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{sas}silentkiller

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Everything posted by {sas}silentkiller

  1. {sas}silentkiller

    Pending Update: Build 1.7.2

    A few ideas for disconnecting exploit. 1. If you fire your weapon then you are unable to disconnect for say 1 minute, like when you are unconscious. 2. If it's possible, if you are being fired at ( rounds landing within a certain distance of you) or you have been hit, the same will happen. With regard to the disconnecting moving reconnecting exploit, all you need to do is (this probably isn't possible) is for the server to have records of the position of your previous server, if you move on another server then it will randomly alter the position that is recorded on the other server, say for every 1m you move the recorded position on the previous server moves 2m in a random direction. This previous recoding will be reset after 20mins & revert to the current position on the new server.
  2. {sas}silentkiller

    Infected spawn bug

    Date/Time:19th June What happened: Infected was stuck in one of the small huts & was not able to passively move around, but when I was crawling past it saw/heard me & immediately was able to leave the hut & attack me while I was still prone. Where you were: Polovka What you were doing: Trying to retrieve my kit from my dead body
  3. {sas}silentkiller

    What is a Carebear?

  4. {sas}silentkiller

    No NV for dmr and binoculars

    afaik, You can't use NV goggles with any scoped guns, at least in the original ARMA2. Having not picked any up in DayZ I can't say definitively.
  5. {sas}silentkiller

    Wanted! dead Bandits

    My views on bandits has swung from I hate bandits to you have to curb the bandit activity through some ingame mechanic, I then saw the explanation of the MOD by Rocket saying on the lines of "this is an experiment to see what happens" which changed my view to bandits are here & how can you counter act them. I come from a slightly unique situation, as our clan has the privilege of hosting this MOD, so when I log on, I log on to the same server, so I personally feel (and other clan members feel the same) that we are responsible for the happiness of the people who come on our server. With this in mind I would love to see an implementation of some sort of WANTED! list which is server specific, so, subject to the person having at least 1 murder within the last hour they can be added by anyone on the server, this would stay for say a week, if in that time no-one has reported murderous activity by this person (so if you can get away with not being named, you won't be added), they will automatically drop off the list, you would not be able to add players who have no murders in that time frame either. This would obviously give people who want to "police" a server the ability, whatever the server they drop into the ability to look for bandits specifically. You could even get a tag, "Enforcer" if you kill a certain number in a certain amount of time.
  6. {sas}silentkiller

    Opt-in for group spawn

    ummm, this would just be shoot out before you've even gone anywhere!!
  7. {sas}silentkiller

    Wanted! dead Bandits

    This obviously wouldn't work in hardcore, but hardcore is basically deathmatch, so everybody is pretty much a bandit anyway. I would envision, a drop down list like the one when you press P. showing who has been identified as a bandit. Has the bandit tag next to the name been completely taken away or just the skin? not a bad idea!
  8. {sas}silentkiller

    Wanted! dead Bandits

  9. {sas}silentkiller

    Wanted! dead Bandits

    How about gibbets around Cherno!! http://images.suite101.com/3089051_com_34._a_man_being_gibbeted_in_an_old_engraving.jpg
  10. {sas}silentkiller

    Wanted! dead Bandits

    On any other game this would effectively be a list of banned players regulated by the server admin. But, because we are not allowed the kick players who TK, then why not make it another gameplay option. So, you would have enforcers (who delibratly go out of their way to hunt wanted people on the server), survivors (who just go around killing zombies & avoiding pvp contact) & Bandits (who kill people for many different reasons).
  11. {sas}silentkiller

    Did anyone buy Arma 2 solely for this mod?

    I did & there isn't one; & it is to see if people who have bought the game for the DayZ MOD are more likely to be more pvp orientated than people who have have the game originally.
  12. {sas}silentkiller

    Did anyone buy Arma 2 solely for this mod?

    Just thought I would see whether there was any relation between whether someone who already had ARMA2 & OA and their play style; compared to someone who bought ARMA2 & OA for the MOD. Unfortunately I can start a poll. so... I already had Arma2 & OA & I play as Survivor. I hypothesis that the majority of ARMA2 players play as above due to the need in the original game to co-operate to mission. Discus :)
  13. {sas}silentkiller

    On risk-reward, difficulty, and death

    thirty minutes respawn is not workable, servers would empty & the MOD would die!
  14. {sas}silentkiller

    Morality & eating & drinking

    I would like to suggest a few things to make the bandit a separate "class" of humanity. 1. The lower your humanity, the more you have to eat & drink (higher rate during the daytime). 2a. Body temperature can be too high as well as too low (drinking lowers your temperature). 2b. (Linked to the above) The lower your humanity, the less able you are to scavenge in towns & villages during the daytime, i.e. your temperature increases when in built up areas but lowers when in wooded areas. These things would make being a bandit a real choice & a challenge.
  15. {sas}silentkiller

    Morality & eating & drinking

    I have to say I have nothing against bandits, but I do feel they need to be more defined & as I've said, these are rates of needing water/eating not you can't be a bandit or for every murder you have to wait x minutes to respawn. It would just make people think more, & also check the shoot first ask questions later policy that the game currently forces people to employ, & encourage interaction between players, beyond just shooting each other on sight! In my eyes, good deeds should always be elevated higher than bad deeds, that is what morality is, this is obviously a developer's decision but I feel it should be harder (not impossible) to be a bandit rather than a survivor.
  16. {sas}silentkiller

    Player Classes + group perks

    Perks are for COD & BF:BC NOT for an ARMA2 MOD!! If you are good at sniping then you are good at sniping, as above you don't need the game to make you better. If you want classes then go play multiplayer ARMA2 there are classes there!
  17. {sas}silentkiller

    Morality & eating & drinking

    This would make you have to move around with your kit you have so lovingly killed other people for & you have to keep an eye on where you are & how far away you are from water & have enough food to sustain your banditry.
  18. {sas}silentkiller

    Cannot right-click items

    this doesn't seem to work :( updated via 6updater
  19. {sas}silentkiller

    Bandit/Survivor Morphing to be removed

    I don't like this change, now every bandit will be rejoicing, causing this game to be more about trying to not get killed by other players with NV goggles & sniper rifles, than avoiding/killing zombies :( If it is possible, the bandit status should be server specific, so people can have alter egos, on one server they are bandits on another they are pure survivor. I like the idea of either being a bandit or survivor (do you get bandit status if you kill a bandit?) This change imo is a poor decision, & will cause a lot of people to stop playing, because there will be a massive shift to people just shooting anyone they don't know, & there is not down side to it at all, surely there should be a down side to killing other people. It now emphasises individual survival against other players rather than group survival against the zombies & limited resources.
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