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underpaidorphan

DayZ has become Deathmatch / Team Deathmatch

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I've never seen the mindless fragfest attitude. I avoid Cherno and Elektro and play with a squad.

So I ask again: why aren't people playing with friends?

So I ask again: why aren't people playing with friends?

We've been over this again and again. I'm getting tired of having to re-hash the same damn explanations over and over. Playing with a squad just changes this from DM to TDM. We are asking for social interaction within the game. Getting together with your clan buddies from outsside the game and then ganking everybody else you see defeats the original stated purpose of the game as a "social experiment". But' date=' maybe I am the one who is delusional and full of shit, and this is exactly what rocket had in mind (y'know, metagaming and all that jazz). If this was the intent all along, then I'll just fuck off, I guess.

[/quote']

Im not palying with friends because, none of my friends have arma, or dont like dayz. But, mainly, i expect to make friends ingame, that was the initial magic of it.

And what underscore said. I expected the game to have emphasis on socializin, or the lack of that incase of banditry. If the intent was freerange killing, i will gladly fuck off aswell.

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Wait' date=' what if respawn time = life expectancy?

[hr']

Spawn with a random profession?

Life expectancy probably won't ever be long enough. For me, the whole point of a respawn time is to stop you from playing DayZ for the rest of your planned session. It's supposed to be a massive inconvenience, to make people value their (and hopefully other people's) lives more.

I quite like the idea of professions, but I don't like the idea of a random profession, I would like to be able to choose - I don't want to be forced into banditry because my character is very good at PVP. They would have to be 'balanced' asymmetrically though, otherwise we'd end up with everyone choosing one profession and it'd be rather dull. Asymmetric professions could encourage co-operation between players as each player could have a role within the group - e.g. the ex paramedic as a medic who can bandage very quickly and perform more effective blood tranfusions, the ex-soldier who is able to operate a Javelin (perhaps manuals could be left around for other players) etc.

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Wait' date=' what if respawn time = life expectancy?

[hr']

Spawn with a random profession?

Life expectancy probably won't ever be long enough. For me, the whole point of a respawn time is to stop you from playing DayZ for the rest of your planned session. It's supposed to be a massive inconvenience, to make people value their (and hopefully other people's) lives more.

Would it not be satisfying knowing whoever you just killed now has to wait an hour+ before logging back in? If you want to grief people as a "bandit", this is how you do it. If anything, a timer would make you value another life less because now they're even more of a threat to you with this Sword of Damocles over your head.

I think that's a step backwards.

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Well I hope the PvP ness lightens up, I'm getting Amra 2 and the dlc so that I can play this mod for the first time or at least be able to find a server that has rules if not guide lines players have to follow to keep playing on the server, a friend pointed this mod out for me today, I had not heard about Amra 2 or 1 in the first place and now this mod has me wanting to buy amra 2 and the dlc so that I can play this mod, hell, I'll probably never play amra 2 un-modded but if I'm walking into a Death match game, I fear I might not play this mod for very long, I know I could get over getting killed a lot and or often, so long as my first go does not find at least a couple friendly players.

So cross my fingers and hope for the best.

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Wait' date=' what if respawn time = life expectancy?

[hr']

Spawn with a random profession?

Life expectancy probably won't ever be long enough. For me, the whole point of a respawn time is to stop you from playing DayZ for the rest of your planned session. It's supposed to be a massive inconvenience, to make people value their (and hopefully other people's) lives more.

Would it not be satisfying knowing whoever you just killed now has to wait an hour+ before logging back in? If you want to grief people as a "bandit", this is how you do it. If anything, a timer would make you value another life less because now they're even more of a threat to you with this Sword of Damocles over your head.

I think that's a step backwards.

This was so obvious I'm amazed people are actually posting it as a "valid" idea. YEA JUST MAKE RESPAWN TIMES TAKE 1+ HOUR, THAT'LL MAKE ME TRUST A STRANGER. I can already see the next iteration of it: The more kills you have the longer your respawn time!

Because that worked SO well with bandit skins. Trolls aggroing zombies and/or forcing you to kill them or lose your shit, armed with the knowledge than when you die you'll be sitting out an hour+

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Nonsense' date=' we have people against PKing, and we have guns, that is all we need.

[/quote']

Explain to us how to do it then. You need more than just people with guns. We already have people with guns, yet we still have no bandit free zones. Why is that?

Because we have no way to identify the bandits or their player names. Therefore, we have no way to stop them, unless we intend to shoot everyone on sight. And so, we have no way to setup bandit free zones.

It's fairly simple I'd imagine, I haven't really put much thought into the idea as of yet so there's definitely a lot more room for improvement on this, but you basically need ANY player who wants to enter or exit the area to make a sacrifice to gain entry, specifically their gun.

Instead of making it a matter of trust or immediate identification we make it so the players literally CAN'T cause trouble within the zone, make it so they are not allowed at any point to have a weapon in the city until they take their leave where they can pick their stuff back up from where they left it, if they don't comply, we shoot them, simple as that.

I'd imagine the security of the zone would be in layers, scouts (long range weapons) just outside the perimeter, armed guards (automatic weapons) around the loot spawns and entrances, marksmen scattered along the rooftops of the buildings in the zone and maybe armed escorts (shotguns) to guide people around the area to watch their every move.

But that doesn't solve the problem of bandits posing as survivors/gaurds. You can't tell who is who. So you wouldn't be able to trust the gaurds because they could be bandits. Even the gaurds themselves would have no way of figuring that out because everyone looks the same and/or can wear the same skin.

We need a way to identify people. Like how in real life you could look at someone's outfit, which would most likely be unique to that person, or look at their face.

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I can say one thing for sure. After you have good gear and equipment, hunting bandits is one of the most interesting things to do, much better than being a bandit. A few days ago I had a lot of fun tracking a bandit for some time until I found him, set a trap and he fell for it. This kind of thing could be documented and further developed by the community, not by in-game rules and mechanics.

People keep complaining the game turned into a DM (which I disagree, it didn't), but there was a large influx of new players who never played Arma and aren't used to the kind of simulation enforced by it, which is a game of patience and persistence. If we clearly document things that can be done, of what else you can do after getting good gear and supplies, besides becoming a PK, people will find that interesting and do it.

Many are joining due to the hype and think it has to be played like everything else. Maybe having starting professions would help, but a wiki page documenting "roles you can assume" in game would too. I've been RPGing as a hunter, so I basically hunt animals for food and watch things from far away, and I haven't been killed for a while.

Right now most people have no idea how to play it, so they do what they know. It's that simple.

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Would it not be satisfying knowing whoever you just killed now has to wait an hour+ before logging back in? If you want to grief people as a "bandit"' date=' this is how you do it. If anything, a timer would make you value another life less because now they're even more of a threat to you with this Sword of Damocles over your head.

I think that's a step backwards.

[/quote']

This was so obvious I'm amazed people are actually posting it as a "valid" idea. YEA JUST MAKE RESPAWN TIMES TAKE 1+ HOUR, THAT'LL MAKE ME TRUST A STRANGER. I can already see the next iteration of it: The more kills you have the longer your respawn time!

Because that worked SO well with bandit skins. Trolls aggroing zombies and/or forcing you to kill them or lose your shit, armed with the knowledge than when you die you'll be sitting out an hour+

Behind your brutal attack on a straw man - which isn't helpful by the way, it just turns people away from considering your viewpoint - there is a valid point: the world might be full of arsehole sociopaths. I don't think that's true: most people would feel terrible for having caused someone else such a deep inconvenience. Besides, I don't think the kind of people who get a kick out of cheap, opportunistic schadenfreude by camping on top of buildings and just killing random people are the kind of people who are prepared to wait 8 hours between deaths - we'd just be left with the real psychos: people who are prepared to stalk people for hours until they are absolutely certain that they can get the perfect shot. I'm all right with that.

I would be more trusting of strangers because I know that I really don't want to kill them, and they know I really don't want to kill them, so they'll feel safer - so they won't kill me.

The only way we'd find out though is by giving it a sustained trial - it could work.

Also, 1 hour isn't long enough. I think 8 hours is a good balance.

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I agree with others saying that the best and easiest solution to this bullshit would be to impose long post-death timeout periods before allowing respawns. Better yet' date=' tie the lengths of the lockout periods directly to a character's humanity score - the more ppl you murder, the longer you get to sit out after being killed. Put that into the game and watch all these internet tough guys start tossing toys out of their prams and crying their delicious tears.

[/quote']

THIS, PEOPLE, THIS!

And reduced weapon loot. Make shit scarce!

I couldn't agree more, that's a very cool idea. I could only imagine playing DayZ with that mechanism implemented. I swear, i would play without my pants all day. COOL.

PS: underscore, you should make a post about this in the suggestions section.

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There's tenth posts with the respawn timeout suggestion.. but unfortunately has been ignored so far (to not count the CoD kids that are against it because they usually die 10 times per die because of dumb run&gun).

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I don't know why this seems to be getting worse, but it definitely is. 99% of the players I come across shoot first. Everyone is a fucking bandit now.

Does anyone have good survival experiences anymore? Seems the only way to do it is run waaay out North and live like a fucking hermit.

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Duplicate threads merged.

Ah yeah sorry, in my anger I didn't see the exact same thread above mine.

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No worries. It's a good habit to do a search before creating a new thread, because it's very likely there is an existing thread about the very issue you are going to post about.

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[edited] One idea might be if your humanity is super low you play your next round as a zombie with all the disadvantages (no weapons, no communication etc). Some might see this as punishment so they'd probably respawn, but if they did like it, it could serve a couple purposes...

1. Allow zombies to overcome potentially impossible bugs, like navigation running indoors. If someone role played this well enough you might not know if they are human or not.

2. It would play like pvp in some instances, but in a meaningful way. Would need to be a bigger threat than a normal zombie though.

Could also offer this mechanic, optionally, to people who've been bitten but are killed through pvp. They could assume their body as a zombie (or if not bitten, the nearest AI zombie) as a last ditch chance at retaliation on those that killed them. There's likely many problems with this approach - potential solution below.

I like the idea one poster suggested about insanity. If humanity is super low, hearing distant sounds to disturb the player could add some real paranoia - maybe even seeing hallucinations of zombies that could "attack" you but you wouldn't know if they were real or in your imagination. False shots would draw others near and when they see you firing at nothing would know you were suffering from this.

If you could make these ideas work together it could add for some real unexpected gameplay. If humanity is getting near to threshold of insanity and you just killed someone who put you over the edge, you would not know if that zombie rushing you is ai, player controlled or even real. Pve players would still have their normal disadvantages so it might bring some balance. Paranoia for everyone.

In order to circumvent players working with human controlled zombies (breaking immersion) perhaps a timer could reactivate AI control attacking other players like normal, if they are in the vicinity of others for too long without attacking them.

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