even worse, they can just dismantle instead of destroying everything. The last time I had base was with 1.01. It had no loot inside but it got dismantled twice for just the lulz. 

Just the fact that it is dumb to store your loot in your base shows how poorly balanced it is. We should be able to somewhat safely store it in the base. Like I said, raiding needs to be a time sink. In other words, the raiders need to be prepared and have a plan to raid a specific base or go on a trek to find a base to raid with all the stuff required in their backpacks to do so. Not some smuck that just stumbles on a base and can use his single melee weapon to break in without any planning and sweat. 

Walls should take longer to destroy and the impact on durability should be much higher (e.g. needing three axes to break one wall) Make base building items spawn more often or reduce amount needed, only two handed melee weapons can destroy walls, introduce more specific items that are needed to destroy a specific thing (e.g. the current need to have pliers to remove babred wire)

 

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41 minutes ago, amadieus said:

Did you ever have a base? Honest question, because your arguments show lack of experience.

Bases do not have enough protection right now when every fresh spawn can break in with the first hatchet he finds within a few minutes. Obviously I cannot be there to protect the base every day. I work the whole week so I might log in just a couple days a week. Traps will be next to worthless with the current ease of raiding. 

Moreover, it is currently a huge time sink to build a base. Which again is ridiculous when you invest hours upon hours to build it, just to have some random break in within 2 minutes. Even worse, they can just dismantle instead of destroying everything. The last time I had base was with 1.01. It had no loot inside but it got dismantled twice for just the lulz. 

Just the fact that it is dumb to store your loot in your base shows how poorly balanced it is. We should be able to somewhat safely store it in the base. Like I said, raiding needs to be a time sink. In other words, the raiders need to be prepared and have a plan to raid a specific base or go on a trek to find a base to raid with all the stuff required in their backpacks to do so. Not some smuck that just stumbles on a base and can use his single melee weapon to break in without any planning and sweat. 

Walls should take longer to destroy and the impact on durability should be much higher (e.g. needing three axes to break one wall) Make base building items spawn more often or reduce amount needed, only two handed melee weapons can destroy walls, introduce more specific items that are needed to destroy a specific thing (e.g. the current need to have pliers to remove babred wire)

 

No, I don't have a base exactly because I know I cannot be there to defend it. Duh!

You go around looting everything civilian and military exactly because it is abandoned and you can do so without hassle. You don't even need a tool to break in, unless someone locks doors. Because that is the state of the world of Chernarus and real world as well. Abandoned places can be raided and looted and there is no reason in the current world why player built structures should be significantly harder to get into compared to the regular loot. Why do you expect that all of a sudden a wooden fence is something that stops anyone from entering? In the real world fences get damaged by trespassers regularly and all you need is basic tools. Abandoned place, no matter how well hidden, cannot be a safe storage, it does not make any sense. All we get then is hoarders hording stuff and being safe.

Now, I do agree that the time and materials to build something should be more common and it could take even less  time to build. Because it is a great idea to be able to barricade yourself in a house or such while you rest/cook/farm and so on. But again, this is very temporary and as soon as I leave the place is left on its own and anyone can enter and take whatever I left behind. Because why couldn't they? 

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5 hours ago, William Sternritter said:

You already have a lot of gameplay involved in all the crafting and construction, when you cut down a large tree in 10 seconds, you assemble a structure in the inventory instead of hammering each nail individually and so on. As far as base raiding goes, I'm pissed I can't just shoot a lock or climb over the wall. Because that is exactly what anyone would immediately do, instead of chopping the fence for a few minutes. So the bases have more than enough gameplay protection as it is. Because even if it would take 10 minutes to make a hole in the fence or whatever, if you're not there to defend your base it will still get looted. If you really have that many valuables inside, defend it, set traps and whatnot. Also, thank you for hoarding stuff in one place, it's always a pleasure to avoid high traffic/high risk areas and get geared at the same time.  

 

2 hours ago, amadieus said:

Did you ever have a base? Honest question, because your arguments show lack of experience.

Bases do not have enough protection right now when every fresh spawn can break in with the first hatchet he finds within a few minutes. Obviously I cannot be there to protect the base every day. I work the whole week so I might log in just a couple days a week. Traps will be next to worthless with the current ease of raiding. 

Moreover, it is currently a huge time sink to build a base. Which again is ridiculous when you invest hours upon hours to build it, just to have some random break in within 2 minutes. Even worse, they can just dismantle instead of destroying everything. The last time I had base was with 1.01. It had no loot inside but it got dismantled twice for just the lulz. 

Just the fact that it is dumb to store your loot in your base shows how poorly balanced it is. We should be able to somewhat safely store it in the base. Like I said, raiding needs to be a time sink. In other words, the raiders need to be prepared and have a plan to raid a specific base or go on a trek to find a base to raid with all the stuff required in their backpacks to do so. Not some smuck that just stumbles on a base and can use his single melee weapon to break in without any planning and sweat. 

Walls should take longer to destroy and the impact on durability should be much higher (e.g. needing three axes to break one wall) Make base building items spawn more often or reduce amount needed, only two handed melee weapons can destroy walls, introduce more specific items that are needed to destroy a specific thing (e.g. the current need to have pliers to remove babred wire)

 

 

1 hour ago, William Sternritter said:

No, I don't have a base exactly because I know I cannot be there to defend it. Duh!

You go around looting everything civilian and military exactly because it is abandoned and you can do so without hassle. You don't even need a tool to break in, unless someone locks doors. Because that is the state of the world of Chernarus and real world as well. Abandoned places can be raided and looted and there is no reason in the current world why player built structures should be significantly harder to get into compared to the regular loot. Why do you expect that all of a sudden a wooden fence is something that stops anyone from entering? In the real world fences get damaged by trespassers regularly and all you need is basic tools. Abandoned place, no matter how well hidden, cannot be a safe storage, it does not make any sense. All we get then is hoarders hording stuff and being safe.

Now, I do agree that the time and materials to build something should be more common and it could take even less  time to build. Because it is a great idea to be able to barricade yourself in a house or such while you rest/cook/farm and so on. But again, this is very temporary and as soon as I leave the place is left on its own and anyone can enter and take whatever I left behind. Because why couldn't they? 

Stop crying about base building please... I played this game before they even added TENTS and cars.. And yet you all cry about FIRST implementation of base bulding which was put just for fun and not really implemented and polished all the time way it's just so we have it... Give it time.. Probably next year they gonna overhaul the base building 😄

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3 hours ago, KajMak64Bit2 said:

 

 

Stop crying about base building please... I played this game before they even added TENTS and cars.. And yet you all cry about FIRST implementation of base bulding which was put just for fun and not really implemented and polished all the time way it's just so we have it... Give it time.. Probably next year they gonna overhaul the base building 😄

I am agree with you. There are things right now far away more important that base building like weapon loot problems and reload problem. 

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6 hours ago, William Sternritter said:

No, I don't have a base exactly because I know I cannot be there to defend it. Duh!

You go around looting everything civilian and military exactly because it is abandoned and you can do so without hassle. You don't even need a tool to break in, unless someone locks doors. Because that is the state of the world of Chernarus and real world as well. Abandoned places can be raided and looted and there is no reason in the current world why player built structures should be significantly harder to get into compared to the regular loot. Why do you expect that all of a sudden a wooden fence is something that stops anyone from entering? In the real world fences get damaged by trespassers regularly and all you need is basic tools. Abandoned place, no matter how well hidden, cannot be a safe storage, it does not make any sense. All we get then is hoarders hording stuff and being safe.

Now, I do agree that the time and materials to build something should be more common and it could take even less  time to build. Because it is a great idea to be able to barricade yourself in a house or such while you rest/cook/farm and so on. But again, this is very temporary and as soon as I leave the place is left on its own and anyone can enter and take whatever I left behind. Because why couldn't they? 

Again you make it sound that I or my clan should be there to protect it 24/7. That is a very unrealistic expectation. Offline-raiding is part of the game, but my problem is how people have to do literally almost nothing to get inside.

As I mentioned before, sometimes gameplay goes before realism and this situation is a perfect example of it. Yes, a wooden fence should stop most from just entering, and taking it down should only be viable by those prepared. I don't see a problem with items being ''hoarded''. It at least gives a base a purpose besides just looking fancy. Besides, people already hoard stuff underground. Lastly, it should never be safe 100%. Bases always should be raidable.

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23 hours ago, amadieus said:

Come on... the game became much more 'hardcore' with the 1.05 patch. Besides, I want DayZ to be hardcore and even I acknowledged that the bleeding rate was too much when having multiple wounds. Additionally, please test it on experimental first before yelling something that is not even remotely true, like some others are doing as well. The bleeding rate is still pretty fast... you can't even run to the next town when having three cuts.

Lastly, in 1.06 the bleeding rate will go back to the earlier 1.05 rate. They will add differences in bandage time between different types of bandages and also add a blood pressure modifier. So we will see how that enhance the gameplay.

Perhaps we each other not understood, recall version of 1.0 or even earlier version of and that in them was from hardcore. In a result 1 th embody, and obtaining one thing bleeding, can be quietly still Bohemia and bandage wound by. .308, 7. 62x54r-was deadly, from 5. 56x45, 5.  . . . . 45x39 and 7. 62x39, too, were very powerful damage.  Now on fact 2-3 embody with distance there is 150-200 meters, take slightly less than half khelspointov, a sense of such, that weapons shoots rubber bullets and not Clarion live rounds.  That's it in those days, shooting was really hardcore. The fact that the developers introduce diseases, new bleeding and so on, it's good on the contrary, but spoiling the damage from weapons, they made the shootout very arcade.

I like this game, but most of my friends stopped playing Dayz because of it.

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2 hours ago, Riki68 said:

Perhaps we each other not understood, recall version of 1.0 or even earlier version of and that in them was from hardcore. In a result 1 th embody, and obtaining one thing bleeding, can be quietly still Bohemia and bandage wound by. .308, 7. 62x54r-was deadly, from 5. 56x45, 5.  . . . . 45x39 and 7. 62x39, too, were very powerful damage.  Now on fact 2-3 embody with distance there is 150-200 meters, take slightly less than half khelspointov, a sense of such, that weapons shoots rubber bullets and not Clarion live rounds.  That's it in those days, shooting was really hardcore. The fact that the developers introduce diseases, new bleeding and so on, it's good on the contrary, but spoiling the damage from weapons, they made the shootout very arcade.

I like this game, but most of my friends stopped playing Dayz because of it.

Haven't had any pvp sessions lately, so I can't comment on the recent changes to bullet damages. However, I do agree that bullet damages should be as realistic as possible.

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4 hours ago, amadieus said:

Again you make it sound that I or my clan should be there to protect it 24/7. That is a very unrealistic expectation. Offline-raiding is part of the game, but my problem is how people have to do literally almost nothing to get inside.

As I mentioned before, sometimes gameplay goes before realism and this situation is a perfect example of it. Yes, a wooden fence should stop most from just entering, and taking it down should only be viable by those prepared.

now to be fair i have not played in months and will not untill fishing and bows are back and i have yet to try basebuilding.  that being said..... no....no your base should not be 'safer'.  you are building structures out of salvaged wood and nails and shit.  ill tell u what, ill give u a saw, an axe, a hammer, and unlimited nails and drop you in a forest.  you will have 3 days.  if you can build something that i cant get into with a hatchet or even woth no tools at all..... itll blow my mind.  

imo you dont need to protect ur base all the time.  you just need to hide it well and assume every time u logg on that it will have been broken into.  y?  because this is an apocalyptic survival simulator.  this is not rust, this is not ark it ia supposed to be a realistic hardcore survival game where if you make a mistake.... you lose everything and thats it.  maybe ur smart enough to hide things well in multiple locations, or maybe ur base is hidden well enough that it isnt found for a while but maybe u show up to grab ir pew pew amd ur base is now owned by someone else.  thats the way the cookie crumbles

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6 hours ago, kampa120 said:

I am agree with you. There are things right now far away more important that base building like weapon loot problems and reload problem. 

The new players don't understand that for us OG players.. We got basebuilding after 5 years.. And it's a first implementation.. They will surely overhaul it in the future.. They just added it as more proof of concept... 

Back then... Having a tent implemented and have it persistent was mindblowing for me... It was huuuge 😄

Back then i was like 13 and now i'm 18 i literally went trough 2 schools until DayZ got Base Building lol

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11 hours ago, FunkInYourTrunk said:

now to be fair i have not played in months and will not untill fishing and bows are back and i have yet to try basebuilding.  that being said..... no....no your base should not be 'safer'.  you are building structures out of salvaged wood and nails and shit.  ill tell u what, ill give u a saw, an axe, a hammer, and unlimited nails and drop you in a forest.  you will have 3 days.  if you can build something that i cant get into with a hatchet or even woth no tools at all..... itll blow my mind.  

imo you dont need to protect ur base all the time.  you just need to hide it well and assume every time u logg on that it will have been broken into.  y?  because this is an apocalyptic survival simulator.  this is not rust, this is not ark it ia supposed to be a realistic hardcore survival game where if you make a mistake.... you lose everything and thats it.  maybe ur smart enough to hide things well in multiple locations, or maybe ur base is hidden well enough that it isnt found for a while but maybe u show up to grab ir pew pew amd ur base is now owned by someone else.  thats the way the cookie crumbles

First things first. I'm not a fan of Rust and Ark. If I would take inspiration for base building balancing then it would be the game Mistreated. Also, I want this game to be as 'hardcore' survival as the next guy. But I do see when realism makes a game feature such a base building become completely worthless.

Anyway I take it that you, just like some others, promote the idea of having an easily enter able base on which you rely on hiding the base itself as well as hiding your loot on multiple locations? 

This concept could somewhat work but has so many flaws that it would still be a poor feature. First of all, these kind of bases should be easily build without it taking hours upon hours to do so. However, considering your 'three days to build a base story in the real world' I expect that you want base building in Dayz to take a while right? Well now we have a base that takes hours and hours to build (the way it is currently) but can also be taken down completely within 30 minutes. But we should hide right? Well every base will be found within a few weeks anyway. Additionally, there are not enough secluded spots for player count that a healthy server has. Hiding stuff in multiple locations kinda defeats the purpose of having a base doesn't it? I mean it is kinda cool to just hang out in your base, but would it not be nice to actually be able to store at least some loot? I'm all for having mutliple hiding locations, but currently you can't have any loot in your base.

To conclude,  the only way this concept works if bases are easily and fastly constructable. This evens out the risk of investment. If we can make sure that dismantle option is not there for other players than the base owners, we even might enjoy the base for longer than a month. Then the only problem is that having any loot inside is kinda worthless due to the high risk of it getting stolen. So a very flawed concept. To be honest, I see no reason to even include base building this way. Why would anyone ever want to invest so much just for having a broken wall every time you log in, like you even mentioned. What is the purpose of having a base then? Simply, there is none.

Edited by amadieus

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8 minutes ago, amadieus said:

… What is the purpose of having a base then? Simply, there is none.

Mate, of course there is no purpose to a base if you cannot hide it and defend it. You're trying to apply basic everyday safeties to a post apo scenario. This morning when I left the flat, I can be fairly certain that it will not be robbed and locking the door is enough. Because the whole house is also locked, there are other people in the house who can disturb the looter and generally robbing flats is not the daily scenario in the area. However; should anyone want to rob the flat, they do not need much in the tools department. I'm sure the doors can be smashed down with enough force, not to mention an axe or such. Should the house be abandoned for some time, it WILL be looted. And the looting time is certainly laughable compared to how long it all took to build. 

Secondly, no matter what you do, if you're building a large base you will get visitors. You know that, right? Large bases are really hard to hide, compared to a few tents with camo net and so on. How many of you are there that you need a large base with massive structures? Because right now it sounds like you're building a base for the sake of building one, rather than for the purpose of having a persistent-ish (badumtss) place to camp and stash loot.

Roaming the map, we quite often find fortified existing houses, which makes much more sense in this environment when you don't have the manpower to defend a large standalone base. 

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39 minutes ago, William Sternritter said:

Mate, of course there is no purpose to a base if you cannot hide it and defend it. You're trying to apply basic everyday safeties to a post apo scenario. This morning when I left the flat, I can be fairly certain that it will not be robbed and locking the door is enough. Because the whole house is also locked, there are other people in the house who can disturb the looter and generally robbing flats is not the daily scenario in the area. However; should anyone want to rob the flat, they do not need much in the tools department. I'm sure the doors can be smashed down with enough force, not to mention an axe or such. Should the house be abandoned for some time, it WILL be looted. And the looting time is certainly laughable compared to how long it all took to build. 

Secondly, no matter what you do, if you're building a large base you will get visitors. You know that, right? Large bases are really hard to hide, compared to a few tents with camo net and so on. How many of you are there that you need a large base with massive structures? Because right now it sounds like you're building a base for the sake of building one, rather than for the purpose of having a persistent-ish (badumtss) place to camp and stash loot.

Roaming the map, we quite often find fortified existing houses, which makes much more sense in this environment when you don't have the manpower to defend a large standalone base. 

Honestly, I am only looking at it from a balanced gameplay perspective. 

Being able to be raided is one of the many exciting and fun things from having a base. It is the excitement when logging in to see if everything is still in order or if somebody broke in. But it has to be balanced. It is the balance between the effort of raiding, time to build a base and usefulness of having said base. Now it is time consuming to build, easy to raid and thus not usefull. Quick to build and easy to raid is more balanced but still not usefull for storing any loot. Gameplay and realistic wise it would be best to have a time consuming base to build, and difficult to raid. Building stays more realistic, but sure it is not realistic that a wooden wall is difficult to break, but it makes a base worthwhile to have.

The base I had in 1.01 had only room for just one tower and a tent. Guess it had 10-15 walls in total. So not that huge, I would never want anything that remotely resembles a mega base alà Rust/Ark.

Barricading was on the 2017 feature list for post 1.0. I think it would be an awesome addition and it could be implemented as something more as an temporary base in comparison with actual base building.

Edit: this topic gave a few good examples on balancing: 

 

Edited by amadieus

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34 minutes ago, amadieus said:

Honestly, I am only looking at it from a balanced gameplay perspective. 

Being able to be raided is one of the many exciting and fun things from having a base. It is the excitement when logging in to see if everything is still in order or if somebody broke in. But it has to be balanced. It is the balance between the effort of raiding, time to build a base and usefulness of having said base. Now it is time consuming to build, easy to raid and thus not usefull. Quick to build and easy to raid is more balanced but still not usefull for storing any loot. Gameplay and realistic wise it would be best to have a time consuming base to build, and difficult to raid. Building stays more realistic, but sure it is not realistic that a wooden wall is difficult to break, but it makes a base worthwhile to have.

The base I had in 1.01 had only room for just one tower and a tent. Guess it had 10-15 walls in total. So not that huge, I would never want anything that remotely resembles a mega base alà Rust/Ark.

Barricading was on the 2017 feature list for post 1.0. I think it would be an awesome addition and it could be implemented as something more as an temporary base in comparison with actual base building.

Devs have stated that they will get around to balancing base building and raiding in the near future. Whether it comes with 1.06 or a later update remains to be seen, but they certainly haven't forgotten about it. As it stands I don't bother building bases since there is really no point. I try to hide one or two tents in secluded, low traffic locations and bury some vital get-back-on-your-feet gear in strategic locations for when I've managed to get myself killed. I really look forward to barricading and fortifying buildings to be added to the basic base building toolkit, currently you need at least the nofencecollision mod to be able to use fences to secure existing houses.

1 hour ago, amadieus said:

Well now we have a base that takes hours and hours to build (the way it is currently) but can also be taken down completely within 30 minutes. But we should hide right? Well every base will be found within a few weeks anyway. Additionally, there are not enough secluded spots for player count that a healthy server has. Hiding stuff in multiple locations kinda defeats the purpose of having a base doesn't it? I mean it is kinda cool to just hang out in your base, but would it not be nice to actually be able to store at least some loot? I'm all for having mutliple hiding locations, but currently you can't have any loot in your base.

To conclude,  the only way this concept works if bases are easily and fastly constructable. This evens out the risk of investment. If we can make sure that dismantle option is not there for other players than the base owners, we even might enjoy the base for longer than a month. Then the only problem is that having any loot inside is kinda worthless due to the high risk of it getting stolen. So a very flawed concept. To be honest, I see no reason to even include base building this way. Why would anyone ever want to invest so much just for having a broken wall every time you log in, like you even mentioned. What is the purpose of having a base then? Simply, there is none.

As much as I agree with the sentiment that a base would (and realistically should) be fairly easy to break into, the map itself is just too small to make hiding a base possible. In real life, given an apocalypse situation, the density of survivors would likely be so small that keeping your base secure would be at least doable. The world is big. In DayZ the map might feel huge when you're just running around trying to find someone to shoot at, but when you're trying to hide a base it is actually pretty tiny. There is just not enough wilderness, no matter where you are, walking five minutes in one direction will bring you to a road or a town - and we are all confined to this little patch of real estate. If someone really wants to find your base, they will do that. It is just a question of time, it can't be avoided.

Edited by Derleth
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Perhaps the base itself, like wooden walls should not be the primary obstacle for raiders. Rather have storage objects akin to safes and strongboxes that can only be opened with specialized tools or a lot of effort. Also their destruction would not be as easy. Combined with the possibility to burry objects or place them somewhat out of reach could give players this needed security layer without resorting to purely game reasons why a base cannot be looted. 

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Ok, Look at some of the wooden forts in the 1800s in North America.  I would like to see you climb and hake those walls! I know we have a poxy wooden fence that you could destroy easily, but put a steel sheet in front like as you can do in the game and that should change the whole dynamics to breaking in.

There are clearly two camps about the base building as for me I think it should take someone time to get in especially if you put the effort into making a base.   Oh well, another work in progress for the devs if they ever get around to it.  This is such a promising game, but nowhere near finished and I'm not convinced the devs are able to do it.  So far from my perspective, they are just adding more crap in and not looking at the game play or so it seems.  People on the forums are saying what they would like, but so far I feel we are not being listened to or communicated with.

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4 hours ago, Derleth said:

 In DayZ the map might feel huge when you're just running around trying to find someone to shoot at, but when you're trying to hide a base it is actually pretty tiny. There is just not enough wilderness, no matter where you are, walking five minutes in one direction will bring you to a road or a town - and we are all confined to this little patch of real estate. If someone really wants to find your base, they will do that. It is just a question of time, it can't be avoided.

Agree.

And "new map" coming should be added to Chernarus, not a separate one (like Conan Exiles devs did with their map, extanding it along new updates).

Especially since 2 separates maps will fracture community (already started with "community" servers on consoles...).

Edited by S.Kaneda

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Base building always will be stupid because always could be raider. You can’t watch your base full time. 

There are community servers like red zone that raider a base is harder but still all map full of broken bases that was raider. Don’t care if break a wall take 2 m or 20 m.

the game have enough tools to keep things save if you know how to use it. The stronger utility is 224 km square... 

like I said before, right now there are mayors bugs that demand a quickly hotfix 

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Is a waste of time talking to playesr who dont know, how this game works right now.. if you put a base in the game simple just do it correctly, if you put a car just do it correctly. If you are a r**ard just keep talking about "i dont like bases bla bla bla" I play this game in 2013 version 0.13 or 0.14 was pre alpha.. i know the game alot, the perfomance, the progress all.. But this devs still doing wrong things, like put one update with new car when the cars are flying.. put a bases when the combination lock dont work restrting self ( now the combination lock is fixed), put bases walls when you have invisible walls (now is fixed), the bases can destroy a base in 2 minutes (not fixed).. if you gonna put something put correctly... And remember the GOOD glitch 0.60, 0.61 THE FAMOUS SWIMING GLITCH, hahah, you could kill by being invisible to people swimming on the ground. I can talk about much of this game a lot.. but like i said is a waste of time talk with players, when are saying.. "the bases are not realistic" "i dont like bases", "is not real", if the game has that just shut up and make the devs fix the wrong things... many people joined or returned to the dayz for the bases.

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12 hours ago, S.Kaneda said:

Agree.

And "new map" coming should be added to Chernarus, not a separate one (like Conan Exiles devs did with their map, extanding it along new updates).

Especially since 2 separates maps will fracture community (already started with "community" servers on consoles...).

they can't be stitched together because they are 2 separate countries ... in the lore Chernarus is kinda in Asia bordering Russia... something like Checheniya and Livonia is Poland it's in Europe there is no way for Livonia to be a part of CHernarus Expansion 🙂

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4 hours ago, KajMak64Bit2 said:

they can't be stitched together because they are 2 separate countries ... in the lore Chernarus is kinda in Asia bordering Russia... something like Checheniya and Livonia is Poland it's in Europe there is no way for Livonia to be a part of CHernarus Expansion 🙂

Which is why they should be making the rest of Chernarus instead ... but reusing an existing map was surely easier. 

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8 hours ago, KajMak64Bit2 said:

they can't be stitched together because they are 2 separate countries ... in the lore Chernarus is kinda in Asia bordering Russia... something like Checheniya and Livonia is Poland it's in Europe there is no way for Livonia to be a part of CHernarus Expansion 🙂

It's a virtual world, you make it to be what you wan't...

Edited by S.Kaneda

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2 hours ago, S.Kaneda said:

It's a virtual world, you make it to be what you wan't...

yea sure but it doesn't make sense lore wise

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