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Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:49:45 am »One of the problems with that is that people will just get all the good loot on the baby servers and then run onto the hardcore servers and start deathmatching people at the spawn for kicks and giggles. Would that be preferable to having forced hardcore-ness for every server? Possibly. I don't have good foresight for that kind of thing.
I guess right now a lot of the problems people are having with the update are from bugs. Zombie LOS (which is a good idea) is bugged and they can see through walls and sometimes terrain, zombie spawns are messed up with 10+ spawning where there should be only 3, etc. So it appears that the update greatly increased the difficulty of the game, but not all of that increase was intentional.
I guess this does in a way move towards more player cooperation and clans. With the new zombies, the big cities are almost impossible to loot by oneself, so in a way it encourages getting a team together in order to be successful. Cherno and Elektro should be zombie nightmares, after all. It shouldn't be a walk in the park getting in there.
People do that anyway though? I mean if you're worried about deathmatching at spawn I guess he's solved that... Because deathmatching implies more than one person shooting. Now it'll just be massacre at spawn. And again, the game is supposed to be a super realistic unfun simulator, so I would've thought that'd be exactly waht Rocket wanted? See what I mean about this all just being baffling? All of this could be entirely removed anyway if he didn't mandate that all servers be essentially under his controll. If server admins had the option to say, just run a server for their friends, or kick people, etc.
And the whole team thing is a good goal to have, and a lot of the patch I guess indirectly (and probobly unintentionally) supports that. But the whole heartbeat thing removes any of the tension and thought that went into actually deciding to team up with someone.
