MR DELICIOUS
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Everything posted by MR DELICIOUS
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After playing PR for so long, I don't really get all that scared. The only really bad times is when I'm cruising along doing my thing and clearing a town and then I run through to the supermarket or other feature building, and I find recently killed zombies. It immediately makes me paranoid. Finding all the loot gone and zombies not yet respawned increased that fear.
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The map's not too large for me (perhaps too small). Really though, it's all about map variation and density. I love the change in rhythm from cities to towns to villages, however, I would really like to see some bigger cities in the middle of the map. Perhaps a sister city to Chern, or maybe two Chern sized cities near the north or middle of the map. It would be awesome to have a disease center by in the largest one, and perhaps have four times the amount of zombies one would usually encounter, along with the certain spawn of good gear (the barracks spawn template). It would pull the experienced players away from the coast and force team work PVE due to the sheer amount of bullets and firepower someone has to put downrange to kill that many zombies. Similarly, areas I would like to fight through or see in the game: *Abandoned fun fair. *Old stepped quarry. *Marsh land. *Spaghetti Junction. *I'd love a big highway bisecting the island (a four - six lane kind of thing). It could be strewn with cars and buses - some working, some not, some filled with supplies, some not. *Big enterable estates. *Road tunnels. *Old cinema complexes. Etc, etc, etc. Changing the topographical texture of the game over such a large area would give the impression of a more dense map simply because there are so many distinguishing landmarks and features. Also, this isn't a criticism, it's just a wish.
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The Importance of CHKilroy
MR DELICIOUS replied to HoboWithAGlock's topic in DayZ Mod General Discussion
Haha I love Kilroy. Run in, aggro everything, and then run through a friendly bullet wall while shrieking. I got the mod and then saw some of his videos. Instantly deepened the RPG aspect and the depth of the world. Kilroy Jenkins for sure. -
These guys were caught and nailed-ish. I believe they're deleting the whole cba_main thing that allows this to happen.
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Now that DayZ has been on two major gaming sites..
MR DELICIOUS replied to Dasweb's topic in DayZ Mod General Discussion
Several topics on this already. They're working on it as fast as they can. -
Why this mod is the best thing to happen to PC gaming
MR DELICIOUS replied to jagdfalke@gmail.com's topic in DayZ Mod General Discussion
This genre of game should really be referred to as an MMOZSRPG. Massively multiplayer zombie survival role playing game. Practically rolls off the tongue. -
Low zombie count/low loot across servers
MR DELICIOUS replied to Mezzanine's topic in DayZ Mod General Discussion
We're experiencing it on the AUS servers as well. After patch 1.5.4 the fog and weird zombie/loot spawning issues have arisen big time. I used to be able to net 70-100 Zombie kills per town. Now I'm find there to be about 20 zombies or so. I'm really missing the zombie presence. Without them it's just PvP and Deer Standing. -
Bandits vs Survivors (We should change our mindset..)
MR DELICIOUS replied to NeptuneHydro's topic in DayZ Mod General Discussion
Damn some people have no sense of nuance. He's eloquently pondering the act of taking a life and what it meant or means to him and you're devolving it to a "YOU HATE PVP CAREBEAR LOSER" thread. Personally, I don't like killing survivors. If I have to stop them, I'll put a round through their legs. Maybe one more until they give in. That's only if they're about to run straight into the rest of my group. -
They simply need to impliment a workable end game content to the game, so you're not incessantly killing only players with your giant SAW. It would be a good idea to have some cities with three or four times the zombie count (including military zombies) to designate those recently overrun. They could have some really nice military drops in them (IE the ones that are in the barracks at NWAF) and there would be some PVE skill to the endeavour. New players would also really have to avoid these locations as it would spell near certain death. Having 300 zombies running after you suddenly puts team work in perspective and makes group PVE viable.
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The easiest way to make survivors work together is to generate more desirable large group activities. Implementing constricting, forced AI anti-PvP entirely kills the immersion and robs people of choice. If I'm a sociopathic bandit, sometimes I'll be hunted by a group of survivors, sometimes I'll strike and succeed. The reality is that right now the ratio of sociopathic bandits to survivors is a bit in favour of the bandits, as there aren't that many group encouraged activities or things to do once you've got your M24 with 12 mags. I think this train of thought re camps has a lot of potential.
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Whole group of streamers using 3rd party hacks
MR DELICIOUS replied to Arnoldpalmer's topic in DayZ Mod General Discussion
From watching what's happened, it appears that the bteamgaming clan, or atleast some of its members, were spawning in crates and other items. They've admitted this numerous times. Similarly, I'm getting a mixed message from the clan members. One half claim that this is an Alpha and so essentially their actions are "helpful" and the other half are posting in supplication trying to minimise the perceived intent of their actions. Now on livestream they've been going on and on for fifteen minutes talking about how it's not a hack, it's not an "exploit", but that it could be "exploited". For all that is good, if I found out I could spawn in items, and I was as benevolent as you claim to be, I wouldn't live stream it and make jokes about shooting people with a spawned rocket launcher, I'd report it with video footage to the tech part of the forum. It looks a whole lot to me like you guys (or at least one or two of you guys) thought it would be fun to try to exploit the game, and it got attention so quickly you weren't really able to work on it further. Now we're going to have some other 16 year old running around spawning missiles. You guys made a bad mistake, and for that you should be banned. Whether a mistake or not, your actions have a result, and doing it in livestream has just made everything worse. Robbing a bank and being caught, and telling the police that "we wanted to check if the alarm could be easily disabled" is not an excuse. -
Fair sure both are two hit torso kills on zombies and two hit downs on players. Obviously one hit to head kills both.
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I've had Arma 2 for a long time (for the game and for PR mod). The reality is that many, many big, creatively retarded games company CEOs are going to be watching DayZ's progress and will (knowing their time tabling) probably be having some serious boardroom chats about a very close future production. I'm suggesting that they go subscription because it works (WoW as a business model has not failed) and players feel secure in their ability to require customer support or assistance (due to the high stakes nature of DayZ). Similarly, I want them to make a stand alone, purely because if Rocket doesn't some big company will. I also believe hard work should be rewarded, and despite him using the Arma 2 engine, he is the first person to put this into action. This is the beginning of an entirely new genre of MMOZSRPG and to confine it to a mod would not be the wise long term decision. At the moment though, I'm really happy to play it through Arma. This should keep going for a year or two more, but I'd really hope Rocket actually takes this idea through to commercial fruition, as I'd like to see this idea protected and sheparded to further greatness. And Rocket's right, I believe, in that this is 15-20% complete in the grand scheme of things. I still love you Freeborne.
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I don't mind this idea. If this game was to go retail it would be cool to take a leaf (the only one) out of Call of Duty's book and reference film materials in the creation of maps. A bit of London going all the way up to Oxford would be a great difference in scenery, and really get my 28 Days/Weeks hardon going. At the moment though, I'm pretty happy with bleak Russia.
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How about you just put this camp place on the really high, flat ground NE of Stary Sobor with a few guard emplacements and sandbags between the buildings, maybe a firehouse in the middle. People wouldn't be able to snipe into it, survivor snipers would be able to snipe out of it with ease (as there is very little to no cover around it) and different groups could take it over and claim it. It's also smack bang in the middle of the map - between Old Fields and Gorka. It could have a few cool spawns and generally look a bit madmax militarised. You could also give missions and tasks from there, or have "shops." Similarly, you could have a bandit camp set up in a similar way somewhere really far north in the map - near Olsha or NW of NWAF. If you have NPCs there, just have them faction specific so one only serves one faction (survivor or bandit). They should be killable and unarmed. This would give a more natural playing dynamic. Similarly, both camps should have a helipad and gates wide enough to drive through. It'd be quite easy to get in and out via car safely.
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Are people more hostile, or friendly?
MR DELICIOUS replied to A27_StarWolf's topic in DayZ Mod General Discussion
I personally struggle to kill someone who isn't actively attacking me, especially if they're a survivor. I'm happy to gun a bandit down, unless I've seen them talking about meeting up with someone, and come across as relatively benevolent. A week ago I sat up at NW airfield knowing that five or six survivors were scouring the airfield as a group. I began to pick them off with a CZ, knocking them down and then using them as bait for the rest of their group. Seeing people bleeding to death after being hit in the legs or the collar bone, or outright dead and bleeding next to their friends as they desperately try to revive them gave me the creeps. I ended up outright killing two or three and had to walk away as two others bled to death while the sixth stayed in hiding. Made me feel a bit queasy afterwards. That was enough banditry for me. Watch out for MR DELIGHTFUL though. He shoots people repeatedly in the legs until they have no more morphine, and then leaves them there to crawl or seek help, then he kills anyone who comes to help. He's a proper sociopath. -
Beta Patch 92612 fix direct chat !!
MR DELICIOUS replied to sata3d's topic in DayZ Mod General Discussion
Might be an idea to add this to the downloads page for the mod and release a tweet about it so everybody upgrades. It's a bit obscure here on the forums at the moment. -
This is how I clear out the NW airfield of bandits
MR DELICIOUS replied to Cromate's topic in DayZ Mod General Discussion
The amount of time I've spent repacking .45 rounds to restock the gun on the front of my Apache funship is ridiculous. Otherwise, throwing lots of whiskey bottled out of the cockpit onto NWAF is a good way to spread a lot of glass. If you're a bandit with exposed footwear - watch out! -
Alright I'm just gonna say it - this fog is ridiculous:: PICS
MR DELICIOUS replied to phisher34's topic in DayZ Mod General Discussion
I don't mind fog now and then. It contributes to the whole "watch East Enders, undiagnosed diabetes and live on benefits" feel of misery I want to experience while playing this game, however to have the fog all the time is getting a bit tedious. I don't mind it if it's set at a high chance (like 25%), but one of the best features of the Arma engine is the draw distance. I love standing at the castle above Solznichy and looking down at the coastline, and at the moment I can't see the end of the mountain. -
So you've died, what's your course of action on a new character?
MR DELICIOUS replied to hhslf's topic in DayZ Mod General Discussion
Run straight up to NW airfield and hide in the back room of the barracks, and then cycle servers until I'm returned to Robocop status. Just kidding. Wander into Chern or Elektro, ask if anyone is friendly and then get shot in the face after finding an Enfield with half a mag. -
I capped Jackson Bill the other day after he downed MR DELIGHTFUL. His little survivor face didn't know what hit it. But I did. It was a bullet.
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If I've been listening to Pink, I'm usually pretty angry and won't listen to reason. If I've been listening to One Direction I'll go in for a blood transfusion.
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So many idiots on these forums are complaining endlessly about PvP and that it should be taken out. I've compiled a big list of tips to help them and the newbs out. These are generally unconventional tips and not everybody may agree, but I survive for ages with great equipment following these: 1. When you start, leave the coast as soon as possible. As in, run north immediately. Keep running until you find a barn, as these contain CZ, Enfield's and Winchesters. 2. Use a Winchester for the most part of the game. They work well at close and mid range, have a large ammo supply, many rounds in a mag and kill military zombies one hit. 3. Don't ever go to Chern or Elektro. 4. Don't ever go to Stary Sobor without a friend. 5. Don't ever go to NW airfield. 6. If you go to SW or NE airfield, have a friend covering with a sniper rifle. 7. Deer Stands are military occupied (usually by two military zombies). They contain the same weapon spawns that airfields do, are easy to find, and you'll never be disturbed. Airfields on average contain two-five military spawns and are fifty times more dangerous. 8. In a town, always engage zombies from inside a building or up high on a building. Their pathfinding slows them to a walk and it's really easy to swap to Makarov and head shot them all day long. If there isn't a building nearby, sprint into the nearest one and kill any zombies inside. You have twenty seconds or so to clear them out and turn around to kill any coming in. If you play this way, you will never die. 9. If you see a bandit while near zombies, never fire first. Just run and hide. Remember, the first shot is the one to call the zombies. 10. Learn building models to know exactly what you're going to find in them. 11. Never spend more than 20 minutes fighting zombies in a town (and I'm talking about any safe town in the north). 12. Never enter a town without a goal. Go to a fire station, a hospital or a super market etc. Know what spawns in there and make room for it so you don't have to fuss over whether or not to replace your bake beans with pepsi in a really dangerous place. You should be putting stuff in, never taking stuff out. (Don't break rules 3 or 4 to do this.) 13. Whenever travelling with friends, ask the question, "who is watching for enemies?" 14. Whenever you think you're safe, you are about to die. Always be alert. 15. Never run through the middle of a field. Staying in the treeline makes you a much harder target for any sniping bandits. 16. Practice situational awareness and put yourselves in the mind of other players. If people are looking to leave Elektro, which way are they going to go? There are several "highways" through the woods - valleys that are shallow enough to run up that many players follow up to Zug castle and so on. 17. Map your free look button and constantly look around you as you walk. 18. Unless there is more than one of you, don't try to build a vehicle. 19. Don't pick up stuff that isn't immediately usable. 20. Don't carry any food if you have a knife and matches. Kill a cow or pig, take their meat and cook it on a fire. It gives you blood back and so is worth more than food, and it's really easy to get. 21. If you don't play at night, don't carry night lights. If you want to get somebodies attention, throw a smoke grenade. With the new spawns, getting a road flare takes about two minutes. 22. Smokes distract zombies. If you're trapped by yourself at the top of a building, throw a smoke and the zombie's will run to it. Then you can shoot them easily. Otherwise, throw a smoke and escape. 23. It's much nicer to shoot somebody in the leg as a warning than outright killing them (unless they're a bandit). Generally, I'll ask twice in side chat, once in direct (if they're close enough), then I'll wound them in the leg to immobilise them. If they don't surrender or go passive, I'll kill them. 24. Equip the right weapon for the right time - CQB for towns etc. 25. Always climb a ladder while carrying your main weapon. I'll think of a few more later.
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I think the questions you're asking are the right ones, and I certainly hope that you choose the right path to take DayZ. You seem to be very self-aware and introspective, which are very key leadership qualities (knowing your own limitations and humility). I for one would like this game to stand alone. As somebody else on here mentioned, I'd prefer to pay the price I would for three "AAA+" games to play this game as it's where my time and energy is going. This game is a meritocracy at its very core, which is unusual for the current games industry. Please don't introduce microtransactions, as they entirely null the meritocracy. Similarly, I would be very happy to pay for subscription to the game (ala WoW), as long as this assured me of stable servers, good anti-hacking and some kind of customer support. Hell, I just want to give money to a good idea. Perhaps you need to look at a simple payment system in the way of Minecraft. Begin with a $15 fee for all new players (aka, not players who already have a character) and begin to save money. This early money could very well pay your salary (somebody would need to run the numbers) as well as cover other operational costs. I would then recommend following the Minecraft business model - as that's already a proven success. If the idea of a fixed fee isn't your thing, give people the option to choose how much to pay. Those who can't afford it will still be able to play (boosting the numbers) and those who want to buy you more pringles and pepsi will be able to contribute to the future of the mod and celebrate an already brilliant execution of an idea. Doing this will buy you time while you continue to hone the playability and functionality of the existing mod while you acquire more staff and look for a proper VC startup (preferably a risk taker who trusts already proven industry experience).
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Turn Off Passive Humanity Increase
MR DELICIOUS replied to adrianscholl's topic in DayZ Mod General Discussion
I think appearance is a nice little metric for player morality, as this is a video game and not all our senses are available to us as in real life. I think that it would be a good idea to set up a scale of humanity, with three skins or so in each humanity tier to differentiate a player. As such, players would look different and it would require player memory and skill to correctly identify who they are actually looking at. Similarly, hard colours should only be present on the basic survivor model, with humanity increases or decreases manifesting themselves in a more hardbitten camo look. For example: Justice would be 25000 - 27500 humanity. Of the three skins, each would appear in green camo, with some body armour visuals (to distinguish silhouette), with minor visual differences, but each character has an "Ace" card on his helmet/hat. If the Justice kills one "innocent", he forfeits his position. Friendly would be 2500 + humanity. Each character would be in green camo fatigues without body armour. Perhaps the standard array of US operator skins. Survivor would be -750 - 2500+ humanity. Dressed in the current gimpy Ash Ketchum getup. Bandit would be -750 - -95,000 humanity. Dressed in current skin but in green camo (why desert camo in a Russian wilderness?), with varying home made additions to the skin (like the Taliban skins but without the obvious ethnic headdress). Warlord would be - 95,000 - -100,000 lower humanity. The selection of skins would be quite apocalyptic-ragtag, but perhaps with gas masks and other dehumanizing helmets. They should also have the body armour silhouette differentiation. There are some really nice evil bandit looking models available. Essentially, in this way, players are easily able to see who is really good, who is really bad, who is completely new, with the middling ground being much more difficult to identify. Similarly, the really good and really bad players are rewarded with one of three unique looks, but are also differentiated by their silhouette. Lastly, passive humanity increase should be turned off. Player actions should designate whether or not that player is to be trusted. Control has been taken away from the player in their depiction, and so should be given back to them with regard to whether they stay with it or work their penance off.