yes, variation is stupid
most of the maps are crap though
but origins has an interesting premise, with the island up north patrolled by high gear AI troops
practically no military gear on mainland, other than from other players or extremely rare loot
yes, variation is stupid
most of the maps are crap though
but origins has an interesting premise, with the island up north patrolled by high gear AI troops
practically no military gear on mainland, other than from other players or extremely rare loot
Hey, good for you if the variation is fun to you. To me it's not. I actually envy the kinds of you a little, who're able to ignore DayZ's core issues.
I'd rather want those modders (feels wrong calling them that) focus on these very core issues instead of adding even more fluff ontop of it's rotten core.
The new team on the mod version surely isn't able to do so. They rather add food and soda cans named after and designed by community members. And they can't even get those to work properly.
Like I said countless times in this very thread already, I was playing it since June, with alot of people. Even from here. And most of us stopped for a reason you know? Sure, we're looking into it again from time to time, only to find out that it still has this bad smell.
All that fluff doesn't last long.
jippyuk wrote:
game has fantastic atmosphere but sometimes i get the feeling that there is still something missing from this.... dunno what it is... suggestions?
It's called endgame. There are not enough real goals (not imaginary) to set for yourself. That's why even the people who went up north will come down south again (on Chernarus that is) and join the freshspawn campers eventually. Because they're fucking bored.
run up north get all the loots come back down south camp and sniper the noobs..
Exactly
And this got boring over time. "Done it all - seen it all" mentality ensues sooner or later.
Rocket didn't come up with the idea of base building for no reason. He didn't say himself that it's bad that there is no endgame for no reason. They aren't making the SA for no reason.
Difference is that this time they can't pull the "ArmA2 engine is just too limited for stuff like this"-get-out-of-jail-card. They got funds now and the people who made these engines to work with them.
Because you can base build in arma2 and they do it quite well at times in the mod wasteland.. people just want ALL the goodies ALL of the time, which resonates perfectly for how humans are anyhow..
Its the same underlying issue of today's thoughts on whats fun, years ago in any game you could always find a great group to rock out with even from pick up randoms, it would spread into a whole evening of complete lol worthy amusement from death runs to all sorts.. And they were usually only to go do one mission/quest in a game etc,, now its nothing like it, unless you can stick with the old foggies ( hello o/ ) and same old games..
My personal fun in dayz is just the same, grab a fun sniper rifle and suit and go hide and play hunt.. I try my best to stick to bandits though just for some sort of ok aspect of it all.
What I find personally irritating about grouping these days is the rush rush rush syndrome.. its like everyone I group with has ocd on a grand scale or something.. Nobody I can find wants to play just to play and chat and at a pace..
well i for one DO NOT like the idea of an endgame scenario.
the thing that makes DayZ different than other games is that gamers find their game inside the sandbox. as soon as there is some kind of an objective set, the game will loose its charm, at least for me.
the game originally was set to be a survivor game, where zombies were the main antagonist and look what happened.
My endgame scenario is not to die. To be able to survive for the longest possible.
well i for one DO NOT like the idea of an endgame scenario.
the thing that makes DayZ different than other games is that gamers find their game inside the sandbox. as soon as there is some kind of an objective set, the game will loose its charm, at least for me.
the game originally was set to be a survivor game, where zombies were the main antagonist and look what happened.
My endgame scenario is not to die. To be able to survive for the longest possible.
What I meant with endgame isn't what you described. The underground bases for example are considered endgame to me. It's longterm goal to achieve with a group and the game doesn't end when you have one. It's actually where even more fun ensues just because of it. Since you'll need to defend it too and such.
well i agree with that, but what happens when all of this gets boring as well? i mean you've mentioned that at one point you have the most expensive gear and there is nothing new left to do. not that i don't agree with that, i've experienced it myself, its just that in my opinion constant adding of new stuff just changes the game, it doesn't mean that it makes it better. same goes for objectives.
the way i see it the game needs to get harder. for newbies it is hard enough as it is, but once you get the hang of it it becomes pretty easy and predictable.
i still stand by my statement that zombies should die only from headshot. you might be able to cripple them and make them move slow, but if they are hard to kill, the game boosts its primary goal (not objective) to be a survivor horror game. i think that the reason people quickly started killing each other is because zombies became pretty easy to kill and predict once you die a couple of times and find your first couple of weapons. at this point zombies are no more than stupid NPC's which fill in the space between player encounters.
i want to be scared of the zombies. i want to know that even if i have advanced gear, it would mean nothing against 5 or more zeds. i want to be scared to go into cities alone, as i was when i first started playing the game. this is the feeling that made me like the game so much and basically made me like the dying survivor horror genre so much.
this is supposed to be an apocalypse scenario or something similar. then the hordes of zombies should have the upper hand, not the players. the players need to try to survive as long as possible without dying.
and what do we see being added to the game at this point? new graphics. clothes. zombie animations. shiny new weapons and lots of them.
i really REALLY hope this game does not follow the steps of Resident Evil and becomes an action game with horror elements at some point.
people keep forgetting that zombies are not scary because they are covered in blood or look like corpses. zombies are scary because they are strong, hard to kill and you CANNOT reason with them in any way. and if you don't have the means to protect yourself, you're pretty much fucked. and that feeling right here is the point which everyone in the industry seems to be missing. and in my opinion that's why horror games keep transforming into action games.
b) aiming wasn't like your arms swimming in treacle
I can easily kill a player a mile away in any other game but in this game, the mouse "lag" is so bad, even a zombie several feet away is a pain to headshot.
well, yes, this is true.
besides i forgot to mention, that if the headshot thing actually gets implemented into the game, another aspect of the zombies should be handicapped or they will become too strong. for example they might not be as fast as they are now or runners might be removed from the game as a whole (although i don't think most of the players would agree on that scenario).
probably the Walkers from The Walking Dead, but running in speed half the speed of the current ingame zombies are my perfect configuration. of course this is just my view on the issue.
I know, I suck at reading sometimes. Please forgive me
im not phased
tried playing regnum online on linux today.. was hoping for a mmo that would be good other than ryzom lol's... warzone stuff open world pvp all fine and what i was looking for but,.,., you cant fooking rebind the action bar keys.... gee that ended it for me fast.
My guess is that it's gonna take a while to get used to the standalone. It's rather different to the mod. And the movement seems sluggish; it's either due to the netcode and lag, or the actual in-game performance.
The player models are from ArmA 3, the animations were mocapped for zeds - and maybe they'll mocap for players too. AFAIK Rocket made the game look a lot more casual atm, and I seriously doubt he'll port the improved movement and animations to his game.
It's a shame really, but I think that the Arma community will surely find its way into Arma 3 within a month or two. (Scripting shouldn't be that different, and assets can be ported quite easily -on paper-). I can see some drama coming out in the future.
I read that the scripting on arma3 was totally different than arma2 (java now if im not mistaken)
Not to say that the cannot get it ported over to the arma 3 engine but it doesnt seem like its such a simple task as we first assumed.
Apart from that, the alpha runs worse for me, way worse than arma2 ever did so will be sticking to vanilla dayz on a2 for now until the SA comes out or they improve the performance in arma3 first.
Besides that SimCity is seriously sucking up my time, great stuff
i5 -3570k
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the funniest thing about this particular signature is that by the time you realise it doesn't say anything it's to late to stop reading it.
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great... pretty much every server I try, go to eat something kicked for script violation #20... and it seems that isn't a new one either - if people are gonna run servers they should keep em updated
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