I don't have a clip, but yeah, it's all technically possible.cojo965 said:http://cheezburger.com/147717?ref=whatspopular
What did I just read? Is this actual stuff you can do in the game, or are those quotes even real. If they are, are they just bsing? If that stuff is possible, can anyone show me a clip of it happening?
Are you searching every building? Playing on a high population server? Staying on the coast? I personally don't have issues finding food or liquid unless it's a high pop server that hasn't restarted recently, which causes the coastal cities to empty out as the fresh spawns loot them. Head inland a bit, and if you find a water well in a city, you can drink from it without needing a cup or canteen as a middleman, as thirst is much more dangerous than hunger a water well at spawn is a life-saver.Shadow-Phoenix said:while trying to find any food and liquids. Unfortunately so far into Stand alone I have found next to no food or liquids which always meant death during 10-15 mins of being hungry/thirsty and the lack of any weapon
Hunting isn't currently in, sadly, so living off the land isn't feasible yet.Shadow-Phoenix said:let alone animals to kill really downplays the overall feelings I had for this game.
Awkward controls? Not sure I follow you on that one. Game taking forever to reach universally accepted playable state? I don't know if you'd been following the devblogs and posts on reddit and twitter pre-release, but all the guns and vehicles were pulled out to be redone (if you've had an M4A1 yet, and been able to find attachments and use them, I think you'd agree pulling all the unconfigurable preconfigured Arma2 guns out to redo them like the M4 has been done is a good idea). Not sure why hunting isn't in yet, maybe they're redoing animal models or AI (I know there is a deer in the works). Finally, you knew it was alpha and were warned at least on the store page before you bought.. but!Shadow-Phoenix said:I'm well aware it's Alpha, but I'm also well aware the mod has been around since 2012 and it's now 2014 so I'm not particularly fond of awkward controls and waiting forever for the game to come to a universally accepted playable state.
In the meantime I'll most likely focus my attention to previous Zombie games as well as shift some attention to SOD since that seems like a more viable choice for my interests.
Well what exactly do you mean when you say "playing as a good person?" What kind of things would make a person "good" in a game? Since you're completely discounting the dropping of items, healing, and protecting other players I'd like to know exactly what kind of mechanics or actions would make a player "good" in your eyes.MarsAtlas said:DayZ has earned my interest time and time again for all the stories I hear coming out of it, and how players behave, but now that its standalone has gone into its alpha, and we're hearing about things like force-feeding and requests for rape and torture to be implemented, I do have a question that I haven't come across.
What "good" things can a player do? I mean, you can be a good samaritan, dropping items, or healing others, but what else besides that? For all the bandits and checkpoints and senseless murder I've heard of, I've never heard of a band of roving good samaritans in DayZ. I'm trying to word this in a way that doesn't come off wrong, but is there a way somebody can be good towards another player, not including giving them items, healing them, and just not killing them when you could have? None of those things are by any means minuscule actions, and I don't mean to minimize those actions, but it seems like the game is built in a way that regardless of whether playing as a "good" person is feasible or not, there's no real option to. Of course, this could just be me being ignorant of things that are out there that I've missed, but I haven't seen much to indicate that anything like that is coming, and I feel that by limiting the good a player or a group of players can do they're limiting off the unique experiences I hear about all the time.
You still haven't explained what you mean by saying that there should be mechanics that allow players to play in ways that positively affect others.MarsAtlas said:Like I said, I'm not trying to discount those things or minimize their meaning, but it seems by far that people are more inclined towards gameplay strategies that are directly harmful to players. There's checkpoints and roaming death squads, people getting a jolly out of shooting anybody that roams within half a mile of them with their scoped rifle, but I don't hear much about players uniting to help other players. Additionally, gameplay aspects seem to focus much more on potential harm to other players than potential cooperation - you can have death marches and fore-feed people, but can you create a viable, self-sufficient community within the gameplay, or will that be potentially possible at some point in the future of the game?Dirty Hipsters said:Well what exactly do you mean when you say "playing as a good person?" What kind of things would make a person "good" in a game? Since you're completely discounting the dropping of items, healing, and protecting other players I'd like to know exactly what kind of mechanics or actions would make a player "good" in your eyes.
From what I've heard about the game, force-feeding people poison, having a roaming death squad, or making people you've captured alive your slave and essentially a human shield seem to severely outnumber the good samaritans.SJXarg said:I'm not sure what the question is? If you draw direct comparisons, killing vs healing, giving items vs stealing items, what are you looking for in terms of "being good", given there aren't really that many ways to also "be bad" to people?
You can meet new people to play with and make new friends, I've met some people in DayZ I now play with on a semi regular basis and talk to out of game, maybe I'm just misunderstanding the question?
To both posters, I hear often about all the stories about people acting in a way that is negative towards other - lots of murder and borderline torture and so-on. I don't hear much about what good a player can do to aid others other than drop items in their inventory. That could be used for trading, but I never hear any stories about people trading with each other. It just seems like that the gameplay is built in a way that, viability of it aside, its just difficult to do good unto another player, and limiting the good a player can do for another seems like a way of unintentionally limiting the experience. Simply put, it seems Player #1, who tries to play in a way that positively affects other players, is much much more limited in their potential gameplay actions than Player #2, who plays in a way that detrimental to others is, who can do things like hunt other players, set traps, toy with their lives, etc.