PigLick on 27/9/2012 at 05:50
Yeh lots of players will KOS, but I have also met quite a few friendlies who will join up with me for a short duration, and a few times I have had people give me stuff like weapons and food, then run off into the distance. But yeah the real fun is when you have a group together and co-ordinate raids on towns and try to flush snipers out of the 2 main cities. Alt-f4 ing and ghosting are a real drag though.
demagogue on 27/9/2012 at 06:00
Quote Posted by Neb
To play it cooperatively you really need to play with people you know, because then the consequences of betrayal are real. Coming to think of it, that may be part of the reason that the mod spread so fast. If so, that's so genius no one could have planned it.
Just so I follow your logic here, do you mean to say the reason it spread so fast was because people wanted to play cooperatively with others they knew, so they'd tell their friends and get them on exactly so they'd have people they knew in the world?
What struck me was it was a massive open world survival sandbox, and there's not any other game that open that I know about... There's Minecraft, but that's a cartoon version and it's emphasis isn't the survival side. And an open world is only as cool (in a game) as the gameplay you can do in it, and this looks like it has a hook for that...
Renault on 27/9/2012 at 06:11
The threat of other players is what makes this game so unique. If all you had to deal with were zombies, it would get boring fast (and be incredibly easy). What I hope they do for the standalone version is somehow, some way, create some type of incentive to teaming up with others, because as it stands now, there's no reason for you not to KOS anyone you see in game that you don't personally know. I think the "humanity" thing was an attempt at this, but it doesn't really do much as it stands.
For the record, I've never killed another player, not once - I always hide/run from or avoid others. But the fear of being killed by them gives me a huge adrenaline rush unlike any other game I've played before.
Neb on 27/9/2012 at 06:52
@Demagogue.
I think that along with it being the first zombie game that everyone tacitly wanted all along, the fact that the player interaction is one big prisoner's dilemma helped with the word of mouth spread.
wonderfield on 27/9/2012 at 19:29
Quote Posted by Neb
Killing on sight isn't a good reason to hate the player base because it's a perfectly rational strategy. To alter that, you'd need all sorts of contrived mechanics.
Two things:
A) I said was not fond of the playerbase. That does not mean "hate". A lack of fondness is something very different from hatred. The occasional bandit-type player is necessary to keep the game's tension at good levels, so they serve an obvious purpose.
B) I'm aware it's a "perfectly rational strategy", and it's an argument I've heard before, in various different forms. I'm not debating that. All I'm saying is that players have the ability to make decisions in this game that impact the experience other players have to a significantly higher degree than in any other multiplayer game I've played, and the surprising number of players choosing to go down this road of killing other players on sight means I have a perfectly rational dislike of what is, in my experience, the bulk of the community.
Muzman on 27/9/2012 at 23:55
Quote Posted by wonderfield
Sprinting is made dangerous by the fact that it makes aiming weapons difficult until your breathing rate slows, and it also eventually slows your sprint speed (it seems like there are at least a couple levels of slowdown). You don't want to be out of breath and happen upon an enemy, since it makes killing that enemy more difficult.
Eh, that's a bit weaksauce really. You can still sprint for miles with all your stuff in your deep simulation like no one on earth actually could.
The Stalker experience of really worrying about how encumbered and tired you are, or knowing that you're taking a huge risk of not being able to escape something chasing you, is awesome. Then there's the desperate escape where you toss your stuff in order to run faster and run the risk of losing it all.
DayZ of all games should not be outdone by Stalker in this regard. In fact they should just copy the Stalker UI.
PigLick on 28/9/2012 at 02:39
Encumbrance is still there, as you only have limited slots in your inventory (though you can find larger packs enabling you to fit more gear and even carry 2 primary weapons, those packs are priceless), but it doesnt affect running speed. It would be very possible to add fatigue in but I think the infinite sprint is really a gameplay decision because of the huge size of the world map. So yeah just pretend you are a super soldier with bones of glass.
And with Stalker the loading zones make it easy to escape from areas without having to run too far, I recall CoP whilst having much larger zones, was more forgiving with the running. I'm pretty sure the Dayz standalone will incorporate more of that, as well as totally getting rid of the user interface, so there will be no feedback about how visible or loud you are, or how much blood you have lost etc. I really think you would enjoy this muz, but the standalone comes out in December I believe, so maybe wait till then.
I remember those Stalker blogs you used to write, each session in Dayz is like a little story in itself.
Muzman on 28/9/2012 at 04:05
Oh yeah, it's completely up my alley for sure. I only really have time to sound off about it on the internet though really (and a bit worried about shit internet). Hopefully one day.
The Stalker thing; unless you've got some pretty great artifacts (possible) or are close to the crossing, the map size isn't really a help if the thing chasing you is determined enough (sometimes this depends on the mod). There's plenty of times something came after me and I would have been done for in 20 metres if I didn't start ditching stuff left and right. The travel thing is valid, but it's an excellent and terrifying mechanic. Would add a whole extra dynamic.
Then again we wouldn't have (
http://youtu.be/u6UDAMqLWYc) this stuff so that's a loss.
malau on 31/12/2012 at 12:53
Here's a link to the sticky in the official forums listing all the custom maps available for DayZ.
I haven't played Chernarus for aeons now, the custom maps are much more fun, friendlier people, almost zero hacking, custom loadouts and vehicles, base building etc etc.
The new Taviana map is extraordinary, and Namalsk is practically STALKER, it even reuses the Bloodsuckers from STALKER.
(
http://dayzmod.com/forum/index.php?/topic/109569-index-of-custom-maps/) http://dayzmod.com/forum/index.php?/topic/109569-index-of-custom-maps/
PigLick on 1/1/2013 at 02:32
Taviana is good, but quite buggy in its current release, Panthera is way buggy, and Celle is just plain flat and boring. I still think that the original map is still THE DayZ map.