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Presence-

Abundance of ressources conflicts with survival experience

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To provide an authentic, gritty, and unforgiving survival experience, we must give survivors what they need.

Controversially, I can firmly write that at this point, reading about people struggling to survive is a sign of good direction and a moment for a coffee break/laugh for me.

Rationally, how is reading about people struggling to survive in survival content not the point?

Propose them five minutes death-timer and they will pass out.
Then they'll ask "Why?" before threatening to get the fuck out.

When a little good direction is applied, you will see discontent springing up from the weeds.
You know, the weeds that consider the need to drink water in survival content to be masochism.

Contextually, if they are thirsty, we can give them what they need (not what they want) and make them work for it because the experience of survival can be experienced when one needs something, just as it can be experienced when one is faced with a threatening situation.

When that need is satisfied, expectations of future improvement in one's life state are reduced or nonexistent, and the shorter the time to reach that state, the less value is placed on the time and energy required to obtain what satisfies it. Thus, the object itself has little value when it is common and easy to obtain, therefore, survivors do not care about losing it.

The incentive to introduce, maintain or increase the importance of finding and protecting something is a crucial part of how you set the tone, strategy and pace, because it is part of the investment requirements that are reflected in the consequences.

In a certain context, minimising the loss of an investment is tantamount to devaluing it with the time and effort it takes to acquire it, leading users to make rash decisions and actions.

As an extension of the above,
- The incentive to venture out and scavenge for resources fades quickly.
- The incentive to help each other is minimal.
- Decision-making and strategy regarding resources is minimal.
- Exploration is less rewarding and easily accessible in survival content.
- Extended experience is negatively impacted
- Dying is less punishing
- Survival is less of a concern

In a survival content, supplies must be truly rare and hard to find, because being spoiled is the antagonism of confronting a constraint and there is survival in constraints.

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@Presence-

You make a serious basic mistake: the most important thing in this game is LIFE, not objects.

Those who don't understand this, haven't understood the very essence of DayZ (a lot of people, I fear...)

😐

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On 11/17/2024 at 11:23 PM, Original_Name62 said:

So what your suggesting is that DayZ should reduce reasources to make the game better and more challenging?

I wouldn't choose the word "better". "Better" for what, for whom?
The assessment of "better" depends on the context and the criteria used for the evaluation.
The “challenge” are to the subject. What is not a challenge to me may be a challenge to you.
Within your parameters, speech and debate are equal. 
This is above all a choice of orientation and this choice may or may not reflect your preferences.
If finding resources for your survival already reaches your challenge and difficulty threshold in DayZ, then this suggestion might not be for you.

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On 12/13/2024 at 12:17 PM, Riddick_2K said:

@Presence-

You make a serious basic mistake: the most important thing in this game is LIFE, not objects.

Those who don't understand this, haven't understood the very essence of DayZ (a lot of people, I fear...)

😐

Nothing in my post suggests that one is more important than the other, nor does it address this issue.
Contextually, subjects and objects can be considered interchangeable when each label is applied only from one angle or another. It is not the objects as such that are the problem, but their subject.

"You" can be expressed as the subject and "life" as the object.

Your character is an object and his life is also an object insofar as its constituent parts, such as something being done to it.

As for the word "life", it all depends on the properties you attribute to life because it can apply to an object; the life of an object or the life span of an object.
Before assessing error to a subject, you have to understand what the word "object" is being subjected to. 

By extension, life is your object and an object can be your life.

According to you, objects are subject to restrictions, as is “life”, which can be illustrated by complexities, cycles and a multifaceted nature. Therefore, dissociating these chosen words from their possible relativity is an unwise thing to consider, as it not only leaves the inquirer stuck in his own restricted limit, but also keeps him in subjective ignorance and objective error.

What's more, rushing to assert that someone is wrong because of your own flaws and shortcomings is a low-effort brain problem that will trip you up, yet again, and make you the textbook example of one who “doesn't survive as long as possible” on my post.

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On 12/16/2024 at 1:52 PM, Presence- said:

I wouldn't choose the word "better". "Better" for what, for whom?
The assessment of "better" depends on the context and the criteria used for the evaluation.
The “challenge” are to the subject. What is not a challenge to me may be a challenge to you.
Within your parameters, speech and debate are equal. 
This is above all a choice of orientation and this choice may or may not reflect your preferences.
If finding resources for your survival already reaches your challenge and difficulty threshold in DayZ, then this suggestion might not be for you.

Ok i see

The thing about DayZ is that its difficulty is not based on actually surviving. Only a minimal amount of zombies in each town, with plenty of ways to get food and heat. Project zomboid is a great representation of a game where you have to survive only against the zombies.

 

Dayz on the other hand is focused more on the player to player interactions. On video from fresh spawns, a DayZ streamer says the biggest tip isn’t how to craft stone knifes or where to find a water pumps, it’s using your voice. Being able to bluff and weasel your way out of a fight is better than aim or assault rifles. A likeable personality can save your life more times than a tactical bacon. DayZ does a great job of subtly pushing players as the biggest danger, because if you play on a private server you can make it to Tisy faster than it took me to get shot nine times on a public server. 
 

I think that yes, DayZ could be made harder and it would make the game more challenging and more hardcore. However, if you want to make it harder you shouldn’t decrease reasources. What happens then is one team finds the only full auto rifle on the server and makes a three mile radius of coastline unplayable.

 

When you are about to leave the coast on a server with a decent amount of loot but you are hungry, you are incentivized to risk taking buckshot to the face in order to kill or rob for a baked beans. On a server with low loot, when you are hungry you will just fish or loot the outskirts, because every other person likely has nothing you want.

 

I think that making DayZ harder or more gritty, as you said, it boils down to pushing players together. If you’ve seen the last of us, one of the core ideas is that humanity still had a chance to survive the long run, but our natural distrust and greed split up the last reminants of the military and the government. DayZ relies on playing at the players cruelty and mistrust. If you count all the times that you’ve died the last times you’ve played the game you’ll see what I mean.

 

for example my deaths look like this:

- Fell of the ATC trying to get a good angle on the plane

- Bled to death as a fresh spawn

- Stabbed after loosing a race to a hunting stand

- Shot at the airfield

- Peppered by 22 lr for a badly damaged hunting knife

- Burst to the face by a geared player 

-Sickled to death in a fist fight

- Car crash (lag)


A good game leaves you smiling about the time when you got turned into Swiss cheese because you didn’t have a round in the chamber. A bad game gets deleted after you spent 3 hours getting killed by a geared player because you couldn’t find a gun. Part of making DayZ harder is focusing on the geared players. If you decrease food and bandage spawns that doesn’t effect them because they have cars and plate carriers. The way to make the game harder for the geared players is to give more fresh spawns a bk18 and a dream.

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