You crazy folks out there are confusing an FPS MOD for an MMO. ...
Yes, very strange. Here you are on a forum called MMORPG.com and you find people crazy wanting MMORPG features. Crazy indeed.
I see your point, but its like going to a forum for Burger King, talking about Taco Bell, and demanding Taco Bell include hamburgers and fries on their menu.
Or if you prefer, going to a forum about Breaking Bad tv show, talking about Modern Family, and demanding Modern Family include more drug manufacturing in it's storylines.
Could someone answer this for me quickly? Sorry if someone already asked this
Does Dayz require only ARMA 2 and the Arrowhead expansion?
And! Would a torrented version of both games run on the server..?
And is there a difference between the ARMA from amazon Us and arma from the EU version? It's double the price for us in EU
Scratch that, "Game Downloads are only available to US customers"
Hope a torrented version of the game works..
No please don't pirate the game. You wont be able to connect to the servers anyways, so good luck with that one. If you are speaking about Amazon, you just have to use a (fake) US billing address I beleive to get around that (this is just what I hear, I do not condone this). Or you can wait for it go on sale on Steam. You will need both Arma 2 and Arma 2: Operation Arrowhead to play the game, effectively known as Arma 2: Combined Operations. They are standalone games basically. The games themselves are worth it to me, I enjoyed the campaigns, mission editiors, scenarios etc along with the other aspects of multiplayer and co-op. A lot of servers are running Dayz now though, but there are still normal servers.
Anyways... I don't think anyone is calling this an MMO. It does have some persistence, however in the end it's a multiplayer co-op experience. Personally though I have had more fun playing though than most MMO's as of the last few years.
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
Is there some kind of built in voice chat too this?
I only have to wonder because in one of the vidoes when the players were talking to each other I noticed their avatars mouths moving so I had to think it wasnt vent or something like it.
Im just curious.
Yeah there is but it's not working properly in this build. There's a local channel called direct communication where only players within in-game earshot can hear you. It worked earlier in the alpha, just not at the moment. It's one of the priority fixes though.
I see your point, but its like going to a forum for Burger King, talking about Taco Bell, and demanding Taco Bell include hamburgers and fries on their menu.
Or if you prefer, going to a forum about Breaking Bad tv show, talking about Modern Family, and demanding Modern Family include more drug manufacturing in it's storylines.
Hihi, I couldn't understand a single of your examples, but that's prolly because I don't live in the US and don't have the habit to watch your TV shows.
Aticus, it's no problem anyway, I already said that I think it's a very good mod - I questioned the longevity of it, and that's all. Funny that one has to defend asking for MMORPG features on a MMORPG forum. No big deal.
Concerning this other guy and his Diablo reference ... *shrugs shoulders*
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
It's technically an FFA/Co-op game. I mean, you don't have to help anyone... you could damn well shoot at them and rob em.
~Which is probably enough to turn a lot of people off (sheer frustration). It's also international (atm), and I played enough HnH and APB to not trust anyone with Russian letters in their name.
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Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
I see your point, but its like going to a forum for Burger King, talking about Taco Bell, and demanding Taco Bell include hamburgers and fries on their menu.
Or if you prefer, going to a forum about Breaking Bad tv show, talking about Modern Family, and demanding Modern Family include more drug manufacturing in it's storylines.
Hihi, I couldn't understand a single of your examples, but that's prolly because I don't live in the US and don't have the habit to watch your TV shows.
Aticus, it's no problem anyway, I already said that I think it's a very good mod - I questioned the longevity of it, and that's all. Funny that one has to defend asking for MMORPG features on a MMORPG forum. No big deal.
Concerning this other guy and his Diablo reference ... *shrugs shoulders*
Longevity isn't the point though. Having a certain type of experience is.
It's not an MMORPG, it's not trying to be an MMORPG, it's a FPS mod, set in a persistant world, that is trying to scare and frustrate people and give them a hardcore survival horror experience with emergent gameplay, an experience that can't be found anywhere else. The point isn't to hook players and get them addicted to a game they play for years.
Making it into an MMORPG would defeat the entire purpose of the mod. Though I would love to see a developer take the concepts and make an MMORPG out of it, I just don't believe this is the mod to do it with.
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
It's technically an FFA/Co-op game. I mean, you don't have to help anyone... you could damn well shoot at them and rob em.
~Which is probably enough to turn a lot of people off (sheer frustration). It's also international (atm), and I played enough HnH and APB to not trust anyone with Russian letters in their name.
Frustration is part of the experience the dev was shooting for. He wanted an experience that was so hardcore that it would frustrate him and piss him off so much that he'd leave the game, only to come back a couple days later ready to have another go at it.
So yeah, you are probably right, it's to hardcare and frustrating for most players.
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
Other players are far more dangerous than zombies. I played DAOC back in the day and loved all the RvR stuff, but as far as player interaction goes it just doesn't come close to the level of interaction you get in DayZ. Never once in DOAC did I wonder if that new guy in the group was going to murder one of us for our food. Never ended up in an armed standoff with someone as we both frantically tried to decide whether to shoot first, back off or team up. In RvR it's all very straightforward - if it's red, it's dead. And that's only in the areas where such interactions are allowed.
DayZ is open world FFA PvP from the moment you spawn into the world. Not everybody wants your beans, but some do. The trouble is you can't always tell which ones they are.
I've tried it. Honestly, the only three big things I see that are turnoffs, although these can be big ones are -
1. World spawn/respawn item generation is a little too random for its own good, and this can be remedied.
2. the whole "realism" concept makes you really insanely squishy. this does help out in preventing headshots which are almost instantly fatal, but at exactly the same time, it makes death sometimes a little too random
3. Travel times due to random spawning can be a bitch. its more like respawning in battlefield across a huge map, but only being able to respawn at the first poiint, which given you can quite easily team up with friends with multiple lives gone even, only makes it a little frustrating at times. If there were more friendly camps on servers to interact with than right now this could be incredible though.
All in all, its not quite forbidding like a true roguelike. at worst you die and drop your stuff. your friends after killing what killed you hold it for you, and you respawn and travel back to them. not much like a fairly brutal MMO of old, sans bind point.
Aticus, it's no problem anyway, I already said that I think it's a very good mod - I questioned the longevity of it, and that's all. Funny that one has to defend asking for MMORPG features on a MMORPG forum. No big deal.
To be fair, the thread isn't about what MMOs can bring to DayZ, it's about what DayZ can bring to MMOs. Not every aspect of DayZ would work in an MMORPG format, but some definitely would and they'd revolutionise what has become a very, very stagnant game type.
As I said earlier, DayZ feels a lot closer to the potential that MMORPGs had ten years ago than modern MMORPGs do.
Okay, I'm bowing out of this thread, I get the impression that longevity is of no concern to you guys, please continue.
I think as an above poster just stated; longevity exists in a group, as they hold your shit and let you catch back up.
If you played this solo, then yes, your story ends when you die - start over mother'f**ker.
To add true longevity, all it needs is better ways for a group to remain intact, and start back up days after creation... not a choice in facial textures, hair styles and skill trees. Hell, how does anyone expect to get a vehicle running without a dedicated group and a PLAN?
Different kind of game, hombre.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
Okay, I'm bowing out of this thread, I get the impression that longevity is of no concern to you guys, please continue.
Longevity of a game? Why should that be of any concern? I own hundreds of games, some I rarely play, some I play frequently. 99% of them have some fun in them regardless of how long it lasts. Now...spending 60$ on a game that only has singleplayer and takes me 6 hours to beat, yeah at that point I worry about longevity, or for me, enjoyment per dollar.
Besides the mod itself, Arma 2 and Arma 2: Operation Arrowhead are standalone games with lots of stuff to do.
It's a multiplayer co-op game. There is no set amount of longevity. This isn't an MMO that has content for us to devour. I mean, do you worry about longevity when you buy a FPS? When you bought Counterstrike (or whatever games like that you may own), do you worry about how long it will be fun? No......
Okay, I think what got me confused was the OP's chosen headline: "DayZ. A game mod better than all MMO's i've played in the last 5 years or so."
Yeah, okay, these days people just say MMO (Massively Multiplayer Online) and by all aspects I've seen the DayZ mod would actually fit these 3 letters.
Yet still (at least here on mmorpg.com) "MMO" is still considered to be directly related to MMORPGs and similar games.
To me that sounded like there would actually be a RPG-ish componente in that game mod.
Which one could argue there is...
that's why I started to point out how it could be better as a RPG...
anyways, as an "zombie survival FPS", yeah, I'm sure it will work quite well... it's just not the thing for me as I'd prefer to be in the game for the long haul, not just for some 2 - 4 weeks and by then having either so often been killed that my character name is now just a birthday number (day - minute - second he was created), or I've managed to outsmart all potential enemies and pretty much have survived without actual confrontation: why waste a bullet when you can just push your buddy down that hill straight towards those zombies - just stay on the right side of the wind, don't make a sound, sneak past them dead while your I guess now ex-buddy gets eaten up. Lucky thing you offered to carry all the supplies with his leg being wounded and all...
Yeah, but smart or rage play can only hold you for so long and eventually you may swap back to some other game genre... *shrug*
So, maybe we should call it quits on this topic.
Especially as the OP couldn't be bothered to post - anything! - else here in this thread or this forum after his first posting in almost 6 months... *shrug*
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
Other players are far more dangerous than zombies. I played DAOC back in the day and loved all the RvR stuff, but as far as player interaction goes it just doesn't come close to the level of interaction you get in DayZ. Never once in DOAC did I wonder if that new guy in the group was going to murder one of us for our food. Never ended up in an armed standoff with someone as we both frantically tried to decide whether to shoot first, back off or team up. In RvR it's all very straightforward - if it's red, it's dead. And that's only in the areas where such interactions are allowed.
DayZ is open world FFA PvP from the moment you spawn into the world. Not everybody wants your beans, but some do. The trouble is you can't always tell which ones they are.
Ok. I thought most humans grouped up and just fought the zombies. So I do see your point. Problem with DayZ is there just isn't enough people, so even though the FFA aspects could be intesnse, it's not populated enough to make it so. I do see how the player interaction could be more interesting albeit less massive than a game like DAOC. But DayZ still doesn't compare in player interaction to a game like EvE. Not only is EvE massively populated, but there are more ways to interact with people than in DayZ. In DayZ you are basically limited to attacking or grouping up with others, so the interaction isn't really that diverse.
Okay, I think what got me confused was the OP's chosen headline: "DayZ. A game mod better than all MMO's i've played in the last 5 years or so."
Yeah, okay, these days people just say MMO (Massively Multiplayer Online) and by all aspects I've seen the DayZ mod would actually fit these 3 letters.
Yet still (at least here on mmorpg.com) "MMO" is still considered to be directly related to MMORPGs and similar games.
To me that sounded like there would actually be a RPG-ish componente in that game mod.
Which one could argue there is...
that's why I started to point out how it could be better as a RPG...
anyways, as an "zombie survival FPS", yeah, I'm sure it will work quite well... it's just not the thing for me as I'd prefer to be in the game for the long haul, not just for some 2 - 4 weeks and by then having either so often been killed that my character name is now just a birthday number (day - minute - second he was created), or I've managed to outsmart all potential enemies and pretty much have survived without actual confrontation: why waste a bullet when you can just push your buddy down that hill straight towards those zombies - just stay on the right side of the wind, don't make a sound, sneak past them dead while your I guess now ex-buddy gets eaten up. Lucky thing you offered to carry all the supplies with his leg being wounded and all...
Yeah, but smart or rage play can only hold you for so long and eventually you may swap back to some other game genre... *shrug*
So, maybe we should call it quits on this topic.
Especially as the OP couldn't be bothered to post - anything! - else here in this thread or this forum after his first posting in almost 6 months... *shrug*
Well I think I can understand your preferences but really this just looks like a cool mod. Its just a zombie sandbox where things are unpredictable. Ive watched videos of it today. One guy killed a goat and cooked it for food. I saw a guy get robbed in the middle of the night at gun point (supposedly there's a sort of "humanity" system in the game and its better to rob someone than kill them outright). Tons of other scenarios.
I could see too why to many people this would be more exciting than any mmo. There's no hand holding. And its far more brutal looking than any mmo Ive ever seen.
As far as longevity you might not think so but I see this as a game Id keep popping in on from time to time for months or even years which is more than I can say for a lot of mmos Ive played.
Why should anyone call quits on this topic? They're just discussing a cool mod. Whats wrong with that? And who cares if this is the first post the OP has made in 6 months or 2 years? Or if this is even his first post ever? What does that have to do with anything at all. Geez.
Ok. I thought most humans grouped up and just fought the zombies. So I do see your point. Problem with DayZ is there just isn't enough people, so even though the FFA aspects could be intesnse, it's not populated enough to make it so. I do see how the player interaction could be more interesting albeit less massive than a game like DAOC. But DayZ still doesn't compare in player interaction to a game like EvE. Not only is EvE massively populated, but there are more ways to interact with people than in DayZ. In DayZ you are basically limited to attacking or grouping up with others, so the interaction isn't really that diverse.
A couple things;
1) Again, the game has permadeath and starts you back off with little more than a revolver... so adding *more* Players to the equation in the hopes that it casues *more* FFA carnage is counter-intuitive. It's not a multiplayer deathmatch where you are respawned nearby, and quickly for that matter.
2) Survival horror REQUIRES lulls. There has to be a good ratio of anticipation to actual action. Most of the gameplay is going to be keeping your eyes and ears open for both zombies and potential allies/enemies. If you had non-stop action, with the current way it is setup, then you would run low on ammo immediately and die repeatedly. The smart move is avoidance, and requirement: patience.
Now I agree that EVE's player interaction is bar-none the most interesting out there, but EVE is 80% metagame (if you ask me). The discussion could be over tons of aspects of gameplay, but the fact remains that you can't immediately trust anyone you run into while out in unprotected space - which in essence - is close to the idea of meeting people in this one... then again, it's no different than running into a stranger in MO, DF, old-school UO, etc, etc, etc. You have to have the assumption that their first reaction is going to be jump-kicking your balls. Luckily, this mod seems to have a very interesting mechanic tied in with it's omnidirectional voicechat. It pretty much boils down the sociopaths to only the silent ones, or the convincing liars.
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Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
so is there a reason to buy the $30 steam arma 2 over the $15 amazon one? I'm really interested in this and I'm kinda low on funds but want to make sure there isn't some sort of problem buying from 1 or the other.
Okay, I think what got me confused was the OP's chosen headline: "DayZ. A game mod better than all MMO's i've played in the last 5 years or so."
Yeah, okay, these days people just say MMO (Massively Multiplayer Online) and by all aspects I've seen the DayZ mod would actually fit these 3 letters.
Yet still (at least here on mmorpg.com) "MMO" is still considered to be directly related to MMORPGs and similar games.
To me that sounded like there would actually be a RPG-ish componente in that game mod.
Which one could argue there is...
that's why I started to point out how it could be better as a RPG...
anyways, as an "zombie survival FPS", yeah, I'm sure it will work quite well... it's just not the thing for me as I'd prefer to be in the game for the long haul, not just for some 2 - 4 weeks and by then having either so often been killed that my character name is now just a birthday number (day - minute - second he was created), or I've managed to outsmart all potential enemies and pretty much have survived without actual confrontation: why waste a bullet when you can just push your buddy down that hill straight towards those zombies - just stay on the right side of the wind, don't make a sound, sneak past them dead while your I guess now ex-buddy gets eaten up. Lucky thing you offered to carry all the supplies with his leg being wounded and all...
Yeah, but smart or rage play can only hold you for so long and eventually you may swap back to some other game genre... *shrug*
So, maybe we should call it quits on this topic.
Especially as the OP couldn't be bothered to post - anything! - else here in this thread or this forum after his first posting in almost 6 months... *shrug*
That's true of every game though. No game is going to hold your attention indefinitely (at least not for most people). Eventually you are gonna burn out on it and move onto something else. MMORPGs just tend to hold player attention longer cause the devs are constantly adding new content, or they create a sandbox virtual environment with a decent community that's compelling enough to keep returning for the long haul.
I agree that the concepts would make for a great MMORPG if done right. But like I said earlier, this just isn't the mod/game for that, IMO.
Maybe someday we will get a hardcore survival horror MMORPG. God knows it would be far more interesting than 99% of the MMORPGs coming out today.
Comments
I see your point, but its like going to a forum for Burger King, talking about Taco Bell, and demanding Taco Bell include hamburgers and fries on their menu.
Or if you prefer, going to a forum about Breaking Bad tv show, talking about Modern Family, and demanding Modern Family include more drug manufacturing in it's storylines.
^ @Don-quixote
Seriously, though I will argue that all an RPG is to some is those skill trees, end-game shinies and giant shoulderpads.
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No please don't pirate the game. You wont be able to connect to the servers anyways, so good luck with that one. If you are speaking about Amazon, you just have to use a (fake) US billing address I beleive to get around that (this is just what I hear, I do not condone this). Or you can wait for it go on sale on Steam. You will need both Arma 2 and Arma 2: Operation Arrowhead to play the game, effectively known as Arma 2: Combined Operations. They are standalone games basically. The games themselves are worth it to me, I enjoyed the campaigns, mission editiors, scenarios etc along with the other aspects of multiplayer and co-op. A lot of servers are running Dayz now though, but there are still normal servers.
Anyways... I don't think anyone is calling this an MMO. It does have some persistence, however in the end it's a multiplayer co-op experience. Personally though I have had more fun playing though than most MMO's as of the last few years.
Player interaction? This mod is nothing more than a co-op game... Maybe if the zombies were human players, but they are not. This doesn't compete with RvR mmos...
Yeah there is but it's not working properly in this build. There's a local channel called direct communication where only players within in-game earshot can hear you. It worked earlier in the alpha, just not at the moment. It's one of the priority fixes though.
Hihi, I couldn't understand a single of your examples, but that's prolly because I don't live in the US and don't have the habit to watch your TV shows.
Aticus, it's no problem anyway, I already said that I think it's a very good mod - I questioned the longevity of it, and that's all. Funny that one has to defend asking for MMORPG features on a MMORPG forum. No big deal.
Concerning this other guy and his Diablo reference ... *shrugs shoulders*
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
It's technically an FFA/Co-op game. I mean, you don't have to help anyone... you could damn well shoot at them and rob em.
~Which is probably enough to turn a lot of people off (sheer frustration). It's also international (atm), and I played enough HnH and APB to not trust anyone with Russian letters in their name.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Longevity isn't the point though. Having a certain type of experience is.
It's not an MMORPG, it's not trying to be an MMORPG, it's a FPS mod, set in a persistant world, that is trying to scare and frustrate people and give them a hardcore survival horror experience with emergent gameplay, an experience that can't be found anywhere else. The point isn't to hook players and get them addicted to a game they play for years.
Making it into an MMORPG would defeat the entire purpose of the mod. Though I would love to see a developer take the concepts and make an MMORPG out of it, I just don't believe this is the mod to do it with.
Frustration is part of the experience the dev was shooting for. He wanted an experience that was so hardcore that it would frustrate him and piss him off so much that he'd leave the game, only to come back a couple days later ready to have another go at it.
So yeah, you are probably right, it's to hardcare and frustrating for most players.
Other players are far more dangerous than zombies. I played DAOC back in the day and loved all the RvR stuff, but as far as player interaction goes it just doesn't come close to the level of interaction you get in DayZ. Never once in DOAC did I wonder if that new guy in the group was going to murder one of us for our food. Never ended up in an armed standoff with someone as we both frantically tried to decide whether to shoot first, back off or team up. In RvR it's all very straightforward - if it's red, it's dead. And that's only in the areas where such interactions are allowed.
DayZ is open world FFA PvP from the moment you spawn into the world. Not everybody wants your beans, but some do. The trouble is you can't always tell which ones they are.
I've tried it. Honestly, the only three big things I see that are turnoffs, although these can be big ones are -
1. World spawn/respawn item generation is a little too random for its own good, and this can be remedied.
2. the whole "realism" concept makes you really insanely squishy. this does help out in preventing headshots which are almost instantly fatal, but at exactly the same time, it makes death sometimes a little too random
3. Travel times due to random spawning can be a bitch. its more like respawning in battlefield across a huge map, but only being able to respawn at the first poiint, which given you can quite easily team up with friends with multiple lives gone even, only makes it a little frustrating at times. If there were more friendly camps on servers to interact with than right now this could be incredible though.
All in all, its not quite forbidding like a true roguelike. at worst you die and drop your stuff. your friends after killing what killed you hold it for you, and you respawn and travel back to them. not much like a fairly brutal MMO of old, sans bind point.
You might be right but truly successful MMOs with perma death needs to be made differently than current gen MMOs.
And it need to be really well coded. Preferably are Windows or whatever OS we use in those few years more stable and so is our internet connections.
But it is surely possible, it works in most P&P games besides D&D. Still, there is less combat in games like that and you play more carefully.
To be fair, the thread isn't about what MMOs can bring to DayZ, it's about what DayZ can bring to MMOs. Not every aspect of DayZ would work in an MMORPG format, but some definitely would and they'd revolutionise what has become a very, very stagnant game type.
As I said earlier, DayZ feels a lot closer to the potential that MMORPGs had ten years ago than modern MMORPGs do.
Okay, I'm bowing out of this thread, I get the impression that longevity is of no concern to you guys, please continue.
I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions.
I think as an above poster just stated; longevity exists in a group, as they hold your shit and let you catch back up.
If you played this solo, then yes, your story ends when you die - start over mother'f**ker.
To add true longevity, all it needs is better ways for a group to remain intact, and start back up days after creation... not a choice in facial textures, hair styles and skill trees. Hell, how does anyone expect to get a vehicle running without a dedicated group and a PLAN?
Different kind of game, hombre.
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Now Playing: Skyrim, Wurm Online, Tropico 4
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I keep getting "connection failed" everytime I try to log into a server anyone have any idea as how to fix?
Longevity is a concern for me, in a game designed for me to play for a long time.
But I'm not going to look for longevity in a FPS mod based on realism and simulation.
You know... I log in here almost every night, hoping to come across something new, different, exciting.
Most nights are the same old drivel, but TONIGHT !!!
Thanks OP for bringing this to my attention. I just have to play this game/mod !
Longevity of a game? Why should that be of any concern? I own hundreds of games, some I rarely play, some I play frequently. 99% of them have some fun in them regardless of how long it lasts. Now...spending 60$ on a game that only has singleplayer and takes me 6 hours to beat, yeah at that point I worry about longevity, or for me, enjoyment per dollar.
Besides the mod itself, Arma 2 and Arma 2: Operation Arrowhead are standalone games with lots of stuff to do.
It's a multiplayer co-op game. There is no set amount of longevity. This isn't an MMO that has content for us to devour. I mean, do you worry about longevity when you buy a FPS? When you bought Counterstrike (or whatever games like that you may own), do you worry about how long it will be fun? No......
Okay, I think what got me confused was the OP's chosen headline: "DayZ. A game mod better than all MMO's i've played in the last 5 years or so."
Yeah, okay, these days people just say MMO (Massively Multiplayer Online) and by all aspects I've seen the DayZ mod would actually fit these 3 letters.
Yet still (at least here on mmorpg.com) "MMO" is still considered to be directly related to MMORPGs and similar games.
To me that sounded like there would actually be a RPG-ish componente in that game mod.
Which one could argue there is...
that's why I started to point out how it could be better as a RPG...
anyways, as an "zombie survival FPS", yeah, I'm sure it will work quite well... it's just not the thing for me as I'd prefer to be in the game for the long haul, not just for some 2 - 4 weeks and by then having either so often been killed that my character name is now just a birthday number (day - minute - second he was created), or I've managed to outsmart all potential enemies and pretty much have survived without actual confrontation: why waste a bullet when you can just push your buddy down that hill straight towards those zombies - just stay on the right side of the wind, don't make a sound, sneak past them dead while your I guess now ex-buddy gets eaten up. Lucky thing you offered to carry all the supplies with his leg being wounded and all...
Yeah, but smart or rage play can only hold you for so long and eventually you may swap back to some other game genre... *shrug*
So, maybe we should call it quits on this topic.
Especially as the OP couldn't be bothered to post - anything! - else here in this thread or this forum after his first posting in almost 6 months... *shrug*
Ok. I thought most humans grouped up and just fought the zombies. So I do see your point. Problem with DayZ is there just isn't enough people, so even though the FFA aspects could be intesnse, it's not populated enough to make it so. I do see how the player interaction could be more interesting albeit less massive than a game like DAOC. But DayZ still doesn't compare in player interaction to a game like EvE. Not only is EvE massively populated, but there are more ways to interact with people than in DayZ. In DayZ you are basically limited to attacking or grouping up with others, so the interaction isn't really that diverse.
Well I think I can understand your preferences but really this just looks like a cool mod. Its just a zombie sandbox where things are unpredictable. Ive watched videos of it today. One guy killed a goat and cooked it for food. I saw a guy get robbed in the middle of the night at gun point (supposedly there's a sort of "humanity" system in the game and its better to rob someone than kill them outright). Tons of other scenarios.
I could see too why to many people this would be more exciting than any mmo. There's no hand holding. And its far more brutal looking than any mmo Ive ever seen.
As far as longevity you might not think so but I see this as a game Id keep popping in on from time to time for months or even years which is more than I can say for a lot of mmos Ive played.
Why should anyone call quits on this topic? They're just discussing a cool mod. Whats wrong with that? And who cares if this is the first post the OP has made in 6 months or 2 years? Or if this is even his first post ever? What does that have to do with anything at all. Geez.
A couple things;
1) Again, the game has permadeath and starts you back off with little more than a revolver... so adding *more* Players to the equation in the hopes that it casues *more* FFA carnage is counter-intuitive. It's not a multiplayer deathmatch where you are respawned nearby, and quickly for that matter.
2) Survival horror REQUIRES lulls. There has to be a good ratio of anticipation to actual action. Most of the gameplay is going to be keeping your eyes and ears open for both zombies and potential allies/enemies. If you had non-stop action, with the current way it is setup, then you would run low on ammo immediately and die repeatedly. The smart move is avoidance, and requirement: patience.
Now I agree that EVE's player interaction is bar-none the most interesting out there, but EVE is 80% metagame (if you ask me). The discussion could be over tons of aspects of gameplay, but the fact remains that you can't immediately trust anyone you run into while out in unprotected space - which in essence - is close to the idea of meeting people in this one... then again, it's no different than running into a stranger in MO, DF, old-school UO, etc, etc, etc. You have to have the assumption that their first reaction is going to be jump-kicking your balls. Luckily, this mod seems to have a very interesting mechanic tied in with it's omnidirectional voicechat. It pretty much boils down the sociopaths to only the silent ones, or the convincing liars.
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so is there a reason to buy the $30 steam arma 2 over the $15 amazon one? I'm really interested in this and I'm kinda low on funds but want to make sure there isn't some sort of problem buying from 1 or the other.
That's true of every game though. No game is going to hold your attention indefinitely (at least not for most people). Eventually you are gonna burn out on it and move onto something else. MMORPGs just tend to hold player attention longer cause the devs are constantly adding new content, or they create a sandbox virtual environment with a decent community that's compelling enough to keep returning for the long haul.
I agree that the concepts would make for a great MMORPG if done right. But like I said earlier, this just isn't the mod/game for that, IMO.
Maybe someday we will get a hardcore survival horror MMORPG. God knows it would be far more interesting than 99% of the MMORPGs coming out today.