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Captain Beans
Aug 5, 2004

Whar be the beans?

What kind of effect does a server restarting/crashing have on saving vehicles?

If a server restarts normally every 6 hours will vehicles always be reset then?

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abigserve
Sep 13, 2009

It was not scary. It was just...abnormal.


I feel like DayZ would be just as effective as a game even if it was 2D from an Isometric viewpoint. It would probably be a lot more manageable if it was, too. If I sum up what makes DayZ such a great proof of concept I get;

- Challenging gameplay
- Massive and varied world to explore
- Intense stealth moments
- Intense/crazy/hilarious inter-player interaction

And if I had to list what makes DayZ terrible as a game;

- Awful, awful engine that feels broken even when it's working perfectly.
- Tons of bugs and hacking issues, directly caused by the engine itself

Really the fact that's a relatively good looking 3D-world doesn't add much to the experience, I think if rocket wanted to make a stand-alone, more "indie-fied" version of the game but kept all the features that make it great he would make hard cash money.

Economic Crysis
May 19, 2006

MAXIMUM RECESSION


abigserve posted:

I feel like DayZ would be just as effective as a game even if it was 2D from an Isometric viewpoint. It would probably be a lot more manageable if it was, too. If I sum up what makes DayZ such a great proof of concept I get;

- Challenging gameplay
- Massive and varied world to explore
- Intense stealth moments
- Intense/crazy/hilarious inter-player interaction

And if I had to list what makes DayZ terrible as a game;

- Awful, awful engine that feels broken even when it's working perfectly.
- Tons of bugs and hacking issues, directly caused by the engine itself

Really the fact that's a relatively good looking 3D-world doesn't add much to the experience, I think if rocket wanted to make a stand-alone, more "indie-fied" version of the game but kept all the features that make it great he would make hard cash money.

How would combat work in your version of the game?

And Captain Beans - if you "save" your vehicle it should remain in place when the server restarts. It's always worked for me.

Phoix
Jul 20, 2006
a jerk

BlastTyrant posted:

New DayZ Map "Lingor Island"

There is a new Dayz Map available. This map is not condoned by the Dayz dev team and characters played on this map will not update on the Main Hive.

If you decide to try this new map I would advise not to set your hopes too high. There are only a few servers running it and as usual there are version compatibility problems for most people.



I really hope this takes off and isn't struck down by Rocket somehow.

Wezlar
May 13, 2005


csidle posted:

I really don't get the thing with sniping newbies on the beach. Even less than other random murders. What's the point?

It's fun? I don't really get your question. Nothing in this game has a point, unless you're rolling around with a huge crew there are no objectives, even if you are the only objective is to get a car.

The entire game is about killing other players, where better place to find them than on the coast?

Economic Crysis
May 19, 2006

MAXIMUM RECESSION


Wezlar posted:

It's fun? I don't really get your question. Nothing in this game has a point, unless you're rolling around with a huge crew there are no objectives, even if you are the only objective is to get a car.

The entire game is about killing other players, where better place to find them than on the coast?

Actually the whole game is about living for as long as possible, but I'm sure shooting people who lack the capacity to threaten you in any way is totally fun as well.

Wezlar
May 13, 2005


Economic Crysis posted:

Actually the whole game is about living for as long as possible, but I'm sure shooting people who lack the capacity to threaten you in any way is totally fun as well.

Walk into the forest with a hatchet, canteen, hunting knife and matches, congrats you never die I guess?

abigserve
Sep 13, 2009

It was not scary. It was just...abnormal.


Economic Crysis posted:

How would combat work in your version of the game?

And Captain Beans - if you "save" your vehicle it should remain in place when the server restarts. It's always worked for me.

Dunno exactly, but given how terrible combat is in DayZ you couldn't make it much worse.

Economic Crysis
May 19, 2006

MAXIMUM RECESSION


Wezlar posted:

Walk into the forest with a hatchet, canteen, hunting knife and matches, congrats you never die I guess?

Shooting people isn't the bad thing. But what do you get out of shooting unarmed people? Honestly, I'm wondering. Why don't you shoot people who also have guns? Go counter-snipe in Elektro or something.

abigserve posted:

Dunno exactly, but given how terrible combat is in DayZ you couldn't make it much worse.

I love the combat in DayZ. What about it is terrible exactly?

lordblytzkrieg
Jan 9, 2007


Economic Crysis posted:

Actually the whole game is about living for as long as possible, but I'm sure shooting people who lack the capacity to threaten you in any way is totally fun as well.

The game is whatever I want.

It was a night server (2am server time, so really loving dark) which implies that most people playing aren't brand new. I think getting shot at in the pitch black by 2 snipers with ghillie suits and NVGs would be fun.

Can you imagine dodging bullets and zombies while you can't see a drat thing? I'd enjoy both being shot at and being the shooter.

Edit: The best part of this game is that it's not another MMO with safe zones and skill points. It's just guns and fun. The War Z will never be as good as DayZ is (even with the lovely cheating).

lordblytzkrieg fucked around with this message at Aug 3, 2012 around 01:52

Economic Crysis
May 19, 2006

MAXIMUM RECESSION


lordblytzkrieg posted:

The game is whatever I want.

It was a night server (2am server time, so really loving dark) which implies that most people playing aren't brand new. I think getting shot at in the pitch black by 2 snipers with ghillie suits and NVGs would be fun.

Can you imagine dodging bullets and zombies while you can't see a drat thing? I'd enjoy both being shot at and being the shooter.

Don't get me wrong, I think firefights in this game are awesome and being shot at gets my underworked heart racing. I don't even mind being shot at in Elektro, because it's a handy reminder that I shouldn't be in Elektro. But being shot as you spawn on the beach isn't fun.

Bolocko
Oct 19, 2007



abigserve posted:

Dunno exactly, but given how terrible combat is in DayZ you couldn't make it much worse.
I also would like to hear more of our take on this. Aside from things like aggro'd zombie run/pop movement being a bitch to aim at and the occasional hit detection oddities, I feel the combat in DayZ is one of its best features, to the point where I find myself gravitating though under-prepared toward high-risk areas like NWAF both expecting and hoping to get into a fire fight, even though most of the time I'm the guy eating soil at the end.

Wadjamaloo
Jun 10, 2011


I see a lot of people talking about penalties or deterants for murdering. This game reminds me so much of early Ultima Online, and I really think the Ultima Online criminal system would work very well here.

You basically have 3 states, represented by the color of your name. I hate nameplates in dayz, so some other indicator would probably have to be used.

Blues = Innocent
Grey = Criminal
Red = Murderer

Greys and Reds are basically freely attackable. If you perform any illegal action against a blue such as attacking them, or stealing from their pack you become Grey.

Being grey is a temporary thing that lasts 2 minutes.
If you kill another player, you get 1 murder count. After 5 murder counts, you become a murderer and highlight red. Murder counts would go away after some amount of time, this may or may not work for dayz.

There was a complex system of short term and long term murder counts, its not really relevant here so I will ignore it, but if you died with more than 5 short term murder counts you would suffer stat loss when you rezzed. This was a pretty big way to make massive killing sprees have consequence.
So what you could do in Dayz to apply a similar concept is to prevent murderers from respawning for some amount of time. This is not an ideal situation, since it basically forces people to stop playing the game which is never fun.

Now the other part of this criminal system is town guards. All of the cities in UO had guard NPCs that would attack Greys and Reds on sight. Originally these guards were not instant kill, but very powerful, they did not stop all violence in cities, but they did keep it in check.
Dayz could easily adopt a similar system, have a few areas that have been secured by the military with a few squads of troops patrolling things and protecting the citizens.

I imagine this type of system working our pretty well, and doing a good job of curtailing some of the mindless murdering.

Synonymous
May 24, 2011

That was a nice distraction.


Economic Crysis posted:

I love the combat in DayZ. What about it is terrible exactly?

I feel that (and as with all things Day Z, this has huge YMMV tags) the combat and actually fighting zombies is supposed to take a massive backseat to the tension of sneaking around and actively avoiding zombies or other players. The best moments for me have been slowly crawling around towns with zombies less than two feet away, only turning my flashlight on for a few seconds to orient myself lest the zombies are attracted to it and I have to sprint off into the woods again.

Now I have NVGs and a few guns and it's lost something somewhat- if I wanted to mow down hordes of zombies with little to no challenge I'd play Dead Rising or something. The combat *is* quite clunky and irritating in Day Z (something not helped by zombies clipping through walls, bleeding out forever- what, I can't just use my hand to apply pressure?- and endlessly being sniped from miles away, etc) and I think that's pretty fine.

Captain Beans
Aug 5, 2004

Whar be the beans?

Wezlar posted:

Walk into the forest with a hatchet, canteen, hunting knife and matches, congrats you never die I guess?

Friends and I were talking about this, and how it could be kind of one of the many types of goals in Dayz. Imagine if there were clusters of severs with well integrated shared stats and leaderboards for different stuff. People could try to be the dude with the longest single life by being a crazy forest hobo. Alternately people could see how long people are living in the woods and attempt to track down and kill the long lived forest Rambo.

I'm glad this mod pushed a ton of units for Amra and hopefully people are taking notice how well a hardcore type of game like this could do. There is so many different ways to go if you polished it up right and stuck to the core principle of what makes it good.

Captain Beans fucked around with this message at Aug 3, 2012 around 02:58

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Tolain posted:

This kind of attitude along with "It's an alpha!" is kind of irritating. We understand that it's an alpha, we understand that there are flaws, and so on. Where people are venting frustrations is a sign that they're legitimately holding out to see if things are going to ever be improved, and are curious as to whats going to be done.

Is "stop playing because it's not getting better" really the legit answer, or has there been any speculation on how they can stop things like the rampant hacking? Because honestly I think that makes the difference. Some people (myself included) are willing to look to the light at the end of the tunnel if we expect things will change for the better, but if "Just stop playing" because the odds of it ever being fixed is really that slim, then yeah, we're probably likely to uninstall.

Venting frustration is different to saying "The sky is falling, the game is hemmorhaging players!!"

Sniper Party
Feb 17, 2011

Vom Tag


Wadjamaloo posted:

I see a lot of people talking about penalties or deterants for murdering. This game reminds me so much of early Ultima Online, and I really think the Ultima Online criminal system would work very well here.

You basically have 3 states, represented by the color of your name. I hate nameplates in dayz, so some other indicator would probably have to be used.

Blues = Innocent
Grey = Criminal
Red = Murderer

Greys and Reds are basically freely attackable. If you perform any illegal action against a blue such as attacking them, or stealing from their pack you become Grey.

Being grey is a temporary thing that lasts 2 minutes.
If you kill another player, you get 1 murder count. After 5 murder counts, you become a murderer and highlight red. Murder counts would go away after some amount of time, this may or may not work for dayz.

There was a complex system of short term and long term murder counts, its not really relevant here so I will ignore it, but if you died with more than 5 short term murder counts you would suffer stat loss when you rezzed. This was a pretty big way to make massive killing sprees have consequence.
So what you could do in Dayz to apply a similar concept is to prevent murderers from respawning for some amount of time. This is not an ideal situation, since it basically forces people to stop playing the game which is never fun.

Now the other part of this criminal system is town guards. All of the cities in UO had guard NPCs that would attack Greys and Reds on sight. Originally these guards were not instant kill, but very powerful, they did not stop all violence in cities, but they did keep it in check.
Dayz could easily adopt a similar system, have a few areas that have been secured by the military with a few squads of troops patrolling things and protecting the citizens.

I imagine this type of system working our pretty well, and doing a good job of curtailing some of the mindless murdering.
This would share a commonly encountered problem with the bandit skin system we had: unlike in a typical MMO, it is really hard to determine what you're trying to attack in this game unless you hit it, which leads to innocent people getting murders for self defense. And even if you manage to somehow track near misses and make them illegal, you then run into problems with people shooting at zombies or cows that are right next to a survivor.

I do like the idea of camps protected by AI military, but admittedly mostly because they would be a great target to organize raids against.

Wadjamaloo
Jun 10, 2011


Its not a perfect system, and UO had similar issues.

As for self defense, if its from someone who is murderer or "bandit" there would be no penalty. If its between 2 innocents it would just come down to whoever shoots who first, and yes it would be hard to track misses as actual attacks.
However this is in part why Ultima allowed murder counts to decay over time. You might accidentally get one murder count in a self defense situation, but if you are racking up 5 of them before they decay you probably weren't just defending yourself.
IIRC Murder counts in UO would decay at 1 per 8 hours. If you "accidentally" get 5 murder counts in 8 hours you probably deserve to be labeled a murderer.

The system does have it flaws, anything does really, but it did work really well in Ultima.

Wadjamaloo fucked around with this message at Aug 3, 2012 around 04:34

nuclearaddict
Aug 2, 2006
I'd rather be playing DDR

I like how it is now. Adding anything to signal to other players that (x) player is a bandit/murderer would just take away part of the suspense from the game.

Azzents
Oct 19, 2010

"Quoting, like smoking, is a dirty habit to which I am devoted."


nuclearaddict posted:

I like how it is now. Adding anything to signal to other players that (x) player is a bandit/murderer would just take away part of the suspense from the game.

In my experience, everyone is a murderer. The only times I've not been shot on sight is when I've freshly spawned and run into someone else who doesn't have a weapon.

Any system that encourages co-operation over shoot'n'loot would do wonders for the game. Right now to me Dayz seems less like a zombie survival game and more like a COD deathmatch game with zombies.

nuclearaddict
Aug 2, 2006
I'd rather be playing DDR

Azzents posted:

In my experience, everyone is a murderer. The only times I've not been shot on sight is when I've freshly spawned and run into someone else who doesn't have a weapon.

Any system that encourages co-operation over shoot'n'loot would do wonders for the game. Right now to me Dayz seems less like a zombie survival game and more like a COD deathmatch game with zombies.

I don't think something like this is the answer to the banditry problem. I feel it's the lack of group functions and features that's the real problem. Once Rocket starts adding stuff like user-made structures, bases and other fun poo poo to strive towards as a group I can guarantee you that we'll start to see people randomly teaming up together. Until then it's just going to have to be survival death match, because what else is there to do?

abigserve
Sep 13, 2009

It was not scary. It was just...abnormal.


Bolocko posted:

I also would like to hear more of our take on this. Aside from things like aggro'd zombie run/pop movement being a bitch to aim at and the occasional hit detection oddities, I feel the combat in DayZ is one of its best features, to the point where I find myself gravitating though under-prepared toward high-risk areas like NWAF both expecting and hoping to get into a fire fight, even though most of the time I'm the guy eating soil at the end.

Terrible was a pretty harsh call, it's not exactly unplayable by any means, it just feels clunky and loose. Often I can't tell whether I'm hitting a target, sometimes I'll shoot way wide and it'll hit something, othertimes it'll be a point-blank shot to the face and it won't register. You could mark this down to hit-detection weirdness but really there best way I can explain it is you don't get any feedback from the game to show you've hit and killed something until they fall down with the pre-canned death animation (usually with a couple of second lag between the killshot and the fall).

Like I said, terrible was a harsh call, it's not that bad as much as it is a chore. I dread firefights with zombies because it's way more annoying than it is fun and fire fights with people generally end either in an alt-f4 by them or getting murdered because you lost the dice roll and the guy was actually 3 feet to the right of where his model was rendered.

Don't get me wrong, DayZ loving rules in it's own way, but on a "playable game" level it could be a lot better and it's fun to try and think of ways to make that a reality!

Phoix
Jul 20, 2006
a jerk

The Lingor Island map seems way more fun than Chernarus. Item spawns are pretty buggy right now but otherwise it's great.

E-Tank
Aug 4, 2011


Dammit, who was it that told Rocket to take out any and all starting gear? I've died three times because if I want to sneak in and get a weapon, I have to deal with all these assholes shooting at me and I can't fight back.

2fat4sex
Apr 18, 2005

BHM seeking other BHMs 4 cuddle session. STRICTLY PLATONIC NO HOMO





Phoix posted:

The Lingor Island map seems way more fun than Chernarus. Item spawns are pretty buggy right now but otherwise it's great.

Agreed. It's smaller than Chernarus, but with a lot more enterable buildings. There's a lot more PvP because of the map's density as compared to Chernarus, but there's also a lot more loot spawns when they're not bugging out, including military loot spawns. There are even some EU/US servers starting to go up, so hopefully there will be more Goons trying this map out soon. I hate playing with pubbies.

NerdyMcNerdNerd
Aug 3, 2004



E-Tank posted:

Dammit, who was it that told Rocket to take out any and all starting gear? I've died three times because if I want to sneak in and get a weapon, I have to deal with all these assholes shooting at me and I can't fight back.

The big cities on the coast are pretty much death traps. Even if you're on a server with ten people, a few of them are guaranteed to be there. Sneak into a small town, grab a hatchet, then go for the closest barn or deer stand.

E-Tank
Aug 4, 2011


NerdyMcNerdNerd posted:

The big cities on the coast are pretty much death traps. Even if you're on a server with ten people, a few of them are guaranteed to be there. Sneak into a small town, grab a hatchet, then go for the closest barn or deer stand.

I'm trying to navigate without having to go for a map out of the game, and trying to scavenge and scrounge as I go, more survival horror in my opinion. Is this really the only real option? Go find a map, figure out where I am, and just go for pre-determined spawn locations?

Azeral
Jun 2, 2007



Loot is mostly in buildings, so being able to survive (initially) is largely predicated on effectively locating buildings. You can get by with wandering until you hit a road and then following it, maybe sketching out a little map of your own based on signs you see or finding a map in-game so you can learn the basic layout, but some sort of geography knowledge is a huge benefit.

Even if you don't keep tabbing out to figure out where you are and ruin your immersion, seeing a map a few times goes a long way.

Kazvall
Mar 20, 2009

Almost like a PIZZA PIE!

I always start off now with the mindset of either dying, or getting good loot. I sprint around large cities praying for the swift release of death, but am often surprised by the gentle hand of god at my back, as I loot random dead bodies, and train zombies onto other survivors.


If I don't have these items, I'm not personally done:

A better backpack
Two Blood Bags
Two Morphine
An Axe
Five Bandages
Some Food
and most importantly, a Primary/Secondary weapon.

After I have these things I get the gently caress out of town into the woods, where I can begin building towards better gear, and not play like such a fuckwit.

Vasudus
May 30, 2003


I would be content with labels/punishments for mass murders if the entire point of the game wasn't to have user defined content. Something which rocket has stated repeatedly, including yesterday in an interview (the one where the dude got thunderdomed mid stream).

You can 'beat' the game in about 20 minutes. Seriously, there is absolutely no defined goal beyond 'get a hatchet and some food/water'. The rest of the game is based on what other players are doing. If you don't want to partake in any form of PvP you're going to be pretty disappointed.

It's not quite CoD with zombies, but it's not some zombie survival horror game that most new players seem to think it is.

E-Tank
Aug 4, 2011


Azeral posted:

Loot is mostly in buildings, so being able to survive (initially) is largely predicated on effectively locating buildings. You can get by with wandering until you hit a road and then following it, maybe sketching out a little map of your own based on signs you see or finding a map in-game so you can learn the basic layout

Oooh, sketching out my own map...Hadn't thought of that, been so long since a game has actually been hard enough and not given me a mini-map or something for free. I may in fact do that. Make your own 'feelies'.

Nebelwerfer
Jul 25, 2008

He carried our avenging steel over the Rhine,
He drank the emperor's toast from the Danube.


Vasudus posted:

if the entire point of the game wasn't to have user defined content.

Yeah but right now only "user defined content" you can do in this game is to shoot somebody in the face and steal his beans.

e: Or yeah you can make the goal of finding helicopter of something like that but on larger servers that usually almost requires scripts to find them because some pooplord has haggled them all hidden them somewhere faaar beyond map boundaries.

SupSuper
Apr 8, 2009

At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it.


abigserve posted:

Terrible was a pretty harsh call, it's not exactly unplayable by any means, it just feels clunky and loose. Often I can't tell whether I'm hitting a target, sometimes I'll shoot way wide and it'll hit something, othertimes it'll be a point-blank shot to the face and it won't register. You could mark this down to hit-detection weirdness but really there best way I can explain it is you don't get any feedback from the game to show you've hit and killed something until they fall down with the pre-canned death animation (usually with a couple of second lag between the killshot and the fall).

Like I said, terrible was a harsh call, it's not that bad as much as it is a chore. I dread firefights with zombies because it's way more annoying than it is fun and fire fights with people generally end either in an alt-f4 by them or getting murdered because you lost the dice roll and the guy was actually 3 feet to the right of where his model was rendered.

Don't get me wrong, DayZ loving rules in it's own way, but on a "playable game" level it could be a lot better and it's fun to try and think of ways to make that a reality!
I know what you mean, DayZ's combat is like anti-intuitive, the whole nature of multiplayer lag and hacked-together weapons probably doesn't help.

For example I've learned the only way to successfully use a hatchet is to swing it when you don't expect it to hit (due to its peculiar range of hitting farther than you'd expect but not hitting as close as you'd expect), and listen for the distinct sound it makes when it hits a target (which sounds nothing like a hatchet hit) since it'll take a second to actually see it register on-screen.

Also guns are deathtraps since 99% of them will attract infinite zombies if you actually use them or attract other players' attention if they catch you holding one (bonus: attracting infinite zombies while you're busy dealing with players).

Harmonica
May 18, 2004

il cinema è la vita e viceversa

What's wrong with having weapons that actually require you spend some time learning how to shoot with them? That's not a Day Z thing, that's another factor of it being built on a milsim engine. When you fire a weapon you need to think about your stance and bullet drop and range before you pull the trigger. If you practice you'll be able to instinctively hit your targets at most ranges (although yes latency on Day Z servers is a bit of a killer). The entire nature of this though means that finding cover and a position to shoot from is absolutely vital. Firefights are rarely over in the first few shots unless someone has their scope trained on you. And suppressive fire works because you really don't want to get hit in Day Z or Arma.

This is not to say that the warping, bullet sponging zombies are working properly, but in most instances it's a bad idea to open fire on them anyway.

I wouldn't expect Rocket to make the gunplay any less challenging in a standalone game.

Vasudus posted:

I would be content with labels/punishments for mass murders if the entire point of the game wasn't to have user defined content.

Exactly. The brutality of it all is what makes it great. I don't think there needs to be in any in built deterrents for banditry, it should just be naturally difficult to play that kind of role if players cooperate together. At this point obviously it's very difficult to get large scale cooperative gameplay going (and there's not many built in tools to help), and it seems like there are more large bandit groups than there are friendlies.

Harmonica fucked around with this message at Aug 3, 2012 around 13:56

AzureSkys
Apr 27, 2003



I think the Youtube/Streamer guy Sacriel figured out how to play DayZ the best and best illustrates the game's potential:
http://youtu.be/Yr9E3DvrQ4Q
http://www.youtube.com/watch?v=Yr9E3DvrQ4Q
His videos are pretty exciting for what they are: guys sitting around waiting to attack other guys who come through the area. He utilizes Arma2's ballistic mechanics, dealing with the zombie situation and sets little goals to see through.

blackguy32
Oct 1, 2005

FLAVA FLAV!!!!!

Harmonica posted:

What's wrong with having weapons that actually require you spend some time learning how to shoot with them? That's not a Day Z thing, that's another factor of it being built on a milsim engine. When you fire a weapon you need to think about your stance and bullet drop and range before you pull the trigger. If you practice you'll be able to instinctively hit your targets at most ranges (although yes latency on Day Z servers is a bit of a killer). The entire nature of this though means that finding cover and a position to shoot from is absolutely vital. Firefights are rarely over in the first few shots unless someone has their scope trained on you. And suppressive fire works because you really don't want to get hit in Day Z or Arma.

This is not to say that the warping, bullet sponging zombies are working properly, but in most instances it's a bad idea to open fire on them anyway.

I wouldn't expect Rocket to make the gunplay any less challenging in a standalone game.


Exactly. The brutality of it all is what makes it great. I don't think there needs to be in any in built deterrents for banditry, it should just be naturally difficult to play that kind of role if players cooperate together. At this point obviously it's very difficult to get large scale cooperative gameplay going (and there's not many built in tools to help), and it seems like there are more large bandit groups than there are friendlies.

I think it is a matter of the lag and wonkiness of the DayZ gameplay making shooting more difficult than it needs to be. It is considerably easier to shoot in Arma 2 than it is in this namely because in that, you can shoot someone and they don't fall and die about 3 seconds later.

dox
Mar 4, 2006


Kazvall posted:

After I have these things I get the gently caress out of town into the woods, where I can begin building towards better gear, and not play like such a fuckwit.

Honestly, it's fun to build up a great set of gear and all, but I often just am silently hoping for my next death so I can run around Cherno and kill everything in sight without a care in the world. It's fun having an M4A1 CCO SD, M9SD, and M14 with NVGs and a Rangefinder in a Gillie suit but after a while I just yearn to pick up a Lee Enfield and head to the Church. I'm dying soon.

InspectorBloor
Aug 20, 2011

I'll shoot the moon.


I do exactly the same. Either you're geared in 10mins or dead without much loss.

Why do i enjoy stealing vehicles and ambushing guys looting the tents in Berezino so much? The last dude even slipped away without d/cing, returned fire from god knows where and almost killed me after shooting 2 mags into the bush that i hid in (thx for the bulletproof trees). That was great. I barely escaped with 4k blood.

Check out the docks N of Berezino. Today was the 3rd time that i saw a flipped ATV there. A bit later when i changed server, i came back and found a UAZ parking there. That guy had to walk home.

Fryedegg
Jan 13, 2004
Everquest killed my libido (and my cat). 8(

They pretty much have to look into stopping some of the hacking issues currently going on.

I was on a full server last night and someone killed the entire server population instantly several times over the course of a few minutes. The server then completely locked up. You could still log into the server, but you could not move or use any command. I assume it needed to be restarted before it was fixed. So basically, all 50 people died, lost their bodies, and could not use the server for several hours.

Dying to some immature "hacker" certainly sucks and ruins the game. But them being able to take down servers at will absolutely has to be addressed.

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Sniper Party
Feb 17, 2011

Vom Tag


Wadjamaloo posted:

Its not a perfect system, and UO had similar issues.

As for self defense, if its from someone who is murderer or "bandit" there would be no penalty. If its between 2 innocents it would just come down to whoever shoots who first, and yes it would be hard to track misses as actual attacks.
However this is in part why Ultima allowed murder counts to decay over time. You might accidentally get one murder count in a self defense situation, but if you are racking up 5 of them before they decay you probably weren't just defending yourself.
IIRC Murder counts in UO would decay at 1 per 8 hours. If you "accidentally" get 5 murder counts in 8 hours you probably deserve to be labeled a murderer.

The system does have it flaws, anything does really, but it did work really well in Ultima.
It just seems like a ton of effort to fix a (very benign, in my opinion) symptom of a larger problem with the game. Getting all the necessary survival equipment becomes quite a trivial effort after you've been playing for a while, and after that there's not much to do. A good firefight just happens to be the most fun thing you can do in the game at the moment.

I would really like a way for groups to influence the game world. You can already see communities building tent cities and poo poo, and encouraging this sort of team effort by providing more tools would only be a good thing for the game. On the other hand you would encourage people to team up to build camps, and on the other hand these camps would be a really fun target to raid.

Of course, just like with Gooncamp, it would be practically impossible to constantly have someone online defending your camp. Maybe you could have a way to hire AI soldiers to protect your poo poo?

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