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Everything posted by murhis
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Like I stated before it's possible... but setting up an ambush on the ridgeline just before the truck coming there is another story. You can hear the truck from few hundred meters yes, but i really doubt you would then goto place where you couldn't see the actual tent. There is a tall rock wall around the little valley where the truck eventually drove in to and the tent was on the other side. So it doesn't make any sense unless they knew where the truck was coming at. From that location they couldn't see that. Unless they see through rocks.
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I read some complaints about the revolver and colt being useless now. So I wanted to test this myself and my jaw literally drop on the floor when I figured out you actually need to shoot 4 bullets to the torso for a kill. I didn't test this in DayZ itself, but I assume the weapon damage is exactly same on the vanilla Arma(player vs player wise), so I tested this on a weaponrange map where you can shoot dummy soldiers. See it yourself! Four .45 ACPs to upper torso... That's just ridiculous. Edit: It was before 1-2 shots to torso.
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Whatta hell they have done to pistols?
murhis replied to murhis's topic in DayZ Mod General Discussion
LOL second that! -
UPDATED DAILY: I'm Issuing a Warning to Any Snipers
murhis replied to ZombieSpecialist's topic in DayZ Mod General Discussion
I like a man with a mission, too bad 99/100 times you will be on the receiving side. ;) There is nothing else more jinxed than camp a place for people to show up. It will f*ck you up believe me. :) -
I lost my stats as well... :( I hope they will come back after relog and I don't lose the ghillie in the process. :D Edit: version Hotfix Build 1.7.2.4
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The main problem with the current economy is how stacked the high tier loot spawns are located. Currently if you subtract the heli crash sites there are only 2 buildings where you can find the "best gear" and they are both located at the very same area. So basically when the people will figure out this and they are just looking for high tier weapons or nvgs they will just "raid" these 2 buildings and change the server and repeat this procedure until they have found what they desire. This particular niche will render most of the map useless if you are just looking a good weapon or nvg. Also when you think from an opportunistic or evil point of view this known fact it will offer a very easy option to camp those 2 buildings for whatever purpose(benefit,joy). Especially when those 2 specific buildings are located at very vulnerable locations. Like if you have a clear weather you can easily kill everybody who are trying to enter these buildings from a safe distance. Even from 800 meter or so. I have personal experience from this at the delivering side. I have also seen occasions when people have spawned on the command tower just to kill people at the airfield and then disconnecting. So basically what I'm trying to say this is a huge problem with the economy and the gameplay. So what is my suggestion? First of all I really think the top tier gear shouldn't be located at 2 fixed locations. They should be much more scattered around the map. Secondly you shouldn't be able to spawn at the close proximity of the loot spawns, especially at hot spots like NW airfield. Lets start with the loot spawns. I really think barracks should get down graded to "Military" loot level. Also I think the "Military" level in general should get down graded a bit. Why? Because of the nature of the gameplay I mentioned before. So no more battle just for two buildings or couple of places. Like barracks, NW airfield, Stary Sobor. What I'm suggesting then? I really think those 2nd highest tier aka. "Barracks" level loot should be found from random places like "HeliCrash" level loot. They could be like ammo crates, ammo trucks scattered all around the map. Though they could spawn more frequently at the military areas. This change would encourage people to explore more rather than just "raiding" those 2 buildings. Which would be a healthy direction for the game IMO. So hows the new "loot cheat sheet" would look like then? For those who doesn't know what is the "loot cheat sheet": http://picacid.com/arma2/loot_en.html Residental, Office, Industrial, Farm, Church and Hospital level should stay as the same. Except I think it is a bit strange to find military level ammunition from industrial buildings. Military - Deer stands should be on own category. Mainly because it is too easy and safe to obtain a good weapon from those. Lets call it "DeerStand" - High tier weapons should be moved to higher tier loot spawns. Lets call it "WeaponCache". - Weapon spawn rate in general should be down graded(at least for rare weapons). Military locations should be mainly good for your ammunition supply. DeerStand - Spawning only a gear which you could expect from a hunter. Hunting rifles like CZ 550, shotguns, binoculars, bandages, backbags etc. You could hunt game with AK47, but I think you got the point. Perhaps when we will get more civilian weapons available(?) there could be found like AR-15? AmmoCache - Spawning the Barracks class gear. Very plentiful source, but rare and randomly located. Perhaps spawning more often to a military areas. - Like 10(?) spawn points per a server. But once they are looted/touched they will spawn at the different locations after a short period of time. - Many military zombies guarding it. HeliCrash - Otherwise the same, but I think they should work as AmmoCaches. So they are spawning to different places when they are touched. The last remaining suggestion I pointed out earlier is that I really think you shouldn't be able to spawn/log off at the close proximity of the loot areas(in this case buildings which has loot). This is because I think it would be cool if you wouldn't have to see a guy suddenly teleporting behind you when you are looting some place and this would also prevent the server hopping to loot areas. I think like 200 meter minimum would be ok to start with. Perhaps even more, especially at places like NW airfield. And if you are trying disconnect by force at loot areas your character will end up at the next spawn to the last position where you weren't close to the loot areas. Though this spawn system would require the DC timer introduced, because otherwise you could use it as a teleport for getting out from the town. My Loot cents, dig, hate, discuss.. :)
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Perhaps there's some similar suggestions around, but I will shoot mine as well. Basically the idea came from the practical situation when you have a weapon like FN FAL and you are all out of ammo, but you have as example still plenty of DMR mags available. Which contains exactly the same bullets as FN FAL using, in other words 7.62 NATO rounds. I know there's currently some sort of engine limitations with different mags. But what if you would be able to refill them with a bulk ammunition, like you are refilling the water bottles from a water source? So basically instead of having just clips available you could find ammunition boxes for refilling. Like 9x19mm Parabellum, 5.56mm NATO, 7.62x39mm, etc. Here is a little illustration about my idea: Illustration 1. Full clip 2. Empty clip (Edit: Clips wont disappear after they are spend) 3. Ammunition box Ammunition boxes size should be bigger than 1 slot ofcourse. Perhaps some 200 rounds rifle caliber boxes could take 4 slots and pistol caliber 1 to 2. Refilling Refilling should work the other way as well, so you could empty magazines to ammoboxes. Which would be very convenient for refilling your ammo supply from other unusable magazines. Thoughts, ideas?
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Black & White factions no thanks... -1
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One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
murhis replied to Oompa's topic in DayZ Mod Suggestions
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In other words "John is withing range of X km from you. Press to stall for 2 minutes. A 15 second penalty is applied."... No. It absolutely makes no sense that you know somebody is trying to disconnect withing specific range from you. I believe there's much better solutions... Like this: http://www.dayzmod.com/forum/showthread.php?tid=23764&pid=213096#pid213096
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Tent city and protection ideas. Please give your opinion
murhis replied to Thegoon84's topic in DayZ Mod Suggestions
2 stationary NPCs are quite easy to kill. Thus making it even easier place to loot than normal tents. Because that kind of a complex is so distinct you can't miss it. More hidden = more safer. -
One Idea to Fix Them All (D'Cing in combat, server hopping, relogging to move)
murhis replied to Oompa's topic in DayZ Mod Suggestions
I like partly your idea. But the 1 km is way too much and there is one bigger problem... You can use "this check" as a player radar. So at that point when you can't disconnect you know for sure somebody is within 1 km from you. It would be even worse if the detection range would be shorter. So that wouldn't really work and it would be the same if it would check from actual visible survivors etc. And think about it if you would have this 1 km radius requirement for DC and it wouldn't give you any feedback where to move so you could DC. You could easily spend massive amount of time for just seeking the DC spot. So the only solution is to determine hostile actions. Which is infact very easy as if we take your "punk" example. At the point when the "punk" shoots once he will be a hostile. Lets say he cant DC for next 5 minute and if he will force DC he will stand next 5 minutes on his last position. In that 5 minutes if you are not able to get your retribution, you don't even deserve it. I also agree 15 seconds is way too less. It should be at least 30 secs, preferably 1 minute. So you are not able to jump behind the next tree and DC safely before the hostiles reach you. -
Callaghan wow stop there. Insulting other peoples intellectual capacity is a big NO NO. That's even worse than trolling. Also your conceited attitude doesn't really help with your convincing. Not to mention "maturity" arguments. Just FYI I'm myself 30 years old as example. Let me clarify you something about this suggestion board. People write their ideas and other people write their thoughts and opinions about them, is that correct? That is highly irrelevant to speculate whether they understand or not the "higher meaning" of your thread. If you put your suggestion into a nut shell it's an ability to get a buff/reward from "reproducing" aka. touching the opposite sex player and staying alive for keeping the buff/reward. Majority of the people are very able to answer whether they like that feature or not. Other "romanticism" and speculation as I said earlier is very irrelevant.
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Callaghan I tried, but I stop now. You don't see your sayings as romanticism, but really they are. People are having different motives to play this game. Some enjoy roleplaying it, some enjoy just plain killing or some just like to explore the world. Or anything in between those... BUT any artificial buff or "achievement" or whatever it's wouldn't change them. As example if we imagine this "feature" would really exists in DayZ I would do exactly as I wrote before... We would split sexes with my playbuddies and continue playing like before and it certainly wouldn't reduce any of our "trigger happiness" when we see other survivors, no matter what gender they are. Random player is an enemy long as he has a power to kill you. AND I really doubt I'm alone with this or I'm not even from the "darkest" side if you could say. There is absolutely no base this would actually reduce any of player killing. Infact this actually offers even more funny options to fool people to their death... Think about it as a woman seducing men and killing them for fun? I bet there would be many who would like to play as "black widow"... OR think about those women who are already pregnant? They are good as death for those randoms who like to have that buff for themselves. Competition you know... You really have to remember the very simple fact that long as you CAN kill others, it will happen. Also you can't get people to "teamplay" with artificial goodies if there's a possibility to get shot by a random just for lulz.
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Certainly, but if you summarize the message you could have wrote the same message with a "little" less space and still it really didn't give the answers for the problems I addressed. Lets start with your Maslow's hierarchy and authenticity. First of all I'd say it would be quite a poor investment to have a baby in a zombie infested land. At least for the surviving sake. I would guess your first goal would be to find some safe place to even consider the offspring. Obviously a woman who is carrying a child would slow you down, not to speak about the infant. So I don't really see reproducing as a high priority in such conditions. Hostile people, hostile zombies, scarce resources... very poor place for offspring or baby carrying women. So I don't really see this necessarily very authentic "feature". Anyways the most crippling fact for this "feature" is that what it would mean for the gameplay. Like I already gave you very brief examples which would be a serious problems. The most ironic part is that this "feature" would actually hurt even more at those who are playing without a clan or other friends. Because of the very obvious reason which is that your survival chances are much better in an organized group than as a random player and thus making it more likely to survive as "couples" => having more blood whatsoever buff. Are you following me? Not to mention ARMA copies I mentioned. So you would be also able to buy this buff. Could you clarify yourself a bit on a one point... You are saying at one paragraph that benefits won't stack but at other saying that ofcourse you can reproduce with multiple females, but good luck with it in food wise. Because if you can the problem I mentioned still exists. Male and female characters are unbalanced. Simple as that. Besides gathering food in this game isn't really a problem. Forests are full of game and ponds and wells everywhere. My question still for you is that what this "feature" would really add to the game? Except an artificial buff when you touch the opposite sex player and I really like to put weight on the word GAME. Other "romanticism" about the feature in a gameplay wise is really non-existent. Edit: When you are talking about non-material rewards I don't want to make you disappointed, but the benefit you are suggesting is practically a "material" bonus. Whether it's blood, toughness whatever... it's giving you something in the game. Which is physical in a "game wise".
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Requested "educated" answer: I don't like the idea. It's not authentic, it's not giving anything. Have the OT thought like that little possibility that some people could just buy another copy of ARMA(especially when they are not that expensive) for just to get that buff from an opposite sex player. Which you could keep safely at some location. OR would you like to risk that buff for some random dude you face at open world? NO... you most likely would do this "reproducing" with some friend of yours. So you would be able to shoot other survivors no matter are they women or men if you desire. OR would you get a multiplied bonus if you reproduce with multiple females? That at least wouldn't be very fair for female players. So should I even continue with this ridiculousness? Sorry I couldn't resist to reply...
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The more you post the more this troll gets attention... Nobody seriously wants babies, sasquatches or fucking sexual anxiety in this game. SO PLEASE STOP IT NAOW!... :( Edit: Just click 1 star and move along, that's what troll deserves!
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If you want to nitpicking AKM isn't AK-47. It's modernized version of it aka. Avtomat Kalashnikova Modernizirovanniy or "Kalashnikov's modernized automatic rifle". Though with quick googling AKM is the most common AK. Anyways instead of having mostly american weapons there should be much more eastern weapons. As example RPK as eastern mg niche?
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Signed! Along with MN there should be much more eastern block weapons available than now. Like AK-47, the most common assault rifle in the world?
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Player Value, Social Presures and Dynamic "Life Cycles"
murhis replied to hoik's topic in DayZ Mod Suggestions
So basically when people wants to get a good gear they go to a server which has low pop and just search & loot and avoiding other players without course of violence till they are satisfied about their gear... and then when they have found what they were looking for they can pick a server which has high pop and unleashing the weapons they have... So there goes a point of a "dynamic loot". Not worth it. You guys have to face the fact that there will be always players who want to kill others for whatever reason(and it's completely irrelevant why) and long as the PvP exists there will be always a loop hole as I described for doing it by the book. Those artificial punishments causing more harm than good. Either you have factions fighting each other or you don't and if you don't there can't be such artificial boundaries. -1 -
No way. The campers have huge loads of food/drinks in their inventory and their camps around the north. Just think about it' date=' if you have ~4 of both drinks and edible goods, you can camp the place for what seems like an eternity, since you aren't moving a lot. [/quote'] Exactly. Besides even if you have just water bottle or two, there's 2 ponds quite close to a NW airfield and every town around the NW airfield has a well. So that wont fix anything. Edit: Who really collect food items from NW airfield?
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Fully populated night servers / More NVGs
murhis replied to wordplayuk@gmail.com's topic in DayZ Mod Suggestions