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Re: DayZ (Mod for ARMA II)

Posted: 01 Aug 2012, 22:42
by smoth
What a load, standard fake-deep rubbish from you.

The game fails at evaluating how people would act because you do not feel rea,l pain, risk or attachment. Not because of missing consquences or sky daddy taking the day off

Re: DayZ (Mod for ARMA II)

Posted: 01 Aug 2012, 23:19
by zwzsg
I would say it's a result of the game spending extra care modelling guns and military hardware, and not so much modelling other aspects of life and human interaction.

Re: DayZ (Mod for ARMA II)

Posted: 01 Aug 2012, 23:28
by Carpenter
Wow, you guys do realize that the mod is not even beta yet?

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 06:56
by PicassoCT
Yes, you cant judge minecraft as long as its beta.. carrotine up everyones ass. Really... defend the game of your life but its raising its hyped head over the grassroot, and therefore its hunting season.

And because it actually combined walking dead + counterstrike into a game ... i can allready tell what singleplayer option will be glued on in the next minecraft.

Still what i find extraordinary is the fact, that DayZ prooves the whole (we make games noobfriendly approach) of regenerative health, cover based shooting[No reflexes, but i still can play game..], quirktime events and a triggered HalfCutScene ever 1.5 mins unwanted.

I can allready see the cooperate meetings, were panicy managers who dont have a (g/c)lue demand "that we got to have it too".
"But it bites with everything we do" tried a game designer reason for foo.
"But they have sucess and not you." the mannAger replies, and gets carried away to the cannon, with which EA and Co fire those who risk stuff when there is panic into the sun.

For this i luv this game. Seems there is something in every pc-gamer, wanting to suffer, waste time and glitch resistance points - that noobbody expected...

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 17:31
by 1v0ry_k1ng
picasso, your words move me

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 17:37
by Carpenter
His words deeply hurt me. Only a fool can see a connection between c-strike and DayZ. But then again, that was probably a joke.

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 19:05
by KaiserJ
connection between c-strike and DayZ
noobs camping in stairwells with high powered weapons!

but yes, almost no comparison

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 21:19
by Day
dayz needs a lot of work, i hope it pulls through

Re: DayZ (Mod for ARMA II)

Posted: 02 Aug 2012, 21:34
by Azhukar
PicassoCT wrote:Yes, you cant judge minecraft as long as its beta.. carrotine up everyones ass. Really... defend the game of your life but its raising its hyped head over the grassroot, and therefore its hunting season.

And because it actually combined walking dead + counterstrike into a game ... i can allready tell what singleplayer option will be glued on in the next minecraft.

Still what i find extraordinary is the fact, that DayZ prooves the whole (we make games noobfriendly approach) of regenerative health, cover based shooting[No reflexes, but i still can play game..], quirktime events and a triggered HalfCutScene ever 1.5 mins unwanted.

I can allready see the cooperate meetings, were panicy managers who dont have a (g/c)lue demand "that we got to have it too".
"But it bites with everything we do" tried a game designer reason for foo.
"But they have sucess and not you." the mannAger replies, and gets carried away to the cannon, with which EA and Co fire those who risk stuff when there is panic into the sun.

For this i luv this game. Seems there is something in every pc-gamer, wanting to suffer, waste time and glitch resistance points - that noobbody expected...
10/10 would read again.

Re: DayZ (Mod for ARMA II)

Posted: 03 Aug 2012, 01:10
by Panda
I like the way PicassoCT writes. :-)