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PublicVoodoo

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"Mr. Inactive"

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PublicVoodoo last won the day on June 25

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  • Last played 1 year ago

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Community Answers

  1. Best RP years were 2013-2017 when we had 4-5 full servers and SA came along with not much but the communities imagination and dedication to make every night an eventful night like a movie. The change of the age limit made the community build up to that height and it eventually led to its downfall because it grew too fast (plus certain OOC events on the forum didnt help with keeping the founding players around).
  2. Looking at it through the rose tinted glasses base building is what killed the community in the first place. When people had to roam and had no way to store many items the game was more compelling. You actually had to fight for the stuff that took you days to find and the only way to save the gear you found over that time was to put it in the middle of nowhere in a tent or barrel (If you were lucky to find those). When base building came along it made the game boring because you could go from fresh spawn to geared in no time meaning you just had to go to a location, gear up and get back on with chatting. The best RP interactions always came when you had nothing after dying and had to go to NWAF or another military camp/town armed with whatever you found on the coast. Base building brought with it a new type of player (the hide away, store gear and moan when raided player). Base's should have been limited to group owned player settlements (like the mod days with Alter Castle, Ravens nest etc.) These settlements then promoted the making of RP interaction factions, RP hubs for travelling players (who could get kicked out at anytime by the owners in order to support the server from hanging around in one place) and generally they would be targets for hostile actions like raids in an MMO. They were not places to just store gear which is what alot of SA base building just became in the end. As for limiting group sizes that would be the worse decision going. The reason things have tailed off is because there wasn't enough group size. Used to be a time when the community was a community, you would OOCly just make an app for a group (even when you didn't know people in the group) and join them to just have fun. Many players then started to prefer going solo which took away the community feel and when a big group came along would moan that it was harassing them rather than forming a big group themselves or just getting on with it being an RP server and the fact there will always be a big shark in the water (which is what moves storylines on). It was never meant to be a safe community it was always meant to be on edge with interactions that twitch probably would never allow but that was because it was an 18+ community.
  3. The old days were the best but them days are over and very unlikely to return. No matter how many times we bring it up its always a no to going back to the golden times of random encounters and loot hording being limited to a small stash or tent in the trees. Arma would be a solution with its huge list of custom items, mods and maps but standalone is where things are now unless a new game comes along to move things forward. Every standalone update now is just an old alpha item or two making its way back into the game, its clear to see that development on the game has been left to modders.
  4. Lots of weapons, working ground vehicles, helis and the ability for staff to use jets. It wasn't all bad and could bring back all those that left as they didnt like standalone.
  5. Worth a try I guess, it might work. So whilst staff are listening to the community.... Arma 2 DayZRP return next? Bring back the golden age of firefights, roadblocks and grape soda?
  6. As good as amnesty sounds I don't think it will be a positive outcome. I think too many bridges have been burned and why would anyone come back to DayZRP when the game is old and there are other communities out there? I know many old permabanned players who after speaking to them said they would never come back due to how they were treated even if the offer was free. Sometimes the past just cannot be fixed. Its a shame as many permabanned players were excellent RP'ers with imaginative groups and characters which would have really given this new map things to look forward to but hey that's just how things go unfortunately.
  7. 1. Change of Map - Before anyone jumps on this and instantly dismisses it. I have to say that this new community made map is a welcome change however its exactly what I said when I was an admin and knew it was in the pipeline being made. The map is simply too small/ doesn't have enough to keep interest. Other than the main city in the centre the rest of the map doesn't really have anything to travel to other than the airfield. This map could have worked if the whole map was one giant city with rooftop settlements, Underground systems and small alleyways/backstreets to get lost in. 2. Active Lore groups - The whole map is centred on the main city which is run by a lore faction that is keeping automatic weapons out... although it isn't. Checkpoints remain empty a majority of the time and civilians are free to carry whatever they want into the city. As above if the map was one giant city with a closed off area it wouldn't be so bad but with the main focus on that key city which is run by a government that isn't about to enforce rules then the city just becomes a place to hang around in with no risk if you are caught smuggling in AK's. 3. Drop many group requirements and encourage groups to be made through group advertising (and adjust dynamic rights by removing the ability to gain defence) - A key factor to the servers being full in the past was the groups. Groups made stories, rivalries, wars, alliances, backstabbing etc. It all led to the server feeling fresh with something new happening around the corner. Too many of the player base now just want to run solo and loot or stick to a dynamic of friends rather than get out of the comfort zone. Let groups be imaginative but fit the lore, with a massive time skip groups should easily be able to use imagination to be whatever they want whether worshiping an old cowboy in a film they saw or being pirates that have landed on the coast. If the community members can start getting out of the comfort zone and join a group where they may not even know a single person it improves the community as a whole. Many of my closest friends in this community simply came from me joining a group which was a different RP style to what I had done previously. These are just some suggestions to what could help the server but we have to remember that DayZ is a game that is coming closer to 10 years old. Player numbers haven't improved in terms of sales and with the development extremely slow (if not over due to Bohemia cutting the team to the barebones to focus on Arma 4) I find it very hard to believe this game will ever get to the heights it once was. Doesn't matter how many mods or maps you through at it, the game simply doesn't have the dedicated numbers it once had especially with the history of permabans and such that took place in the community over the years.
  8. -1 If I remember correctly the issue with an Xbox server was enforcing rules and giving bans aswell as generally splitting the player base.
  9. The main issue is quantity of groups. Looking at the group section now there are 8 approved groups, with numbers like that RP will get stale or complained alot about. Look back to years ago when the servers were healthy and the complaints on hostile RP were few and far between we had 2-3 pages worth of approved groups. Them kind of numbers means interactions with the same group in an average week were few and far between because hostile groups always had many other groups to go and rob and campfire groups always had many other groups to travel and RP with. Its simple maths, if you are in one of the 8 groups that means that you will see each of the 7 groups left once a week. So being robbed by a group (or maybe a few of the groups left in the 7) once a week increases the chances of moaning about the interaction. Increase the group numbers so a group is seen on average once every 2 weeks or more and complaints will reduce. TLDR: With few groups on the server hostile groups will only have a limited number of groups to target for their style of RP meaning the number of times the same groups interact is increased leading to OOC hate and threads complaining. Solution: Server needs alot more groups to keep group interaction spread out over the month and keep groups interested to stay playing longer. How that can be done, make groups more obvious on the forums for newer players, group advertisement, banner the looking for group thread and generally encourage members of the community to make a join groups to keep the flow of RP going.
  10. 0.gif.f7f28d5d743f0a33123514c14204c0fd.gif

    1. JewellRP

      JewellRP

      life of brian GIF

  11. Well there are quite a few since 2013 Mod: 501st, BTR, Volki, SVR, CLF, SDS, RSM, Dragonzu All great fun to be apart of or to see in the server. Each being unique to the server and lets not get started on the fun of a roadblock. SA: Convicts, Runners, GenZ Its a tough one because I've been in a few groups during SA but personally nothing has come close to the memories I have of the mod. Why that is? I have no idea maybe its because of the buggy state of SA being in Alpha for a majority of the time played.
  12. Voted no. We tried enforcing PK's before and it did nothing for the server but stop people playing. Enforcing PK will kill groups off as people will just go about killing off group leaders to destroy the whole group. It should be down to the player when to sit their character out just as it is down to the player to agree or disagree to getting a permanent mark.
  13. SB? what is this madness?

    1. G_DateSB

      G_DateSB

      Just a meme dude. 

    2. Maybelele

      Maybelele

      A meme indeed

    3. G_DateSB

      G_DateSB

      It is indeed 

    4. Niller

      Niller

      It's World Dominati-

      i mean a meme... Definently a meme.

  14. There is just one issue with this (sorry if someone has put this already but not gonna read all replies) Namalsk comes out on 3rd December not 1st
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