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Everything posted by TheBowski
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What range is the Crossbow zeroed for?
TheBowski replied to PISTOLcm's topic in DayZ Mod General Discussion
The sights are not accurate in the slightest. They don't have the proper iron sights, so the bold goes a bit above the center of the rail. I would suggest not using the iron sights at all, and most certainly don't use it on hardcore servers, at least until you get a feel for it. Try it out in the Armory, then you will get used to it a bit and be able to use it effectively. -
Idea for crafting and base building (expanded) combined with serverhopping prevention
TheBowski replied to TheBowski's topic in DayZ Mod Suggestions
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I'm still having a lot of issues with tent placement, it's not working correctly. I'd prefer if it didn't check for objects at all, similar to barricades, but that would be very exploitable. The current system is completely broken, though. I cannot put a tent anywhere. I tried on a bare mountaintop and a completely flat road, but still nothing.
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Idea for crafting and base building (expanded) combined with serverhopping prevention
TheBowski replied to TheBowski's topic in DayZ Mod Suggestions
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Make CZ rare as M24 //reduce probability of scoped weapons
TheBowski replied to giorgygr's topic in DayZ Mod Suggestions
On the topic of the CZ550, I really think it should be kept in game. It seems like a lot of people have never lived in a rural area. A lot of people hunt and almost all hunting rifles have scopes. If anything is reduced, it should be the number of 1886 rifles and Lee Enfields. Those are by far less common weapons in real life. Though it is cruel and unforgiving, the majority of civilian weapons in game should be CZ550s, Pump action hunting shotguns, and non-military pistols like the revolver and m1911. If you're not going for realism, and trying to balance the game (contrary to Rocket's stated view), you would make scoped weapons and good shotguns a rarity. However, if aiming to be realistic, these weapons should be the vast majority of civilian firearms. Of course, this would reduce the challenge of survival. In order to make survival continue to be difficult, the number of zombies would have to be raised and they would have to have more health and have to hit harder. I'm not sure what the best plan of action is, but it certainly isn't removing the scoped hunting rifles. Perhaps it would be more realistic if they were in a different caliber, say 30-06. -
I like this idea as well. If I remember correctly, they aren't much good off road, so they would have enough disadvantages to make them sufficiently balanced. I suppose it would be realistic, but if it was realism Rocket was going for, there would be more non destroyed cars. Hell, I have never seen a single enterable car. I understand that it is a balance issue, but it's ridiculous and unrealistic.
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What bandit are you?
TheBowski replied to j.dade@hotmail.co.uk's topic in DayZ Mod General Discussion
If anything, I am a survivalist NE airfield bandit. I avoid players unless absolutely neccessary. If I am in a confrontation, I will shoot first. But I don't kill other players unless they pose a great threat to my character's safety. -
RG Corp Merc Unit (Devil's Castle)
TheBowski replied to Andrews RG's topic in DayZ Mod General Discussion
Seems like such a visible and attractive position would mean that players would frequently stumble across your camp. -
I would turn full time bandit if....
TheBowski replied to statistx's topic in DayZ Mod General Discussion
I like this idea, but I think the ability to eat others should be dependent on humanity level. For example, you can only eat players if you have a humanity below -125,000. I think this would make it rare enough that it would not severely impact mood or storytelling. -
How I see DayZ and its community right now
TheBowski replied to thedoubled's topic in DayZ Mod General Discussion
Rage comics Unfunny meme faces Walls of text Please leave. -
How it would work With a full inventory of wood and a toolbox, the player could create a workbench. The workbench would be placed similarly to a tent. The workbench would also have an inventory of its own, meaning the player would deposit the crafting supplies in the bench. When the supply requirements were met, they would target the bench and be given the option to take the crafted item, provided that they had the proper tools to craft it (usually just a toolbox). Example of use The character would deposit fifteen pieces of wood into the crafting bench. Provided that the character has a toolbox, the option to create a fence would be presented. Upon selecting the fence option from the mouse wheel menu, the game would perform an inventory check to see if the player has enough room in their inventory. If they do, the item is added. In the case of a fence, the item would take up all of the player's inventory. The fence could then be placed like any other barricade. Why this is preferable/advantages this system has It allows for more sophisticated creation of items that are not only limited to what is in the player's inventory. It would also only be available to long-lived characters, because the requirements of a full inventory of wood would most likely necessitate a tent to hold the players items. It would also provide a way to block off doors or barricade entire towns. This system, combined with a change to the zombie spawn system, could help to create the emergent gameplay so desired by the creators of this mod. It would practically allow players to construct fortresses from building groups in a way not currently possible. The current system only allows for the placement of short, low sandbags and barbed wire that can easily be seen, vaulted, and shot over.
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Proposal for an updated crafting/barricade system
TheBowski replied to TheBowski's topic in DayZ Mod Suggestions
Anybody? The current barricade options are far too limited to allow for the proper creation of player-created safe zones. -
I agree that there should be a waiting period on spawn. As has been suggested on numerous other occasions, it would put the fear of death in players. Denying them something that they want is really the only way to make this an effective tactic. Also, reduce starting gear so that it is more difficult to go rambo and makarov spam enemies and zombies. The player should always be fearful and scared. Remove flares and start them with a flashlight in their backpack. This would make the game feel more claustrophobic for starting players and be more realistic. More people have flashlights at home than road flares.
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[ Revised function of the Czech Vest Pouch ] (Extra Inv Slots)
TheBowski replied to Recon-Unit's topic in DayZ Mod Suggestions
I think it would be very difficult to implement this in game. I actually really like your idea about having it as the default backpack, though. If rocket were to do this, I would also suggest starting with only two makarov mags, a can of beans, a full water bottle, and a flashlight. He would also have to up the spawn rates for lower grade backpacks and reduce that of the ALICE pack, as it is currently quite common. My reasoning for the flashlight is as follows: it is arguably more difficult to use properly than a flare. You can't use it at the same time you are using a pistol, so you would have to choose between light and being able to fight. The flashlight is really worse in all ways, it tells everybody where you are and illuminates a smaller area and makes the game more claustrophobic. The other reduced starting gear should provide more of an incentive to loot more and build up a character instead of just running straight to cherno or elektro to PK. -
LMAO So the game dictates me when I can get off the PC and do something else? The game dictates me when I can disconnect in order to join another server where a friend has already joined? In-combat Abort IS a problem, but you won't solve it by limiting players to "zones" where they can disconnect I'll simply tap Alt+F4 and your zones won't stop me from doing it The legal disconnect zone would be anywhere sufficiently far from any building. Say, 30-50m away. This leaves a massive portion of the map available for disconnecting, I am not talking about small zones. The penalty for Alt-F4ing would be the same for disconnecting through the traditional abort method: you will drop one or two items from your inventory on the ground at the position you are at when you disconnect. All this would mean is that you can't server hop or keep switching servers in elektro or cherno. Hell, if you were accidentally disconnected, you could just go back to the same server and pick the stuff you dropped back up. Of course, if you were running away from zombies or trying to get out of a firefight, this would not be a good idea. This would also give bandits hunting other players some reward when their prey DCs.
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I very much agree with the OP. Trying to kill someone on the coast would become very stupid indeed. Even if you killed them without having them return fire, you're still down half a mag and have probably aggroed zombies. The respawn timer is crucial to this, though. Without it, you are more likely to kill the first person you see because the possible reward is greater than the risk. Dying, especially with so little gear, would have no effect on the PKer. The "artificial" restriction of restarting plays a big role in all of this. It makes your life valuable at the very beginning before you have gear. After you've played for a little while, you have other reasons to live. I'm all for this, this is the best suggested solution to these problems yet. I think that the server hopping/disconnection prevention system could use a little work, though. I think that to properly disconnect, the player should have to select the option from the menu. Selecting the option would display a message saying if you were in a legal disconnect zone. To legally disconnect, the player would have to be a certain distance from any building. If the player is in a legal disconnect area, a countdown would be triggered that would be canceled if the player moved. If the player disconnected through traditional means and did not use the disconnect system, they would lose items from their pack in the way you described. This would prevent or reduce server hopping and fight disconnecting. Any item from their inventory or backpack could be lost, including their main weapon, sidearm, map, or compass.
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I honestly couldn't agree with Bal Sofs Tihl's reasoning any more than I do. The psychological aspect is mostly overlooked in most - if not all - zombie games. Zombies shouldn't be bloodbags that you want to kill in the most ridiculous way possible, they should be reminders of the frailty of life. They are loved ones and acquaintances and people you'd see on the street. When a person sees a zombie, they should wonder what their life was like and what kind of person they were. Zombies should not be angry, they should be emotionless or slightly sad. The look on a zombie's face should be the result of a deep interior melancholy, it is the look of someone who knows that they've lost a great deal, but can't quite define their loss. Similar to the look of an Alzheimer's sufferer searching for the memory of their husband that died years ago. Their sense of loss parallels the survivor's quite apparent loss of their loved ones and the loss of civilized and peaceful society. Of course, I don't see any feasible way to implement this in game or show zombies in this light. The slow, shuffling, regretful hordes are unfortunately no longer a feature of most zombie related media. I would be completely for any change that would make the fight against zombies feel emotionally draining. The slow moving, hard to kill hordes had an important purpose: invoking a feeling of hopelessness and inevitability on the survivor. With fast-moving, angry zombies, it's just a shoot-em-up. I would absolutely love to see this idea implemented. Headshots only and more lethal slow zombies would make this game, though it wouldn't necessarily appeal to the unthinking masses that require constant stimulation and tangible enemies.