

Kraorr
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6 NeutralAbout Kraorr
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Woodland Warrior
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Hostage-taking - probably a terrible idea
Kraorr replied to Xianyu's topic in DayZ Mod General Discussion
To me handcuffing people is in a way asking people a question while the restrained gives the answer depending on his decision. Logging off included. The only situation where I do not find a response of any kind is if you're the guy who actually does mind trying to stay alive while being kept captive by griefing trolls, but that's the only one. -
Please bring back Pitch Black Nights and Lunar Cycle!!!!
Kraorr replied to beavis_5000's topic in DayZ Mod General Discussion
A new moon with only flares and chems to deal with the night.... aaaaah, I miss this creepy romance :D made the zombie's scariness go from 2/10 to 7/10! -
As far as the taser goes, they have a limited range and will take your pistol slot. The fail part of those servers is that you also spawn with a hatchet... KoS combo goes for itself. Yet, what if you are not the guy who wants to KoS after using it? So ppl that want to KoS will still KoS you with this fashion if they can. At least for the ones that do not want to KoS you, won't because now that 1.8 allows you to take gear off of people when unconscious, non lethal takedown really sounds appealing to me. Take off their taser mags, and take their hatchet, w/e. Oh boohoo he can't KoS anymore and you have more ammo to defend yourself, yay. :>
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Tell Me Ur Favorite Weapon In Dayz?
Kraorr replied to Lehfeels's topic in DayZ Mod General Discussion
Crossbow ^_^ -
I am led to think that bandit kills that do not take any of your humanity off is if they have a negative humanity stat. Some bandits might just have from 0 to 1999 humanity, since they could get survivor skin back if they reach 2000. Since the humanity loss for killing a player takes some off of you if he is in the positive, that could explain why you lost some. But maybe the mechanic changed since then; I dunno.
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I'm sorry but it would be best to avoid the "unrealistic" argument.
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...so you wanted a craft system to be able to only make molotovs? :| No offense meant but that's kinda like saying you don't want to play until SA because there's that weapon you wanna use but it's not there. I'd love to see moddable crossbow ammo but that's not making me feel like waiting until SA *teehee* sorry just wanted to tease you a bit.
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Maybe giving the baseball bat a high chance of knocking someone out could be a bit of help ^^
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I've stumbled upon electronic scrap only once in one small industrial building and a few times floppy wires either in civ buildings (the orangish houses) and in industrial buildings. Comfrey Leaves: didn't find any - don't even know how the freck they look like. Killed chickens in hopes of finding Feathers - none found yet.
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I don't agree. From a year ago to now, everyone has food and starving was never an issue. In fact, food is so fine you could ask someone if he could give you some if you happened to be in the most ridiculously odd situation where you are about to starve and happen to not have any food at all. I find it ironic that because in DayZ nothing is that scarce or hard to access that people could simply give a helping hand to the exceptionally unlucky guy that is in a dire lack of food/water, that instead he would rather shoot someone for said *insert not that urgently needed item that I already have anyways*. The DayZ mod does not provide any valid decision to KoS, nor gives one that would suggest helping each other out. It's just the player - because he can - not because he is forced to. It's only an entertainment option. But since you can deliberately do it for no sensible reason, others get snowballed into needing to act the same. From a free, nonsensical decision, the rest that are unwilling to do so end up being forced to act the same. Or "staying strong" and dealing with it and never give in - wait yeah, there's not much ways for us to do that. Shooting vs Talking, both trying to reach the other's heart - or getting to his head... As for the human mechanic, I completely agree with you but that's what the problem is; after popping your cherry in DayZ during your first hours of play, hyped by the idea and the possible risk that involves the concept of managing to persuade people to tag along instead of killing each other as what a FPS will subconsciously suggest us to do, once you get to know in and out the game's mechanic and dynamic, there is nothing in it that influences anyone to keep that humane stance: it becomes a game, one that you know how it works and that the other players are only an entertainment option, given how we treat the FPS in a videogame trend: shooting. And then the only possible dialog there is left is hearing the other wine or expect some kind of revenge to give ourselves some kind of excitement. I want to insist that I don't want to deplore nor the player's decision to act as such nor say that the game has gone to crap - we just have no ingame incentives to have a human logic going on so as long as it's turned off, it's just whatever people feel like doing and we're playing in a shooter environment. One last thing: if the damn zombies would actually be able to fully run inside buildings, that alone would influence people's behaviors a bunch.
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I still haven't managed to craft anything not charted in the journal :( I have to admit I feel a bit annoyed with picking random junk, then having some ideas of what I might be able to make and become more selective about what I harvest. However, there is this part where as far as I understand (and appreciate) that we shouldn't really have something in the interface to hold our hand to let us know what to do next in order to be able create something. Maybe some progressive hints depending on what items you put into the craft tabs to say "with a brick, I could do xyz or abc" and that's it. From there on you would at least have a hint of what is implemented in 1.8 to craft something uncharted. It also occured to me if we could - but I doubt the engine could do this - have some kind of more involved, interacting crafting concept. Let's say for example, making the mouse movements to ravel strings onto a brick, planting some nails into it. It isn't a coded recipe that is created via the crafting journal by placing the items and clicking "craft", it is just some items that have been interactively put together. What would I do with it? Maybe I could throw it and drag it back to me. (noise and herding zeds) Maybe I could attach it to someone or place it over a door so that it falls when someone opens the door. In a nutshell just being able to create things that do not really have a preset role but mixing their ingame physics together. From there, I have to make a use for it somehow. Unfortunately I do not think it is possible to implement this in the current engine, but it feels to me it would be a lot more intuitive. It still doesn't mean all crafting would act this way; there could be some specific combinations that would make something in particular, of course. But anyways. That's my main issue at the moment, where when I, the player, think I have the right items to combine things together to create something, there is absolutely no hinting if what I'm doing is wrong, not enough, too much or almost there. I also think that it might be a decent decision to add a separate inventory slot (let's say a pouch? stuff like that) for *some* junk items - not all of them. Because quite frankly if I want to wipe my face off a zombie beating with the newly added "wipes", given the current recipe it... 1) Takes 6 inventory slots once you have all the items necessary to create one. 2) Harvesting what is required can be considered way too risky overtime given the different places you have to go find what is needed 3) It is also, much easier to just find premade Wipes anyway. 4) Similar to reason #3, anything I might want to craft will be found already and the current inventory simply gets invaded by junk harvesting and ends up taking too much space. Might as well find right off the bat what you need instead of trying to reach it through crafting. 5) Trying to find out reasonable ideas of crafting things that already exist in the game, say arrows for example, you just don't know what exactly is needed and there is, as mentioned before, no hint - I insist on the word hint, because I think that would be fair. A complete "you need this, these and that to make xyz" would be holding the player's hand. Second, what is right now as of 1.8 craftable? I don't know. I guess looking in the code to find out would do it but I don't want to do that :(
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Might as well rename Humanity by Stupidity so that we can have the same sterile conversation about it, but just with a funnier tone to it.
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Too much food spawning imo. I liked the scarcity in general before 1.8. Maybe now that crafting is implemented, the amount of junk as it is would alleviate the "lack" of the loot overall. Would probably give players the need to get some industrial utility stuff more often as well for the sake of having main components to craft = giving more value to these items. Would really like to see the possibility to reload crossbows via quivers instead of this tedious and pointless open inventory right click quiver select take arrow out close inventory reload. Also means always playing with -1 inventory slot due to this, provided you somehow never need to shoot more than one time in any possible situation DayZ might put you into. Or make every weapon in the game have its own "interactive manually processed" reload :blush:
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The "Journal", do you mean the "Diary" key? I've been collecting all sorts of junk but no recipes found with the "Journal" key. Also, does the game detect what you have in your backpack, or do you have to transfer it into your inventory?
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* [NEW] - You may now access another player's gear if they are unconscious.* ...at last!! I can finally unarm people... and snatch other things if needed. I'll be less reluctant to shoot the even more treacherous survivors than bandits as a hero. Also somewhat of an incentive to not constantly killing people for loot for everyone else...