Registered: 02/09/01
Posts: 10245
Loc: At the Mountains of Madness
Originally Posted By: Raw Kryptonite
They need to have more enterable houses. I've hardly seen any I could go into. Do zombies ever have anything on them or do you just try to avoid them altogether? The ones I've taken out had nothing.
sometimes they have bandages or cans of soda. Soldier zombies often carry a variety of loot.
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"The more laws, the less justice." ~ Marcus Tullius Cicero
To learn who rules over you, simply find out who you are not allowed to criticize. Voltaire
"The people never give up their liberties but under some delusion." - Edmund Burke
A good example here of how single player situation is a fun challenge but can wig you out, especially in those areas near the coast:
I like his videos and he is usually calm in these videos, but it is good to see how the situation can turn quickly even for veteran players, also he mentions many of the alpha things that most of us can sometimes be frustrated by.
Yeah that was a good one, it was like watching a scary movie, I kept telling him not to sit there in that doorway, secure the perimeter before going for the loot hehe.
I know he says his play style is to sit back and be cautious and that he gets a lot of crap from youtube comments for that, but I swear half the time I watch him I think he is moving in too fast and not being paranoid enough for me
Well, I guess that I one of those "minorities" that also don't like DayZ very much and also don't get all the "hype" regarding DayZ.
With this I also want to say that I appreciate the technical features and I'm really impressed with what was acomplished with DayZ, such as the eating, driking, player's sound and visual detectability, blood transfusions features, etc...
But what I don't like or enjoy with DayZ is the complete lack of objectives, specially final objectives (as well as "side missions"). Yes, I read and heard several times that the "objective" of DayZ is to survive as long as possible and that you make "your own objectives", blablabla... But call me "old fashion" if you like but ANY KIND of game (being computer games, board games, etc...) must have a begining, a middle and finally an END and when playing DayZ I always get the impression that there's absolutelly NO begining or end with this game.
What I would like to see or sugest if you prefer would be to have final objectives and by using some ideas that I read here, I would sugest two kinds of final objectives: 1- ESCAPE -> There's a damaged/stranded C-130 in Chernarus and the players must find parts to repair the plane, but also try to repair some high range transmission/comunication equipments with the objective of receiving news from the rest of the world in order to find a "safe heaven" (in the apocaliptic world) where to fly to. The player also must find lots of fuel because the "safe heaven" will be far from Chernarus. But the "final problem" is that there isn't a place for everyone even in a large plane such as the C-130... 2- FIND A CURE -> There is an underground research complex with surviving military and cientist which are working on a cure for the Zombie plage. The problem is that the location of the underground complex is unknown and sealed from the rest of the world and there's no way to comunicate with those cientists without using advanced comunication devices (which will be very hard to find). After establishing comunications with those cientists and military personnel, players (who manage to establish comunication) will learn that the cientists on the complex will need help to find several substances in order to develop a cure because those substances cannot be found on the underground complex and that same team of cientists and military don't have enough resorces (human, material and weaponry) to find those substances by themselfs. Will any player(s) help? If yes, after finding a cure those same players must find a way to spread the cure/antidote to cure the Zombie plage around the entire Chernarus countryside.
Well, maybe I'm daydreaming but this is what would get me to play and enjoy DayZ (these or any other kind of final and side objectives of course).
Registered: 12/01/04
Posts: 82
Loc: New Jersey USA
The conversation is interesting. I have not played DayZ yet.
IMHO, many of the SimHQ people that seem to be having problems understanding the apparent popularity are those who dislike playing RPG games. I think, based on observations here and on YouTube, that DayZ is really nothing more than an RPG set into a good simulator. To enjoy the game, I think you have to put yourself into the role you want to play; the difference here seems to be that DayZ requires much more role playing than many so-called RPG's.
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Cheers and ~S~ WH_Blaster (Larry)
Join the War Hawks squad for a mature, fun gaming experience with DCS sims http://www.war-hawks.net
Yeah even in RPGs I usually avoid the main plot and do all the side missions first, so DayZ is right up my alley as I can role play how I want and make up my own goals (besides survival)
Registered: 07/03/03
Posts: 12371
Loc: N. Central Texas
The only thing I don't care for about DayZ is that every dadgum server in the world is running it. Can't find a coop game of OA to save my life.
The zombie apocalypse thing bores the hell out of me, it's so overdone.
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If you can't get everyone to get on board with you, scaring the living hell out of everybody is the next best way to get attention and feel needed.
Registered: 07/28/03
Posts: 298
Loc: united states
We had 6 to 8 guys on last night at different times and had a blast. I am new to the arma game so it still seems fresh for me but even some of the srma vets seem to be having a good time. Our mix of servers goes from post noobie to expert with most in the hardcore stage.
SAR is my fav mission type and last night we had a player down in a bush, blood at 2000 and rather far S for our normal ops. It took quite a long time to locate and recover the player but the entire team made it back to camp, very stressfull op :}
And that is what this game does well, fear of death because its hard to find all the things your going to need again , fear of failure and letting a player down either to a bad decision or ability. And it does recreate some of that mystery that scripted games seem to lack by letting players make all kinds of bad decisions. Falls and broken bones, lack of food/water, temp loss in the rain , day/night cycles, spotty equipment drops, finding your way about the map, navigating for a squad op, and crazed zombies trying to eat you .
The SimHQ bunch, aka the clan wallace have good supplies in 2 servers with more to be added soon and welcome anyone to come try the game again.