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Koot (DayZ)

WTF is happening to the server community.

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My M4A3 CCO and M24 sniper in my Backpack Coyote are ready for it!

Yes' date=' us bandits like the loot part of the game as well! You're so satisfied with it and worried about losing it once you've finally gathered it. Just like everyone else. That is why gunfights are so intense in DayZ, a lot closer to RL I imagine than COD or BF3 where dying doesnt really mean anything. Everyone I play with is scared shitless in a fight, it has everything to do with the fact that you dont want to die! Thats the big difference between cod and bf3 type games compared to DayZ and we like it!

[/quote']

LOVE THE FIREFIGHTS IN THE GAME :D

The other night my group (of 7 people) were walking across a field in a forest up north and suddenly one of our guys went down to a sniper so we scattered for the tree line. Turned out we ran into a group of 4 people and a huge gunfight erupted. They were on the other treeline across the field. I went around to flank and the rest of my team was shooting from the trees. Killed them all except one which ran away.

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So the DayZ world has gone to shit? Good. We're on track then. Because its a fucking Zombie Apocalypse.

Nope, it's just the Apocalypse. Zombies are so damn insignificant for experienced bandits they just have to worry about other players if they want to PK.

Get on top of something with a ladder, shoot and wait peacefully that the zombies climb the ladder and shoot them (assuming you have enough ammo).

Make the game fucking difficult, with a lot more zombies like in the 1.5.3. Most bandits "lol i snipe everyone i see on my big tower" will think twice before shooting, and if they don't, they'll have a hard time coming.

And the more experienced bandits will have to play smart if they want to survive too, maybe rob someone instead of killing him if the shot may attract zombies. And i will be glad to fight them with my mates.

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So how does "Scavenge" = "Doing Nothing".

C'mon, looting beans in a barn is so fucking insignificant we can't call that scavenging. You get the point anyway.

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You are repeating the Ultima Online dillema one to one. Wolfs will leave the game when there will be no sheep to kill.

The ultima online failure was failure to give initiative for casual and PvE players to play on the same servers as PKs. It was simply not worth it. Thus OSI went the simply way and just separated the worlds, since non pvp players were by far the majority. Which led to slow death of UO, since without PvP - it was not such exciting game anymore, and most people left over time or switched to private servers.

Same happening with DayZ atm - its supposed to be an unique in concept sandbox game, yet all it is right now is a deathmatch. Solution is not to remove the PKing, but focus on the games strong points which attracted people in the first place - add more things to do in the world, give initiative to actually do something but just run around and shoot people. Since "surviving" as its stands now is bullshit - at some point, everything that is left to EVERY player is just killing other players, since there simply not enough content/initiative to do anything else. So the game becomes dumbed down standard death match with only difference that pathways to weapons spawns are longer and people have to spend 10 minute pushing W key.

Dont punish PKs, dont make penalties for killing - but buff the actual sandbox, social aspect of the game. Turn skirmishes into real WARS, make people care about dieing for reasons more than running for another 10-20 minutes.

EVE and Darkfall are both hardcore games where everyone fights each others, but they fighting makes sense, theres reason to. DayZ however lacks all of it at the moment and slides down to simple deathmatch shooter, with harsher death penalty. And as said - its a lousy shouter. Damn Neocron 2 had more thrilling fights and PKing, since the game actually had more essence and lasting achievements and losses.

While DayZ at the moment is basically people that want to survive vs people that dont care about surviving and just want to kill. Its not about good vs bad, its about loose everything vs nothing to loose.

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Okay - why don't we adopt a rule in this thread to avoid the circular arguments.

- Post descriptions of mechanics to solve the problem' date=' and I will consider them and we can discuss.

- Post the same complaints we have heard again and again and I've responded too a million times, and I will post sarcastic rude remarks.

[/quote']

Please don't give into the cry babies who want to nerf everything and create "safe zones" or turn it into a role-playing game

But I know you won't ;)

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My M4A3 CCO and M24 sniper in my Backpack Coyote are ready for it!

Yes' date=' us bandits like the loot part of the game as well! You're so satisfied with it and worried about losing it once you've finally gathered it. Just like everyone else. That is why gunfights are so intense in DayZ, a lot closer to RL I imagine than COD or BF3 where dying doesnt really mean anything. Everyone I play with is scared shitless in a fight, it has everything to do with the fact that you dont want to die! Thats the big difference between cod and bf3 type games compared to DayZ and we like it!

[/quote']

You'll have to find me first! :P

I can't speak for COD I don't play it and BF3 I only played for a short time before it was binned.

I enjoy the fact that someone, somewhere could be watching my every move waiting to put a bullet in me, that for me adds a nice edge to the game and I know how a bandit must feel tracking a target as I've tracked survivors myself to see what they were up to.

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LOVE THE FIREFIGHTS IN THE GAME :D

The other night my group (of 7 people) were walking across a field in a forest up north and suddenly one of our guys went down to a sniper so we scattered for the tree line. Turned out we ran into a group of 4 people and a huge gunfight erupted. They were on the other treeline across the field. I went around to flank and the rest of my team was shooting from the trees. Killed them all except one which ran away.

Haha sounds epic! Love those kind of encounters.

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It is madenning for me that you guys see something unbalanced and you instantly think something needs to be changed in the game.

No.

You need to change to the new environment. EA and blizzard aren't here to balance the fuck out of the game. You're going to have to do that yourselves.

Jesus it's like weening someone off herion.

:P HaHa. Love that statement!

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Okay - why don't we adopt a rule in this thread to avoid the circular arguments.

- Post descriptions of mechanics to solve the problem' date=' and I will consider them and we can discuss.

- Post the same complaints we have heard again and again and I've responded too a million times, and I will post sarcastic rude remarks.

[/quote']

Finally, was about time you started doing that.

So, in other thread I have suggested taht dead players will attract zeds in "passive/agressive" behavior, like a shark that just smelled blood in the water. They'll quickly get to the location and surround the body, maybe if eat and destroy of the loot in it.

If you loot a body, you'll get blood on you, and this will increase the aggro radius fro zeds around you, for some time, or untill you go in the water or stay a few minutes in the rain.

Now to the zeds, I don't know how far you can go with the AI and movement, or how precise are the hit grids on the models, but I think they should act almost like animals, run at you insanely fast, sometimes trip because they're just so focused on pure instinct and have no self-preservation. I'd like to see them toss themselves against obstacles, break windows, just try to grab you no matter how much they get hurt, trully savage fucks.

The attack, I don't like the "run, curve, bitchslap the player", I know it's a very early animation, but I think it would be cool if they lunged themselves when in hit distance, like big cats do when they hunt.

The movements and sounds HAVE to be as intimidating as possible, this a key feature. They need to twitch, spaz, have unvoluntary movement and just be generally insane.

If the hitting boxes is really precise, shots in the corners of the head with a weak gun would make them keep the mementun of the action for a little while, like keeping pursueing you even if you hit the side of his head with a mak, and then fall.

Now that players are scared of this killing machines, they'll see a dead body and think "It's worth it being around here?", "It's worth looting this guy and getting blood on me clothes?". The good thing is that even if they didn't killed, they'd still to be on their toes.

Now that the player are scared as fuck from this killing machines

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Ok you want a game mechanic for it? Make it so zombies migrate in from the north and west edges of the map, make it so that you can clear out zombies in the towns, make it so that you can build equipment to manufacture parts for cars, casing and powder for bullets and other such things, make it so that to get these things running you have to travel to the north and western parts of the map, make it so your tents/vehicles storage area doesn't reset on server crashes/restarts. Those are just a few ideas that poped into my head, are they possible? I have no idea. How would they effect the game? Still not sure, I'm a player not a developer and I can only see how it would effect me and my friends I know.

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So far we have "more zombies" and "harder zombies" and "more loot"

The zombies are AI. The AI are never going to be harder or more dangerous than people. The reason zombies are so great on computers is because AI on computers ARE fucking zombies, stupid, retarded.

Have you guys actually studied the classic and recent zombie movies a bit? The romero movies y'all rave about? Dawn of the Dead, the modern variant with 28 days later, the Walking Dead. In every single one, the greatest threat comes not from the Zombies but from the breakdown of society and from the other people. Because they can think, they can plan, they can strategize. The zombies can't. And the people are desperate.

Now, I have yet to see a single non "wishy-washy" idea above that even resembles a game mechanic. Please don't just post your ideas. Ideas are worthless. Everyone has ideas. Mechanics have value. Post mechanics, and I will consider them.

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Rocket. The reason DayZ is popular is not a deathmatch. With the way things are headed now' date=' soon you`ll find yourself with just another lousy shouter on your hands, instead of truly unique game. And since there are far far better environments to just grief and kill players, you`ll stay with empty servers as well.

You are repeating the Ultima Online dillema one to one. Wolfs will leave the game when there will be no sheep to kill.

[/quote']

Want to solve the issue?

1. JOIN A GROUP TO PLAY WITH

2. TRUST NO ONE THAT IS NOT IN YOUR GROUP

3. MOVE UP NORTH AND STOP HANGING AROUND ELEKTRO

4. ALWAYS WATCH YOUR SURROUNDINGS

All of this bitching about getting rid of PvP, or safe zones, and other crap is ridiculous. There's plenty of other games that have it. This game is harsh, unforgiving, and that's what I like about it

I am playing with the group and in fact we are getting our own server. My point still stands. Ask yourself a question - which audience you aim this mod for?

Simple shooter fans? Fans of survival games? Fans of sandbox games? Fans of PKing and Griefing? Fans of tactical Arma2 type skirmishes?

Think what is the core and decide for what has to be done.

Shooter fans can find better games. Survival fans are turned away because of lack of "survival". Sandbox gamers find the lack of "sandbox". PKers are having fun for now, but when the previous two groups leave they`ll move to other games where they can grief people. The ArmA fans will play Arma.

The game is not popular not because its punitive deathmatch, in fact - its a slaughterfest atm BECAUSE it became so popular. If the real strength of the game are not argumented - it will simply fade away after a while (and now that sandbox shooter concept was proven popular, hopefully some others will try to try it as well and we see more games like that, same way Dota etc became popular).

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So far we have "more zombies" and "harder zombies" and "more loot"

The zombies are AI. The AI are never going to be harder or more dangerous than people. The reason zombies are so great on computers is because AI on computers ARE fucking zombies' date=' stupid, retarded.

Have you guys actually studied the classic and recent zombie movies a bit? The romero movies y'all rave about? Dawn of the Dead, the modern variant with 28 days later, the Walking Dead. In every single one, the greatest threat comes not from the Zombies but from the breakdown of society and from the other people. Because they can think, they can plan, they can strategize. The zombies can't. And the people are desperate.

Now, I have yet to see a single non "wishy-washy" idea above that even resembles a game mechanic. Please don't just post your ideas. Ideas are worthless. Everyone has ideas. Mechanics have value. Post mechanics, and I will consider them.

[/quote']

I'm not sure how it would work mechanically...

But I'm thinking there HAS to be some kind of system in place that penalizes you for killing someone...beyond the bandit skin that identifies you as a bandit...because we all know that if you kill in self defense you will get that skin...which is why it is getting taken out.

Maybe some kind of system that takes things away from you when you kill another player? You know, makes it HARDER for you to play as a bandit?

I know I'm going to get vitriol for suggesting this, but what the hell right?

Just throwing around ideas.

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Add in missions we can do, right now all we find fun, after gathering gear, is hunting players and having gunfights.

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I have a suggestion to get people to group up a little bit, not sure how well it would turn out or if it's even possible with game mechanics easily.

but you hear about people talking about starting up player towns, blah blah..... yes you could take over a city, but really the city is just a shell, you could pick any town and do that, but you need a real reason to call the place home, make people work for it, make it HAVE to be a team effort.

what about introducing seed packets into the game, plant vegetables in the ground to grow, make it possible to "build" small huts, not just tents.

make it so NEW towns pop up by players. I'd assume towns would be easily found by lakes, or in the far outreaches. make it so that it takes more than one person to do certain tasks, but also make it possible for the opposing forces to hinder the groups to so that you really need to group together.

say it takes at least two people with a "hammer" and "wood" to build a hut.

crops have to be seeded, watered, and in days you will have grown something, not just instant food.

make it so bandits can "raze" the crops and buildings built, but it sets off a huge smoke pillar to alert anyone near by.

it would be a dynamic aspect to looting that people would not ever be able to use a loot map to know what is in there. you could find a car, a helicopter, or just a house full of beans and tin cans.

imagine raiding a bandit's custom built barracks? and razing their town as well?

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I think another thing that is an issue is that the term "Role Playing" is a dirty word to most people. It conjures up images of overweight nerds throwing beanbags at each other shouting "lightning bolt". The fact is, you need to re-define your image of that shit, because it comes in all flavors.

The best times I have had in this game are when someone starts pretending a scenario as a joke and we all started to run with it. I mean look at this video that most of you are probably familiar with:

That was a badass and tense situation right there. They didn't just mindlessly blast that fucker for his coyote hobo pack. No. It didn't look like it, but that was some fucking role playing right there, and not of the pussy variety. It's still early right now, we're only, what, a bit more than a month in?

Lead by example. No one says you have to be a pussy and get shot in the face giving other people a chance. NO. You make a presence for yourself. Play a fucking role! I know it's difficult with Direct chat not working, but make the effort until it is!

As hated as Legion was, when we held the NW airfield, it was a place of trade. You announced yourself, you were escorted by 2 armed guards into the perimeter. We made a point of saluting our leader. One time I thought it would be amusing to be the "over aggressive guy" and begged to shoot the outsider in the brain. "Patience" our benevolent leader answered. And the "outlander" was given his choice of bounty from our day's barracks/hanger haul so that he may spread the graciousness of our benevolent rule. One time things went sour and two guys trading with us had to be executed as multiple hostiles breached the perimeter. We just couldn't trust that they were not infiltrators. Shit got vivid!

It was fucking fun, and those are the best stories I take away from this game. Not the mindless shooting people in the back. That's so empty. You build drama so that when danger happens you give a fuck. Movies have been doing it for years. Die Hard was Bruce Willis role playing. Mad Max was Mel Gibson role playing. I see players on here doing it, and that is when the game is most nourishing. Fucking join in.

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I have a suggestion to get people to group up a little bit' date=' not sure how well it would turn out or if it's even possible with game mechanics easily.

but you hear about people talking about starting up player towns, blah blah..... yes you could take over a city, but really the city is just a shell, you could pick any town and do that, but you need a real reason to call the place home, make people work for it, make it HAVE to be a team effort.

what about introducing seed packets into the game, plant vegetables in the ground to grow, make it possible to "build" small huts, not just tents.

make it so NEW towns pop up by players. I'd assume towns would be easily found by lakes, or in the far outreaches. make it so that it takes more than one person to do certain tasks, but also make it possible for the opposing forces to hinder the groups to so that you really need to group together.

say it takes at least two people with a "hammer" and "wood" to build a hut.

crops have to be seeded, watered, and in days you will have grown something, not just instant food.

make it so bandits can "raze" the crops and buildings built, but it sets off a huge smoke pillar to alert anyone near by.

it would be a dynamic aspect to looting that people would not ever be able to use a loot map to know what is in there. you could find a car, a helicopter, or just a house full of beans and tin cans.

imagine raiding a bandit's custom built barracks? and razing their town as well?

[/quote']

I like this idea a LOT.

Make some kind of purpose other than just surviving in a pack in the woods...give people incentive to take and hold towns. I like that.

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> - Post descriptions of mechanics to solve the problem, and I will consider them and we can discuss.

Okay.

You are in a 220km square area with up to 50 other people around you trying to survive a zombie apocalypse. Now if this was in real life it would mostly be the same 50 people with a few leaving, a few coming and most staying. Except with the server and hive model it is just 50 random people from a pool of how ever many tens of thousands there are playing now. There is no way you can keep tabs on who you can trust, who you can't, who you have seen perform bandit actions, or help others etc. In reality the locals would know mostly who the bandits were, and who they could trust. i.e. people would have reputation.

For you to use someones reputation to decide your behavior towards them you first have to recognize who they are. In reality you could maybe recognize them by what they wear, the gun they carry, if close enough from their face, from where they are, who they are with. In the game at the moment that is impossible unless you are on a name tag server (which are kind of silly). But now with the addition of clothes this may become easier.

The problem remains that you can't keep track of the thousands of people who can randomly drop in and out of your server at a moments notice. To solve this I would like to tentatively suggest a persistent reputation system: if someone spots you in the game they can look right at you and rep you (must like the spot mechanic from Arma 2). They can positively or negatively rep you. If you die your rep is discarded. So a clever bandit won't be seen by others, and will kill any witnesses. But if someone is hiding in the bushes and witnesses your heinous crime they may tell others of your deeds (rep you).

Now the obvious problem is how to you bridge between recognizing someone from their appearance and determining their reputation? It might be a bit obvious if their reputation just appears when you look at anybody. Then again maybe that is the only way. Possibly changing clothes might negate a proportion or all of your rep? Its questionable whether reputation should be on the hive or local to the server as well.

(Long rambly and shit I don't care, I'm pressing the Post button anyway.)

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General chat and leaderboard mentality. Enough said. "Umad bro?" "I just killed a bandit" "Survivors are bitches"...I could go on for dayz. Too many people want to see their name on a leaderboard, or yes, in general chat. "Jklyde is a bandit" gives Jklyde notoriety and will more than likely incite global chat arguement.

There is more shit talking in general chat than there is actual necessary talk about in game activity. Not to mention, if one is in Vybor, he/she would really not know or care what is going on in Cherno. I hope Rocket does not implement any leaderboard for this game. Thats is all this community needs is boosting and stat mongers. Once you take out the ability to chat with anyone at anytime in game, you take away the kiddies/baddies/goodietwoshoes who are ruining your game experience. They will have no one to boast/complain to. Besides as I have stated in posts before, I prefer not knowing if they guy I am rolling with is going to put bullet in my head or save my ass...isn't that the point, build your own trust and not have someone screaming it over Global Chat for the whole server to see. Thus possibly toning down the useless noob spawn killing. You get spawned killed, oh well respawn, no one will know who killed you, and the person who killed wont be able to tell anyone.

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Now' date=' I have yet to see a single non "wishy-washy" idea above that even resembles a game mechanic. Please don't just post your ideas. Ideas are worthless. Everyone has ideas. Mechanics have value. Post mechanics, and I will consider them.

[/quote']

The towns are like zoos where all the carnivores, lions and tigers and such, are running free and mauling all the little school children out on a field trip. Lots of tears.

The wilderness is like the park around the zoo, no lions and tigers... maybe some dickhead who wants your wallet but really even on a 50 player server there is so much land to go around that it's not difficult to spend hours playing without ever seeing another player (unless you want to).

I say let the fucking carnivores out of the fucking zoo.

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Have you guys ever read the book "the Stand" by Stephen King? If not' date=' then go fucking read it right now. And then I can tell you that that shit, in that book, is happening right now. [b']The bad guys are doing way fucking better at this game than the good guys. Because the good guys keep coming on the forums to post how the bad guys win.

I seem to recall that "the Stand" ended with the bad guys being destroyed by the hand of God.

I'm looking at you rocket.

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I don't see the problem.

People PK, it happens. You can't trust anyone other than the people you know and are on voice comms with. Not that kind of player? Too bad.

You can't solo in a Zombie Apoc and except not to get backstabbed by some random guy you happen across.

My group, roughly 15 people, all on TS, all play roughly at the same time. We don't run into this problem. Someone needs help, we get them out of the main area, get them geared and get them with the main group.

We come across someone who is not in our group, we kill them, on sight. Too many times have we come across someone, who then tagged along and followed us, to either kill someone in the group later, or fire shots randomly to attract zombies to kill the group.

1: Get a group of friends, all on comms.

2: Get away from the coast.

3: Stay out of Chern.

4: Get geared.

5: Kill on sight anyone not in group, because they're after your gear, food, or other supplies.

No one outside the group can be trusted. Learn to deal with it.

Last death I was alive for 13 days. This death so far, 4 days.

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Are you trying to troll me or did you genuinely intend that I would find a mechanic in there somewhere?

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You want game mechanic suggestions Rocket? I want incapacitating weapons and hostage taking implements. If a player does not want to play along and be a hostage they can respawn. They'd be dead anyway if I just shot them in the head. At least this way they can choose to play the scenario out or not, and die.

I want more tracking methods to find people running out in the ass wilderness. Mechanics that let me actually HUNT. I want methods to place false tracks to lead hunters off the trail.

I want an empty bar or trading outpost. NO RULES on it, but actual working ways to serve drinks to people and do shit like that. So the good people actually WANT to defend or control it, but they have to work for it. Things that don't force structure on people, but "sparks" or "seeds" that naturally draw players in.

There's more but not unlike a grocery list, I won't remember until I have cereal with no goddamn milk.

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