DayZ Breaks Out of ArmA II

Fr]anc[is

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Lumber Barber said:
No. The point is to provide a realistic, intense experience. Rocket doesn't care in the slightest about your fun.
Your complaint is like complaining about mining in Minecraft or about shooting other people in Call of Duty. Think about how ridiculous that is for a second.
Do you actually know Rocket? I bet you don't, so I am going to continue to assume that he did not spend his time making a mod for a video game for nobody to have fun. To think otherwise is stupid.

doggie015 said:
The point of the game is NOT to have fun; but to be the MOST REALISTIC zombie apocalypse simulation possible (Aside from the spawning on a beech and multiple lives!). In such a situation there would be a LOT of people that would happily snipe you down with the attitude of "One more person can't kill me now!"...
I'm going to ignore your assumption that everyone turns into a sociopath the instant the world ends and say that if you aren't having any sort of fun, then you are either a /k/ommando who thinks this is some sort of training, or you are literally wasting your time.
 

Fr]anc[is

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Lumber Barber said:
You seem to be convinced that unless something has been made SPECIFICALLY to fun, it cannot possibly be fun.
And even if it was meant to have fun, why should Rocket cater to what's fun specifically to you?
There are over a million people enjoying DayZ right now, and PVP is an important part of that.
So people can have different opinions on what is fun? So it's ok for me not to like something you like? GASP! I realized I would get people disagreeing with me, which I tried to preface by saying I don't enjoy pvp, but what I didn't expect was multiple people telling me it's not fun. That's just perplexing and somewhat hilarious.
 

klaynexas3

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I just have one question, and this is to DayZ players. Do the glitches seem more funny or are they outragously annoying, and should I wait for the full DayZ game to come out to get it, or is it worth buying Arma II right now with all the glitches included?
 
Apr 28, 2008
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Fr said:
anc[is]
Lumber Barber said:
No. The point is to provide a realistic, intense experience. Rocket doesn't care in the slightest about your fun.
Your complaint is like complaining about mining in Minecraft or about shooting other people in Call of Duty. Think about how ridiculous that is for a second.
Do you actually know Rocket? I bet you don't, so I am going to continue to assume that he did not spend his time making a mod for a video game for nobody to have fun. To think otherwise is stupid.

doggie015 said:
The point of the game is NOT to have fun; but to be the MOST REALISTIC zombie apocalypse simulation possible (Aside from the spawning on a beech and multiple lives!). In such a situation there would be a LOT of people that would happily snipe you down with the attitude of "One more person can't kill me now!"...
I'm going to ignore your assumption that everyone turns into a sociopath the instant the world ends and say that if you aren't having any sort of fun, then you are either a /k/ommando who thinks this is some sort of training, or you are literally wasting your time.
Well, according to Rocket himself, from a post he made, here's what he had to say:

This isn't really a game. Maybe a real game, from a studio, will come from the concept. For me, this is art. My intention was to generate real human emotions: high on the list was frustration, being pissed off, and a general distaste for some elements of society and what happens when the shit really goes down.

If you're fed up, frustrated, maybe even angry then I've done my job. I don't want money, fame, power from it. I've achieved precisely the effect I wanted even if you never play the game again, and hopefully made people think about a few things along the way.


And here's another little nugget:

Just because I did not script rules, doesn't stop anyone from making their own in game.

Are people so used to games shoving rules, tasks, stories down their throats that they can't handle it when something doesn't? Or would you like a world where the players actually get to do this? Not a structured and controlled environment that is "dressed up" as post-apocalyptic?

I hear what everyone is saying, and yes - its cruel and unsporting when you get killed 10 seconds into the game. But that's what this is, it is brutal, it is cruel. This is not fair. Maybe you will hate this game. Maybe you already do. It is an unforgiving environment with no structure. It is up to you to decide what to do next.

I would rather let the project die (and maybe it will, I accept that) than take over the role of establishing rules and punishments and structure. Instead I am going to work on the world's framework. It is up to the inhabitants of that world, you guys, to decide what kind of world you want it to be.

Is this actually possible? Fuck knows. But I really want to find out, and I've got nothing at all to loose. And to be honest, neither have you because you haven't paid me a cent and I haven't been paid a single cent for any of this.

So here's the challenge - just take a moment and think about what you are asking me for, with alot of these requests. Balancing, structure, rules, protection. These are what the game industry has shoved in your face for the last twenty years. Even the game industry itself can't escape it. EVE-Online tried briefly but caved in. Why? Money. They needed subscribers.

I don't.

This is going all the way, to whatever end that is.


And once more, with feeling.

DayZ was designed to be impossibly cruel, dark, and brutal. It was not designed as a game it was more of an experiment, I prefer the term "anti-game" - in other words the mechanics are not designed to be balanced, or offer a way out for different situations. These are things game designers normally take care with.

I discussed this with the our team members at great length of many arguments, the idea behind safe zones. The eventual consensus was that it went against the ethos of the project. This whole concept, and the reason it "works", is that there IS no safe zone (unless you make it). Your actions have real and brutal consequences. There are no game designed safety nets.

It is the kind of system/environment that will sometimes make you want to punch the computer screen. But with that kind of risk, comes great emotional reward when you carry something off. The sniper you describe - there are people like this in the world, and in the breakdown of order I can bet that there would be people who would sit on a roof and shoot people "just for the lulz".

The system makes no judgement on player actions, and this is one of the only real rules that was adopted for the development. While consequences may occur for a particular action (e.g. humanity loss), no judgement is implied or placed on that behavior. Beyond hacks, and misuse of exploits, regulating player behavior is not a scope of this project. If players, themselves, wish to group together and attempt to regulate the behavior. Well, that's entirely up to you.

This kind of activity is not for everyone. It really is more of a social experiment than a game. There is no intention to change that, if you dislike the PVP, then I would recommend playing Dynamic Zombie Sandbox or Celery's excellent Chernaus Apocalypse - there is no point in these being recreated through this mod.

Why make something that has already been done?




So... yeah.
 

Cowabungaa

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Fr said:
anc[is]Still not going to even give it a chance until pvp only is off the table. I want to at least try it, but screw pvp. I can deal with broken unpolished games, I can't deal with the constant thought that some random asshat can snipe me for no reason. Don't tell me that's the point, the point is to have fun, and I don't find that fun.
The point is what the game's creator sets it out to be. In this case, the point is to evoke a real kind of fear, desperation and danger. The constant threat of death and not being able to trust, well, basically anyone is a vital part of the game's atmosphere.

Having to make a deal while a buddy of yours keeps a sniper rifle aimed at the other guy's chest and not knowing whether he has a buddy that's doing the same thing. Putting down the merchandise and slooowly walking backwards just hoping that it doesn't turn into a paranoid, frenzied shoot-out. That sort of situations and the tension that comes with them is what this game is all about.

Of course, constant griefing is another matter and that's indeed a hurdle this game needs to get over. What I think would really counter that is to give players proper opportunities to create a community and consolidate it. Groups could establish bases, claim territories, set up patrols and scavenge parties so that lone griefers don't get much a chance. After a while you'll get more and more communities, territorial boundaries will clash and you'll have to fight, negotiate or trade to keep yourself into the game.

And voila; a completely player-run endgame situation is born. Another thing the game currently lacks.
 

Fr]anc[is

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Irridium said:
So... yeah.
Fair enough. Half of that is out the window now that he is working for the Arma guys and planning to sell this thing, but that's not the point. It's ultra hardcore and unforgiving, I get that. What I don't get is the assertion that 'it's not fun'. So you're telling me millions of bandwagon jumpers are getting zero entertainment value out of DayZ, bearing in mind that fun is subjective and comes in many forms, and spent their money simply to get angry. I guess I was wrong about the dev, but that just doesn't even make sense. It's like fun is a dirty word in this context.

Cowabungaa said:
The point is what the game's creator sets it out to be. In this case, the point is to evoke a real kind of fear, desperation and danger. The constant threat of death and not being able to trust, well, basically anyone is a vital part of the game's atmosphere.
True, but even then there is some sort of emotional catharsis at the end. What people are telling me is that you might as well just bang your head on the wall, since it's not supposed to be fun.

But whatever, all I wanted to say was that I like the concept, but don't like pvp. I didn't want to poke any zombie beehives.
 

Cowabungaa

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Fr said:
anc[is]True, but even then there is some sort of emotional catharsis at the end. What people are telling me is that you might as well just bang your head on the wall, since it's not supposed to be fun.
It isn't supposed to be fun in the traditional sense of the word perhaps. DayZ is a great example of the sort variation of experiences this medium can offer. It's a player-run survival horror game set in a perpetual environment so obviously it won't give you the same sort of fun as, say, Age of Empires or Battlefield does. But that speaks for itself, doesn't it?

The emotional catharsis in this case comes from succeeding, from surmounting challenges and obstacles like the situation I described before. The moment you finally let out your breath after sitting on the edge of your seat for the past few minutes.
But whatever, all I wanted to say was that I like the concept, but don't like pvp. I didn't want to poke any zombie beehives.
But in that case you don't like the idea because PvP is at the very core of the concept. Fear, paranoia, distrust and tension are what fuel this game. A really unique experience and one with a lot of potential to grow.
 

gideonkain

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My friend and I have so far spent 6 hours playing DayZ, 3 hours spent on the loading screens, trying to get on a working server, 3 hours have been spent trying to navigate our way to each other based on our relation to the southern sea.

Maybe I'm "old school" but I thought "hardcore" meant "challenging but fair", not "insufferable and excruciating".

If it worked like in my imagination it would be an awesome game, but the fact that you start and the first zombie you see will run after you like an Olympian for miles and miles, your basically screwed the moment you start playing.

Then theirs the most crap inventory system ever devised,

the zero team options,

spawning miles and miles away from people you only have a finite amount of time to game with in any one sitting.

The most laughable animation I've ever seen

LEss than poor hit detection with melee weapons.

Zombies that teleport around and through walls

It's a good idea, but not very well executed. I'll probably just wait for it's shameless knockoff, WarZ to come out.
 

JohnReaper

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rembrandtqeinstein said:
If only they could do DayZ gameplay with the STALKER engine....
Im throwing money at my screen and nothing is happening. Give me this game.