WarZ is the worst game I have ever played discussion thread

leeleatherwood

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So I have been interested in WarZ for a while now and finally got the time to purchase/play it.
WORST GAME I HAVE EVER PLAYED, PERIOD!

People in this game have zero concerns about killing/surviving from Zombies, they simply want to kill other people. In this game it takes 1 hit from a gun to kill another person. New players are defenseless and do not spawn with a weapon, so the people with weapons just run around the map and kill the other players, basically the game is players with weapons killing new defenseless players with a FEW zombies scattered around.

What makes it worse is that I played for 6+ hours and did not find a single weapon so I could defend myself from other players.

Even worse is when you die you lose ALL of your items that you have.

And, to finally top it all off, there is a 1 hour respawn time.

This is officially the first game that I have completely given up on in the first day. I will be requesting a chargeback on my debit card tomorrow. I would not play this game even if it was free, its garbage.
 
you must have completely missed the fact that right now, it is STILL in alpha stage. Ever been in closed game testing before?
 
So I have been interested in WarZ for a while now and finally got the time to purchase/play it.
WORST GAME I HAVE EVER PLAYED, PERIOD!

People in this game have zero concerns about killing/surviving from Zombies, they simply want to kill other people. In this game it takes 1 hit from a gun to kill another person. New players are defenseless and do not spawn with a weapon, so the people with weapons just run around the map and kill the other players, basically the game is players with weapons killing new defenseless players with a FEW zombies scattered around.

What makes it worse is that I played for 6+ hours and did not find a single weapon so I could defend myself from other players.

Even worse is when you die you lose ALL of your items that you have.

And, to finally top it all off, there is a 1 hour respawn time.

This is officially the first game that I have completely given up on in the first day. I will be requesting a chargeback on my debit card tomorrow. I would not play this game even if it was free, its garbage.

Sounds like a really accurate zombie apocalypse to me...hmmm, one good hit from a gun kills you, everybody out for themselves, scarce resources, dieing sucks...go figure
 
I wonder if all that are just beta settings.

Doesn't set a good precedence for the final product though.
 
Sounds like a really accurate zombie apocalypse to me...hmmm, one good hit from a gun kills you, everybody out for themselves, scarce resources, dieing sucks...go figure

I agree with you completely, except for the fact that new players are COMPLETELY defenseless (you cant even punch/kick) against players with weapons, then when you (inevitably) die you lose every single one of your items AND must wait an HOUR to respawn.

The players with guns do nothing except run around the map COMPLETELY IGNORING the zombies in order to kill the new (defenseless) players.

Its supposed to be Zombie Survival when in actually Zombies only represent maybe a 1% threat while the players represent 99% of the threat. On the other hand I will admit I had alot of fun sneaking around, running from zombies and collecting survival items.
 
A 1 hour respawn time?? What the hell? I can only imagine if a game like Battlefield 3 had a 1 hour respawn time how long I would actually play it. Spawn for 10 seconds, get killed, wait 1 hour. Doesn't sound fun in any game.
 
I wonder if all that are just beta settings.

Doesn't set a good precedence for the final product though.

I've played a few alpha's and beta's over the years. Alpha's can go either way. Generally the graphics are fairly represenational of the final product. Level design may change quite a bit but by that state a good chunk of the game's assets are already made. By the beta stage you are generally looking at portions of the game that are well polished and representational of the final product. At that stage anything that's incomplete is beyond the part of the game your looking at.

I've found alpha's, beta's and demos to be really good representations of the final game with few exceptions.
 
My guess? They'll adjust based off feedback. In-house testing often doesn't have what a lot of public players will do because it's played close to how it is envisioned.
 
A 1 hour respawn time?? What the hell? I can only imagine if a game like Battlefield 3 had a 1 hour respawn time how long I would actually play it. Spawn for 10 seconds, get killed, wait 1 hour. Doesn't sound fun in any game.

In the 6+ Hours I played I had to make 5 new characters because they were all waiting to be "revived" (takes an hour)

Anyways, my first character was killed in 5 minutes, second character 3 minutes. The next 3 characters I had some fun on and lasted between about 15 to 30 minutes (joined lowly populated servers) before someone found me and killed me. In all the times I died I only got killed by zombies once, the rest were by other players.

I will be honest and admit it is pretty fun sneaking around the map, hiding in the shadows, low crawling, etc. actually surviving from the zombies, but this does not even come close to overcoming how pissed off you get when another player (who is supposed to be surviving from zombies) kills you with zero repercussions and takes all of your items.
 
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Haha. A 1 hour respawn time? I wouldn't even consider buying this knowing that.

LOL, whats worse is when you die they expect you to just wait until the hour is up. You cannot access the ingame menu, move your camera, leave the game, etc.

The only way to bypass it is to ALT-F4 (or CTRL-ALT-DEL), reload the game and make a new character.
 
I just keep thinking it sounds awesome

zomg actual repercussions from screwing up
 
Sounds like a really accurate zombie apocalypse to me...hmmm, one good hit from a gun kills you, everybody out for themselves, scarce resources, dieing sucks...go figure

Actually that's not accurate. Gunshot wounds are not immediately lethal unless they hit the heart, brain or the brainstem at around the third vertebrae or higher. Handgun shootings are rarely (statistically speaking) fatal without multiple hits and generally speaking fatalities in the grand scheme of things are rare. Shotguns loaded with higher powered loads (not birdshot) and rifle rounds have a greater chance of getting a kill shot but they have to damage the same structures. The likelyhood of this happening with an indirect hit is greater due to the cavitation and wound channels they create.

But statistically most gun shots regardless of location usually result in a kill because the victim bled to death.

A game like this needs to allow people to be douchebags and kill other players, but by it's design it needs to be better about how it handles things. Gunshots shouldn't kill so quickly. If the shooter doesn't hit the other player in the head or directly into the center mass resulting in what would be a hit to the heart, it shouldn't kill immediately. Players need a chance to defend themselves even if they've only got one or two seconds available to do it. Players who kill others may be less apt to do it if the risk to themselves goes up. The report of the shots should draw more zombies in. An increase to the spawn rate of zombies essentially. When combined with the limited resources, a player may choose to spare potential human victims in the interest of not making things harder on themselves.

A unarmed defense mechanic needs to be added to the game. Also blunt weapons and melee-capable objects need to be prevalent in the game and firearms more rare. I don't think you should necessarily lose all your items when you die. But a loss of ammunition would be reasonable. Or at least someone who kills you should only be able to get a percentage of your ammunition reserves. And even then, maybe it should only allow it if the looter has the same caliber weapon as the player corpse does. And again gun shots might draw more zombies to an area, perhaps in enough numbers that a person who just murdered another player may be denied their prize due to the risk of claiming it.You could do this by making the looting take some time. If zombies swarm an area leaving the player surrounded, forcing them to fight their way out you could create a situation where at least some of the time a player may choose not to risk their own resources as the risk / reward ratio isn't sound.

A game like this should allow the bad behavior but by it's design reward people who do not act that way and punish people for said behavior as I outlined above.

Another idea on losing guns could be to create encumberance for the player so that they can't carry more than two or three guns. If they want to jack someone else's gun, say taking a gun from the hand of a player corpse, then they may be forced to "trade" one they have for one the corpse has. In this instance I think ultra-realism (minus the part about their being zombies in the first place) in some aspects of the game's design would work out a lot of the problems I'm reading about. And respawn time needs to be cut down. It shouldn't be that long to begin with. But another idea would be to increase the respawn time of anyone who kills other players. With each player kill they make, their own respawn timer goes up. So if they get killed they'll suffer a penalty for their behavior.

Just some ideas but based on what I've read about here I wouldn't buy this game as it is.
 
Actually that's not accurate. Gunshot wounds are not immediately lethal unless they hit the heart, brain or the brainstem at around the third vertebrae or higher. Handgun shootings are rarely (statistically speaking) fatal without multiple hits and generally speaking fatalities in the grand scheme of things are rare. Shotguns loaded with higher powered loads (not birdshot) and rifle rounds have a greater chance of getting a kill shot but they have to damage the same structures. The likelyhood of this happening with an indirect hit is greater due to the cavitation and wound channels they create.

But statistically most gun shots regardless of location usually result in a kill because the victim bled to death.

A game like this needs to allow people to be douchebags and kill other players, but by it's design it needs to be better about how it handles things. Gunshots shouldn't kill so quickly. If the shooter doesn't hit the other player in the head or directly into the center mass resulting in what would be a hit to the heart, it shouldn't kill immediately. Players need a chance to defend themselves even if they've only got one or two seconds available to do it. Players who kill others may be less apt to do it if the risk to themselves goes up. The report of the shots should draw more zombies in. An increase to the spawn rate of zombies essentially. When combined with the limited resources, a player may choose to spare potential human victims in the interest of not making things harder on themselves.

A unarmed defense mechanic needs to be added to the game. Also blunt weapons and melee-capable objects need to be prevalent in the game and firearms more rare. I don't think you should necessarily lose all your items when you die. But a loss of ammunition would be reasonable. Or at least someone who kills you should only be able to get a percentage of your ammunition reserves. And even then, maybe it should only allow it if the looter has the same caliber weapon as the player corpse does. And again gun shots might draw more zombies to an area, perhaps in enough numbers that a person who just murdered another player may be denied their prize due to the risk of claiming it.You could do this by making the looting take some time. If zombies swarm an area leaving the player surrounded, forcing them to fight their way out you could create a situation where at least some of the time a player may choose not to risk their own resources as the risk / reward ratio isn't sound.

A game like this should allow the bad behavior but by it's design reward people who do not act that way and punish people for said behavior as I outlined above.

Another idea on losing guns could be to create encumberance for the player so that they can't carry more than two or three guns. If they want to jack someone else's gun, say taking a gun from the hand of a player corpse, then they may be forced to "trade" one they have for one the corpse has. In this instance I think ultra-realism (minus the part about their being zombies in the first place) in some aspects of the game's design would work out a lot of the problems I'm reading about. And respawn time needs to be cut down. It shouldn't be that long to begin with. But another idea would be to increase the respawn time of anyone who kills other players. With each player kill they make, their own respawn timer goes up. So if they get killed they'll suffer a penalty for their behavior.

Just some ideas but based on what I've read about here I wouldn't buy this game as it is.

I love you, everything you said is completely spot on.
 
I just keep thinking it sounds awesome

zomg actual repercussions from screwing up

But the point is I didn't screw up, I was defenseless.

The maps are huge, but most of it is wilderness. There are no items or zombies in the wilderness, you need to go into the towns/cities to find items and zombies. Another words, if you want to actually play the game, you need to go into the towns/cities.
In said towns and cities there are people that camp with sniper rifles or hide with shotguns, as soon as they see or hear (you can hear footsteps and even low crawling from far away) they will find you and kill you instantly.

If you think that sounds awesome, then I feel pity for you.

The best way I can currently describe this game is Multiplayer Golden Eye for Nintendo 64 where everyone has the Golden Gun (instant kill) and you have nothing, not even your fists.
 
sounds like every other MP game our right now where basically the "community" otherwise known as the collection of scumbags that are playing the game, ruining it for everyone else.
 
Sounds like a really accurate zombie apocalypse to me...hmmm, one good hit from a gun kills you, everybody out for themselves, scarce resources, dieing sucks...go figure

Ironically similar to someone buying Arma II because they like Call of Duty. Yes WarZ is a survival game. That's it. Try to stay alive as long as possible. The end.
 
**wow i'm tired and thought he was talking about dayz.
 
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Actually that's not accurate. Gunshot wounds are not immediately lethal unless they hit the heart, brain or the brainstem at around the third vertebrae or higher. Handgun shootings are rarely (statistically speaking) fatal without multiple hits and generally speaking fatalities in the grand scheme of things are rare. Shotguns loaded with higher powered loads (not birdshot) and rifle rounds have a greater chance of getting a kill shot but they have to damage the same structures. The likelyhood of this happening with an indirect hit is greater due to the cavitation and wound channels they create.

But statistically most gun shots regardless of location usually result in a kill because the victim bled to death.

A game like this needs to allow people to be douchebags and kill other players, but by it's design it needs to be better about how it handles things. Gunshots shouldn't kill so quickly. If the shooter doesn't hit the other player in the head or directly into the center mass resulting in what would be a hit to the heart, it shouldn't kill immediately. Players need a chance to defend themselves even if they've only got one or two seconds available to do it. Players who kill others may be less apt to do it if the risk to themselves goes up. The report of the shots should draw more zombies in. An increase to the spawn rate of zombies essentially. When combined with the limited resources, a player may choose to spare potential human victims in the interest of not making things harder on themselves.

A unarmed defense mechanic needs to be added to the game. Also blunt weapons and melee-capable objects need to be prevalent in the game and firearms more rare. I don't think you should necessarily lose all your items when you die. But a loss of ammunition would be reasonable. Or at least someone who kills you should only be able to get a percentage of your ammunition reserves. And even then, maybe it should only allow it if the looter has the same caliber weapon as the player corpse does. And again gun shots might draw more zombies to an area, perhaps in enough numbers that a person who just murdered another player may be denied their prize due to the risk of claiming it.You could do this by making the looting take some time. If zombies swarm an area leaving the player surrounded, forcing them to fight their way out you could create a situation where at least some of the time a player may choose not to risk their own resources as the risk / reward ratio isn't sound.

A game like this should allow the bad behavior but by it's design reward people who do not act that way and punish people for said behavior as I outlined above.

Another idea on losing guns could be to create encumberance for the player so that they can't carry more than two or three guns. If they want to jack someone else's gun, say taking a gun from the hand of a player corpse, then they may be forced to "trade" one they have for one the corpse has. In this instance I think ultra-realism (minus the part about their being zombies in the first place) in some aspects of the game's design would work out a lot of the problems I'm reading about. And respawn time needs to be cut down. It shouldn't be that long to begin with. But another idea would be to increase the respawn time of anyone who kills other players. With each player kill they make, their own respawn timer goes up. So if they get killed they'll suffer a penalty for their behavior.

Just some ideas but based on what I've read about here I wouldn't buy this game as it is.

holy fuck Dan

please write a game

please
 
sounds like DayZ

wonder how big the WarZ map is in comparison to DayZ though
 
Actually that's not accurate. Gunshot wounds are not immediately lethal unless they hit the heart, brain or the brainstem at around the third vertebrae or higher. Handgun shootings are rarely (statistically speaking) fatal without multiple hits and generally speaking fatalities in the grand scheme of things are rare. Shotguns loaded with higher powered loads (not birdshot) and rifle rounds have a greater chance of getting a kill shot but they have to damage the same structures. The likelyhood of this happening with an indirect hit is greater due to the cavitation and wound channels they create.

But statistically most gun shots regardless of location usually result in a kill because the victim bled to death.

A game like this needs to allow people to be douchebags and kill other players, but by it's design it needs to be better about how it handles things. Gunshots shouldn't kill so quickly. If the shooter doesn't hit the other player in the head or directly into the center mass resulting in what would be a hit to the heart, it shouldn't kill immediately. Players need a chance to defend themselves even if they've only got one or two seconds available to do it. Players who kill others may be less apt to do it if the risk to themselves goes up. The report of the shots should draw more zombies in. An increase to the spawn rate of zombies essentially. When combined with the limited resources, a player may choose to spare potential human victims in the interest of not making things harder on themselves.

A unarmed defense mechanic needs to be added to the game. Also blunt weapons and melee-capable objects need to be prevalent in the game and firearms more rare. I don't think you should necessarily lose all your items when you die. But a loss of ammunition would be reasonable. Or at least someone who kills you should only be able to get a percentage of your ammunition reserves. And even then, maybe it should only allow it if the looter has the same caliber weapon as the player corpse does. And again gun shots might draw more zombies to an area, perhaps in enough numbers that a person who just murdered another player may be denied their prize due to the risk of claiming it.You could do this by making the looting take some time. If zombies swarm an area leaving the player surrounded, forcing them to fight their way out you could create a situation where at least some of the time a player may choose not to risk their own resources as the risk / reward ratio isn't sound.

A game like this should allow the bad behavior but by it's design reward people who do not act that way and punish people for said behavior as I outlined above.

Another idea on losing guns could be to create encumberance for the player so that they can't carry more than two or three guns. If they want to jack someone else's gun, say taking a gun from the hand of a player corpse, then they may be forced to "trade" one they have for one the corpse has. In this instance I think ultra-realism (minus the part about their being zombies in the first place) in some aspects of the game's design would work out a lot of the problems I'm reading about. And respawn time needs to be cut down. It shouldn't be that long to begin with. But another idea would be to increase the respawn time of anyone who kills other players. With each player kill they make, their own respawn timer goes up. So if they get killed they'll suffer a penalty for their behavior.

Just some ideas but based on what I've read about here I wouldn't buy this game as it is.

Punish people for PVPing? that seems like a mechanic that wouldnt work all that well. and i think that the OP has completely missed the point of the game. While i agree that a 1h respawn timer is a little crazy, the entire point of the game is to rip off DayZ for being a 'brutal' survival game. If you screw up, there are consequences, they want you to take your time, be patient and scope out your target not only for zombies, but for people too.
 
So I have been interested in WarZ for a while now and finally got the time to purchase/play it.
WORST GAME I HAVE EVER PLAYED, PERIOD!

People in this game have zero concerns about killing/surviving from Zombies, they simply want to kill other people. In this game it takes 1 hit from a gun to kill another person. New players are defenseless and do not spawn with a weapon, so the people with weapons just run around the map and kill the other players, basically the game is players with weapons killing new defenseless players with a FEW zombies scattered around.

What makes it worse is that I played for 6+ hours and did not find a single weapon so I could defend myself from other players.

Even worse is when you die you lose ALL of your items that you have.

And, to finally top it all off, there is a 1 hour respawn time.

This is officially the first game that I have completely given up on in the first day. I will be requesting a chargeback on my debit card tomorrow. I would not play this game even if it was free, its garbage.

you must have completely missed the fact that right now, it is STILL in alpha stage. Ever been in closed game testing before?
Perfect example of why alpha and beta test are meaningless - people want in just to play the game and judge it early, they have no interest in 'testing'.
 
Punish people for PVPing? that seems like a mechanic that wouldnt work all that well. and i think that the OP has completely missed the point of the game. While i agree that a 1h respawn timer is a little crazy, the entire point of the game is to rip off DayZ for being a 'brutal' survival game. If you screw up, there are consequences, they want you to take your time, be patient and scope out your target not only for zombies, but for people too.

At some point it's still a game. There needs to be a mechanic in there that can allow the most people to enjoy it without others ruining it. When I pay for a game I want to enjoy it. I don't want my game experience fucked up by the douchebaggery of others that I can't control. There needs to be a balance achieved that can work for everyone.

And I'm not saying that all bad behavior should be eliminated, far from it. But I think that there needs to be incentives in the game not to do shit like that all the time. In real life murdering people and taking their shit works great until the cops catch you and lock you up forever. So there is incentive not to behave badly. The more freedom you have in a game the more the mechanics and situations presented in the game world need to reflect the cause and effect dynamic of real life. Thus causing it to be self-regulating and therefore balance to some degree. I'm not saying life is always fair, but this is a game. I pay for games in order to be entertained so that balance has to favor something that's closer to fairness than real life is. In this game it sounds like you have every incentive to be a douche and grief other players rather than worry about zombies.

That is not a good game mechanic.

The ideas I talked about earlier are more complex. But you could go another way and go as simple as a reputation bar above their heads that says to everyone playing "I'm a player killing fuck mouth and your better off shooting me in the face right now because if you don't I'll certainly do the same to you." But however it's implemented I think a multiplayer focused game needs to be fun for people with different play styles and skill levels. As it stands now the game sounds like a breeding ground for elitist assholes who will ruin the game for other players. If there isn't some way for you to get to a point where you aren't so easily victimized there will be little point in playing it.

What the OP described doesn't sound like it's any fun at all.
 
I've played a few alpha's and beta's over the years. Alpha's can go either way. Generally the graphics are fairly represenational of the final product. Level design may change quite a bit but by that state a good chunk of the game's assets are already made. By the beta stage you are generally looking at portions of the game that are well polished and representational of the final product. At that stage anything that's incomplete is beyond the part of the game your looking at.

I've found alpha's, beta's and demos to be really good representations of the final game with few exceptions.

Hrm, that sounds like you don't know what you are saying. A game in Alpha can completely change with only Or even no small echoes of the previous game. Beta means everything is functional but may not be tweaked or polished correctly.

Also at the person saying you can't exit the game when you die, I would say that is most likely not working as designed.

Wow, this is why devs shouldn't allow people on Alpha, they usually don't understand what they are doing.
 
yeah...right...Dan doesn't know what he is talking about...:rolleyes:
 
Perfect example of why alpha and beta test are meaningless - people want in just to play the game and judge it early, they have no interest in 'testing'.

Not even Alpha or Beta. This guy just jumped into a game without even knowing what the darn thing was about. To be angry about a 1hr respawn, seriously, when I first heard of this game, I thought it was going to be like DayZ. But it has a kiddie mode so you can keep your characters, when I found that out I was a bit sad, I don't even see the point in playing that mode, the risk is what makes these games fun.

His reasons for it being a bad Alpha are not based on bugs, they are based on information he could have found out about the game before even purchasing it, thats his own fault for looking before he leaps.

I have been in many many alpha's and beta's.

This is by far the worst.

I've played released games worse than this. You couldn't even play Dead Island the day it came out. You are complaining about how people act in the game, and about death having a penalty. These things would have turned up in research. Spawns on weapons is the only real complaint about the game I see there. and I found a Saiga on a grocery store shelf 10 minutes into my first play, to play for 6 hours and find nothing, I don't know what you were doing. But I will list that as your only valid complaint as that is soley on the game, but I will say this. They have already been tweaking drop rates, for days you could find guns, but almost no ammo. Now ammo is in decent supply, tweaking drop rates is a super easy thing to do, and something they will continue doing all the way through the beta, till they make it how they feel is perfect. So to expect that to be perfect in an Alpha... all I got to say is, are you drunk?

I mean I would give this some credit if you actually had any real solid complains on the game, but you have one complaint about drop rate, 1 about people playing the game (ever see ESRB say online content is not rated), and one about deaths being punished (they originally planned that to be a 24hour wait, you obviously didn't look into the game or the type of game before you bought it, and now you are raging mad over that?).
 
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It's an alpha. I've played quite a few alpha versions of games that were not representative of the final product and played some that were like the final product. It's hard to judge a game when it is not complete.
 
It's an alpha. I've played quite a few alpha versions of games that were not representative of the final product and played some that were like the final product. It's hard to judge a game when it is not complete.

He's not judging bugs. He's judging the gameplay of this type of game. He bought something without doing research and is blaming it on the game. Deaths being harsh, and a community driven to kill players isn't something thats going to change.
 
I got WarZ a few weeks ago. So far very unimpressed. To me its more of a third person (first person is a choice) kiddy version of DayZ.

The zombies will stop chasing you after a bit of running, the cities and towns are few and far between or generally have nothing of value, the graphics (this is personal taste) are too cartoonish for my tastes, the 1 hour spawn time is just pointless, etc...I could go on.

Alpha, beta, whatever...this is just simply a very bad clone of DayZ...it, in my honest opinion, has no chance of surviving once the DayZ stand alone comes out...this I WOULD (despite what I said about opinion) consider a fact though. DayZ stand alone will just be that much better all around.

Only thing I would say it has going for it is that it isn't as buggy as DayZ...actually runs quite well...I've only had it crash on my twice nor does it randomly kill my player for no reason...well, except once...sooo...yeah...nevermind...still needs work...

Over all though, I'll stick to DayZ...it just does everything better in my eyes. Better maps, better zombies, better tactics, better graphics, better game play.
 
yeah...right...Dan doesn't know what he is talking about...:rolleyes:

You sound like a fanboy who's blindly defending this game without refuting any of the criticism brought up.

How the hell is a 1 hour re-spawn time make sense in any video game of any kind?
 
How the hell is a 1 hour re-spawn time make sense in any video game of any kind?

It makes you avoid death. I'm disappointed they even put that option in. Should just be that when you die, that character is now dead for good. To see people complaining about this, just seems they never played DayZ and haven't experienced this.

Going into playing DayZ, I really wasn't fond of just losing my character. But it's what made the game fun. Having that risk. This isn't like a MMORPG, where you collect gear that takes Raids with many players. You can get the gear back easier, it doesn't take a group of people with coordination. So it might seem like a huge loss, but it's not that bad.

To start playing this game, then complain about that just seems like a completely invalid argument to me. They stated it would be like this long ago. If you didn't know that, then thats a lesson learned, research a game before you buy it. That mechanic has nothing to do with the Beta or Alpha, it's just how they want the game to be, and like I said, I don't even think it should be that friendly.
 
It makes you avoid death. I'm disappointed they even put that option in. Should just be that when you die, that character is now dead for good. To see people complaining about this, just seems they never played DayZ and haven't experienced this.

Going into playing DayZ, I really wasn't fond of just losing my character. But it's what made the game fun. Having that risk. This isn't like a MMORPG, where you collect gear that takes Raids with many players. You can get the gear back easier, it doesn't take a group of people with coordination. So it might seem like a huge loss, but it's not that bad.

To start playing this game, then complain about that just seems like a completely invalid argument to me. They stated it would be like this long ago. If you didn't know that, then thats a lesson learned, research a game before you buy it. That mechanic has nothing to do with the Beta or Alpha, it's just how they want the game to be, and like I said, I don't even think it should be that friendly.

To which the OP raise a very good point. How then would a new player start off if there's no way for them to avoid getting slaughter and having to wait an hour. The design doesn't allow new player to get into the game.

Dan also raised a very good point that is, a video game still have to be a video game. If you prevent people from playing for an hour, then basically the game is not performing its function as a video game and eventually people will leave.

Community growth is important especially at the beginning of an MMO. If the game only reward an elite group of players who had a head start and discourage others from getting into the game at this point, then the game will have a hard time surviving.
 
Being at a disadvantage is not a problem by itself,but when the balance of the game is completely one sided how can that be fun and a 1 hour respawn time is just ridiculous,seems like the game needs alot of tweaks if it plans on being anything more than a cheap knock off of a mod.

I was kind of interested in the game but I think I will hold off now and see how the dayZ stand alone will be.
 
sounds like every other MP game our right now where basically the "community" otherwise known as the collection of scumbags that are playing the game, ruining it for everyone else.

this is pretty much whats going on in the game right now.. i played it for all of a couple hours and gave up for the same reasons as the original poster. there are some people that actually play the game the way its meant to be played but then you have the 5-10% of players that think its their job to ruin it for everyone else. in the end those 5-10% will destroy what could of actually been a decent game.
 
This game DOES provide new players with a flashlight to start. Its a blunt weapon that allows striking of other players. My suggestion would be NOT to engage another player who are carrying a firearm or another LARGER blunt weapon, like a bat or hammer.

The point of this game is stealth, and avoiding detection, not parading around trying to make friends. I have been playing this game since DAY 1, and frankly its good.

It started with issues, far more stability and buggy issues, but they have been PHENOMENAL at patching and cleaning that up and now the game runs like a champ. When I started, I wanted to group up with people, you know "Safety in numbers" but that is garbage in survival. Because the second you turn around, your friend is going to kill you for that chocolate bar you picked up. SO unless you have friends you know in real life that you can play a round with, choose your allies carefully.

The game gives plenty of opportunity for new players, start on a lower populated server for one, then run around get the feel for the game, collect some loot, log out in a safe zone and TADA! You have supplies.

I have found a FEW weapons, guns etc since playing and while they are fairly rare, they are out there. If you have no weapons and you hear gunfire, RUN AWAY and live to fight another day. It is better not to be seen in a game like this.....Think, in real survival, would you run into a war zone with nothing more than a chocolate bar and water? HELL NO, you would run and hide.

The 1hr spawn timer can be annoying. But having 5 playable characters eliminates that concern. If you play 1 and they die, you switch to another, and another and another. Its wash, rinse, repeat. By the time your 5th Toon dies, your 1st is back up from the spawn timer....If you can loose all 5 toons in under 1 hour, then you don't understand the survival mechanic and you shouldn't be playing a game that is based on survival. Go back to COD.

As for loosing loot....that's what happens when you die. It teaches people to accurately weigh each situation and determine if its worth the risk or not. I have grouped up with many people only to be stabbed in the back for my stuff. I die all the time to PVP even when I have no supplies. But when I get a weapon, I am less cautious and more willing to explore or move across open terrain. That being said, I have been surprised and jumped by someone with no more than a flashlight, when I am carrying a pistol and have lost that fight. Surprise and accurate strikes make all the difference. This game is also NOT a 1 shot kill. It does wound and cause players to bleed if not hit in the critical points as was eluded to earlier. You have to hit the head or Vital organs to cause massive damage. I have survived shot gun blasts from a distance and killed people with 5 shots from a pistol. I have also watched people survive gunfights only to bleed out in the street.

They will be making changes to the PVP mechanic in the future and adding bounties on bandits and other things to reward people from going out and taking out the douchebaggs who prey on new players.That all being said, its still in its ALPHA, and while it isn't perfect, I have never seen a game in Alpha that is. Give it time, watch it grow, and in the end, they will deliver a game that is enjoyable.

It may not be for everyone, but those who want the realism, sense of fear and suspense, and some real world consequence will enjoy it.
 
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