Carl Weathers 3 Posted October 9, 2012 First, Rocket I must say that this mod will be remember as one of the best during the course of my lifetime. It is remarkable that so many people have purchased ARMA II to play your mod with little or no experience in Military Sims. The only other mod I've played which has taken so much of my time has been Counter-Strike. The production and unique attributes of the game make it undeniably entertaining. The gritty nature which pits a player against his environment and other players is brilliant and unheard of for modern games which want you to reach point A/point B, rinse, and repeat. Now I have noticed that the amount of players in recent days has been on the decline, at least in terms of actively playing, and that the patches have slowed down which I assume is because of the launch of the independent product. I hope the best for you and your team in the continued success of DayZ in fan reception and sales. Now that I have sung your praises I will just throw you my two cents on the topic. There are things I truly love about what you have done here: the stark reality of death, hedging of bets on other players or to use precious ammo, the complete uncertainly of what could happen next, the scarcity of resources necessary for survival, and the inclusion of zombies zeds in your mod. I would not change this at all for any reason whatsoever it is vital to the atmosphere of the game and gives the realism which so many games cannot achieve. The problems I have with your game for the most part a minor, but they detract from everything in the game. Now I hate that there are no civilians which haven't been turned, the options here are limitless. Imagine watching a woman run through the fields screaming for help and it leaving you the choice to save or ignore her. Save her and she might have some valuable items stashed away that she would be willing to share, but suddenly you have another mouth to feed and a follower. Another idea would be the lone hunter who is returning home to find the zombie apocalypse, while he adds another set of eyes and a gun he might be a liability. Considering new players don't start with a weapon I would always welcome a follower in that circumstance. Another problem is how the items are found in the game, I know the limitations of the ARMA II engine attribute to the majority of these problems, but I love the crashed Heli idea and think it should be extrapolated. Crashed convoys with military loot and civilian crashes with appropriate items or a semi-functional car. These two fix on of the biggest problems with the mod in my eyes, which is everyone NEEDS to go to Stary/NW Airfield to get arms. This turns it into bandit central and a melting pot for every type of player. With such a large map it would only make sense to use all of it rather than limit the action to 2-3 hotzones. A problem I've found is that while I play almost strictly on my own is that I lose interest very quickly once I'm fully geared. I still play but there is nothing to captivate my attention like equipping a new player. The events I listed above would spice up what I could do, but they wouldn't garner as much a the initial building process. I've blindly charged into towns with the intent to die just to start over. I know the majority of people play with a friend, but I don't know anyone who can run or would play DayZ so in turn I tend to take care of myself. I know you said you didn't want to focus on character building, but at the current moment I have no allegiance to my characters and it hurts the experience. I like the idea of humanity being added which would track your actions. I know you are fine tuning them, but I think it should track who you spend time with as Bandits/Heros acting together drain/add to your humanity. Finally I think that vehicles should spawn more frequently and that infrequently used vehicles could be used as information passed by NPC survivors. Imagine saving a random NPC which would direct you to a hidden Heli/ATV/ect that would have otherwise never been found. The biggest problem with having such a large map is that without transportation it makes it very hard to go anywhere. Furthermore having vehicles makes perfect sense considering how many existed before and how few people survived.Just my thoughts on the subject. Kudos to those who read it and give a reasonable response.tl;drInteractive NPCs, spreading the wealth of items across the map, lasting appeal, and more vehicles. 2 Share this post Link to post Share on other sites
boxman80 964 Posted October 9, 2012 (edited) Carl "it's all in the hips" Weathers plays Day Z?On a serious note, well done on a long and obviously thought about topic however I do think that some of the suggestions you make would detract from fundimental elements of the game. For me, the game is purely and simply the environment (or the scene!) and it's the human players and interaction that makes for the enetertainment. I've been laying for a fair bit of time now and I am still constantly seeing new stories, videos and events that make me laugh, make me mad, or simply amaze me. all of them based on human interaction within the game.Having NPC's running about and game key game play developed stories is something that has been avoided intentionally from the start to enable us, the gamers, to do that and fill in all the blanks.You have given several "imagine" scenarios invovling NPC's, well I say to you - imagine those scenarios only with humans that are unpredictiable and not scripted instead! I have seen scenarios similar to your descriptions quite a lot and any more on top of that too and I loved eacha nd every encounter because it was real and genuiine, not just some robotic scene. I like that every time I do encounter someone it could go any one of a million ways!I also often read about end game and story related missions or tasks, military groups wandering around or checkpoints or what ever and to be honest I really hope that these things dont get introduced certainly not in any kind of big way that affects all gamers. This mod is very specific in it's goals and objectives and I believe it is aimed at a very small and discerning group of gamers that haven't been addressed in quite the same way before. Having lots of people who get board simply surviving or who may not have the imagination, patience or even simply not in the game's original target audience shouldnt mean that this content should be added. I dont want that to sound like I'm saying "go play COD/ Left 4 Dead" 'cos I'm not saying that, I'm saying love this game for what it is, don't try and turn it into something it's not!On the topic of more cars, yea sure I don't see why not however the balance should be that fuel is harder to come by in game. Edited October 9, 2012 by Box 1 Share this post Link to post Share on other sites
Bludy 324 Posted October 9, 2012 don't care about npcs but i like the more vehicles idea and i feel the same..when playing solo once i'm geared i don't know what to do..i have simple needs..an assault rifle makes me happy and i use fearlessly flares and chemlights in the night...navigation is one of my favourite things and i like making sniping ranges with the map too..so i don't need nvgs, rangefinder or gps. i don't need an as50.i wonder around in barns and corner shops aiming to find a tent or a czz and that's all. Share this post Link to post Share on other sites
V2_Danny 48 Posted October 9, 2012 Personally i do not agree with all of your ideas, but its all personal opinions, and i respect yours, like you hopefully respect mine. I dont like the idea of NPC,s. Just the knowlage that there is people on the map that will pontentionally help you takes away from the uncertainess of DayZ. The core part of the mod is human interaction. And if you have NPC,s where you know what their actions will be, it takes away from the feeling of having to trust or interact with other human beeings.I like the ideas of adding more random loot spawns (truck crashes, beached military boat, etc.), and i like the idea of more vehicles. I also you think you should be able to harvest parts from the broken down cars you see all over the roads.Loot is not as tight focused as you make it out to be. I have between 200-300 hours of playtime in DayZ and ive been to the airfield 2 times, Stary 2, Cherno 3 and Elektro 1. Anything needed to survive can be gotten in any supermarket and a deerstand. Anyone who goes to the airfield, Stary or Cherno/Elektro properly deserves to get shot :P Share this post Link to post Share on other sites
Rastamaus 323 Posted October 9, 2012 (edited) First, Rocket I must say that this mod will be remember as one of the best during the course of my lifetime. It is remarkable that so many people have purchased ARMA II to play your mod with little or no experience in Military Sims. The only other mod I've played which has taken so much of my time has been Counter-Strike. The production and unique attributes of the game make it undeniably entertaining. The gritty nature which pits a player against his environment and other players is brilliant and unheard of for modern games which want you to reach point A/point B, rinse, and repeat. Now I have noticed that the amount of players in recent days has been on the decline, at least in terms of actively playing, and that the patches have slowed down which I assume is because of the launch of the independent product. I hope the best for you and your team in the continued success of DayZ in fan reception and sales. Now that I have sung your praises I will just throw you my two cents on the topic. There are things I truly love about what you have done here: the stark reality of death, hedging of bets on other players or to use precious ammo, the complete uncertainly of what could happen next, the scarcity of resources necessary for survival, and the inclusion of zombies zeds in your mod. I would not change this at all for any reason whatsoever it is vital to the atmosphere of the game and gives the realism which so many games cannot achieve. The problems I have with your game for the most part a minor, but they detract from everything in the game. Now I hate that there are no civilians which haven't been turned, the options here are limitless. Imagine watching a woman run through the fields screaming for help and it leaving you the choice to save or ignore her. Save her and she might have some valuable items stashed away that she would be willing to share, but suddenly you have another mouth to feed and a follower. Another idea would be the lone hunter who is returning home to find the zombie apocalypse, while he adds another set of eyes and a gun he might be a liability. Considering new players don't start with a weapon I would always welcome a follower in that circumstance. Another problem is how the items are found in the game, I know the limitations of the ARMA II engine attribute to the majority of these problems, but I love the crashed Heli idea and think it should be extrapolated. Crashed convoys with military loot and civilian crashes with appropriate items or a semi-functional car. These two fix on of the biggest problems with the mod in my eyes, which is everyone NEEDS to go to Stary/NW Airfield to get arms. This turns it into bandit central and a melting pot for every type of player. With such a large map it would only make sense to use all of it rather than limit the action to 2-3 hotzones. A problem I've found is that while I play almost strictly on my own is that I lose interest very quickly once I'm fully geared. I still play but there is nothing to captivate my attention like equipping a new player. The events I listed above would spice up what I could do, but they wouldn't garner as much a the initial building process. I've blindly charged into towns with the intent to die just to start over. I know the majority of people play with a friend, but I don't know anyone who can run or would play DayZ so in turn I tend to take care of myself. I know you said you didn't want to focus on character building, but at the current moment I have no allegiance to my characters and it hurts the experience. I like the idea of humanity being added which would track your actions. I know you are fine tuning them, but I think it should track who you spend time with as Bandits/Heros acting together drain/add to your humanity. Finally I think that vehicles should spawn more frequently and that infrequently used vehicles could be used as information passed by NPC survivors. Imagine saving a random NPC which would direct you to a hidden Heli/ATV/ect that would have otherwise never been found. The biggest problem with having such a large map is that without transportation it makes it very hard to go anywhere. Furthermore having vehicles makes perfect sense considering how many existed before and how few people survived.Just my thoughts on the subject. Kudos to those who read it and give a reasonable response.tl;drInteractive NPCs, spreading the wealth of items across the map, lasting appeal, and more vehicles.I'm not a fan of NPC's, except for the zombies of course, but I like your idea of finding a woman in distress. I think there is more to explore here so, what if we took things a step further, after all the AI is already available to simulate the fairer sex extremely accurately and they could easily be rolled out in the next patch, with the german shepherds.OK, so it's yet another mouth to feed and that is only after you've earned her trust, which may take quite some time, time and a whole lot of presents.....But once you've got her trained up she'll earn her beans :thumbsup: there'll be no more untidy tent inventories or empty water bottles for you, she'll restock your backpack and bring a welcome end to half filled mags. After a while she'll be able to patch up your wounds, give blood and have cooked food waiting for you when you get back after a busy day's banditry or from that sad, long walk home from the coast. She'll provide a soft body to warm yourself against on those cold nights, calming and peacable companionship (at least for 3 weeks out of every 4) and, well, someone's got to clean up after the dog.If you can't be bothered with the whole training em up thing you could save time and effort by having well timed affairs with other players women. Perhaps a clan-mate is taking his a bit for granted lately, not remembering the 14 hours of gameplay it took to get her skilled up for vehicle repairs, maybe you hold back at camp from time to time to give her not just sardines and a swig from the water bottle, oh no, it's frank n beans with mountain f*ckin doo baby! until one day you all come back from a helicopter hunt and she has mysteriously switched tents. :blush: Good luck explaining that one.EDIT: you sir get my beans, but not in that way Edited October 9, 2012 by Rastamaus Share this post Link to post Share on other sites
Hetstaine 10852 Posted October 9, 2012 Rocket has already said no to npc's . I am sure by the tenth time i see the woman in distress i will be more than happy to cap her in the face, problem with npc behaviour is repetiveness, first time is cool and then it is all downhill from there. 2 Share this post Link to post Share on other sites
OrLoK 16187 Posted October 9, 2012 Hello thereAlso, why no men in distress? Sexist?Npc Civs, whilst initially interesting would soon pall, unless there was some amazing dynamic scripting going on.If there were dynamically controlled AI factions that interacted with each-other and the civs, + gained/lost territory then I think there's something there. The game engine as it stands is fully capable of handling that.rgdsLoK Share this post Link to post Share on other sites
DemonGroover 8836 Posted October 9, 2012 I think this idea that the numbers playing DayZ is dropping needs to be addressed.Are people basing this idea on the front page of this website that states 60,000 in the last 24 hours? If so then i think people need to realise that these numbers reflect the DayZ Chernarus map (original). I havent played on the original map for a couple of months now. I spend the majority of my time on private servers and other maps. Subsequently i am not one of the 60,000 people that have played in the last 24 hours.Playing numbers may have dropped but not to the extent that people keep banging on about. Are we really meant to believe that of the 1.3 million registered players only 60,000 are playing anymore?Bollocks, as my old grandad would have said. Share this post Link to post Share on other sites
Rastamaus 323 Posted October 9, 2012 Rocket has already said no to npc's .I am sure by the tenth time i see the woman in distress i will be more than happy to cap her in the face, problem with npc behaviour is repetiveness, first time is cool and then it is all downhill from there.not unlike real life then Share this post Link to post Share on other sites
Carl Weathers 3 Posted October 10, 2012 (edited) I'm not saying they should be extremely common, more along the lines of finding a crashed heli. For example they would be found in busy areas like Cherno where they would be trying to defend themselves in a building. The gunfire would attract attention. Another problem I have is playing a lone wolf is that it feels like the last man alive. Since everyone is afraid to discharge a weapon due to snipers I think the added gunfire would detract from sniping players. People would get accustom to hearing shots in the distance and not knowing if it was a player or npc would add to fear. Also NPCs could be used to add place holders to player encampments once they have been created. Finding NPCs in the wild would transported to your camp, then they would add to distraction of maintaining the encampment, they would need food/water/ammo. They would prevent the encampment from being overrun and your vehicles from despawning, which would prevent people hiding them in the distance. Also they would be provide the bare level of security for when bandits raid the camp. ARMA has a command structure in place right now so being able to issue very basic commands would not be outside the realm of possibilities. Furthermore these NPCs could be trained in a specialized field that most survivors would not be able to attain. Save an engineer and you would be able to turn the power back on once your encampment has been setup. Save a doctor and they can do single player blood transfusions and produce bandages daily. Save a soldier and they would have body armor/weapons training. The idea of protecting specialized NPCs would add to the need for NPCs and provide a true reason to setup encampments other than a bank for your items. Also this would play into the idea of bandits/heros as NPCs would shoot bandits on sight to protect the settlement and the heros would be able to get specialized items from the npcs. Soldiers would give ammo, doctors bandages/meds, engineers could setup special blinds/bunkers and repair vehicles.tl;drNPCs uncommon, but are the basis of setting up encampments. Specialized NPCs extremely rare, but provide a means to access content which would otherwise be unattainable. Edited October 11, 2012 by Carl Weathers Share this post Link to post Share on other sites