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kaffaljidhma

Encouraging Direct Communication: Sanity Meter

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Mental fatigue and stress are more debatable' date=' and i would say less effective to transmit to a person comfortably sitting in a chair in front of a computer[/quote']

which is where DayZ shines: many players report emotionally stirring experiences

force them to relate to a specific, potentially antagonistic emotion when their own are already so involved and risk gamifying their experience and quashing the escapism


the key rationale behind this suggestion is not to simulate insanity but to reduce the incentive to metagame

what? it enforces a metagame

myself and every other sociopathic mankiller must keep a track of our mental health and schedule group therapy or risk getting the shakes

on what level is that not gamified craptaculence?

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You don't have to play in groups or even take advantage of it, similar to how you don't actually have to worry about building fires to take care of your temperature because it will never kill you. You will experience a slight disadvantage from not taking care of yourself, much as how depriving yourself of social contact for a long period of time also doesn't do wonders for your health.

If you say you're a sociopathic killer with no need for human contact, you can also say you're an eagle eyed sniper who can see greater than 1.6km and knows how to control his breathing, or you're an unstoppable tank who can take a bullet without going into panic mode and never gets knocked out by a couple of measly zombie scratches. Nobody here is a genetic superhuman perfectly conditioned to live in the zombie apocalypse.

But again, one of the biggests flaws in the immersion of this game is the vestigial treatment of the direct communication line, and any motivation to make it preferable would help restore emergent gameplay.

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