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Brontez TW

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About Brontez TW

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  1. Brontez TW

    Pending Update: Build 1.7.2.4

    DOH! Thank you for reminding me! [insert obligatory cancer related insult here] <3
  2. Brontez TW

    Pending Update: Build 1.7.2.4

    This fixes absolutely nothing, pretty much the way BE has had almost no effect on the hacking in DayZ, because it doesn't kick hackers or even prevent them from running scripts, it just sits their passively tracking until someone feels like purging hacking players, and within minutes those players have a new workaround and are right back in game, because there is no ACTIVE protection at all. These are extremely passive methods of fixing the problem. You need a more proactive solution, like a hard 10 second timer on logout where a disconnect leaves them logged in and hive tracked for 10 seconds. 10 seconds is more than sufficient, it doesn't leave someones cheese hanging in the wind too long if they're in a reasonably safe spot, and if you're in combat with someone and can't kill them in 10 seconds of them doing absolutely nothing, you probably didn't have a chance of killing them to begin with. Your solution needs to stop the problem before it happens, not after.
  3. Player: "Ram" Happened on Seattle 39, 9:30 am NZ time. 4+ instant respawns with military grade gear within minutes of death. Coombsy would have reported himself but it's taking a while for him to recieve his forum authentication email. Player killed our buddy, and coombsy was able to flank him and take him out. Death Message confirmed. Player reappered within minutes outside the barracks and opened fire, but he was a terrible shot and missed like the sorry no skill hacker he is, coombsy got another confirmed kill message but this time the players body remained on server, standing with pistol out. Coombsy took to the trees to wait for Ram again, Ram reappered in the shed just outside the barracks and started tossing grenades. Coombsy killed him again, then decided to leave as the dirtbag was going to just keep coming.
  4. Lost a 21 day character last night because I went to click "options" and accidentally clicked "restart" :( We have a confirmation popup on abort, could we PLASE get a confirmation popup for respawn? It just seems like common sense to verify something as big as deleting your progress, destroying all your equipment etc.
  5. Brontez TW

    HAY ROCKET

    It can be really hard to think clearly when you have a whole forum full of dudes with their noses up your ass, and usually the next thing that comes out of their mouths is shit. Just a few words of wisdom, be careful you don't step in the BS, carry on. :heart:
  6. No, the north is terrible, there is no loot anywhere and you can't move more than 5 feet without aggroing a zombie or getting sniped from 6 miles away by gangs of bandits. Everyone should stay down south where it's safe :D This PSA brought to you by the Northern Survivalists Association.
  7. For everybody who says DayZ is already realistic in its player interaction, all I need to say is you don't respawn in real life. respawn completely breaks the realism argument, since I can be a complete dick in the game with little to no consequence, I go into every situation knowing I'll just pop right back up on the shore with a fresh can of beeenz.
  8. I think you guys are missing the point. What's destroying the atmosphere of the game isn't pvp or Banditry, its the influx of people treating the game like quake with zombies because it's simply easier to kill the first person you see rather than group up. Incentivising group activity promotes cooperation and a more realistic apocalyptic scenario without "nerfing" pvp or solo banditry.
  9. just so there'ss no misunderstanding, I'm all for pvp. This is about the incentives to group with strangers rather than shoot them first, not a really a pvp/anti-pvp topic.
  10. I'm not really referring to getting any bonuses from killing bandits or any other player, just bonuses while grouped, that disappear when you leave. :)
  11. Now before you flip out, I'm not referring top any magical bandit nuking spells or really anything that would hamper the gameplay of any player, quite the opposite in fact. Incentivising cooperation of any kind promotes survivalist behavior and makes running around like a crazed killer less attractive. If Arma or DayZ can detect proximity (player to player) OR if we could form proper groups, why not give certain meaningful bonuses for cooperation? What I mean is, currently there's no incentive to cooperate vs just shooting at everyone you see unless you happen to know them IRL. In the past that's been fine as the playerbase was smaller and more likely to form groups and "play nice", but as the playerbase has grown there are a lot more "action shooter" player types showing up who have no incentive to create or join groups of survivors. Blah blah blah I could go on for pages about this but ill get to the point :) In a real scenario where government breaks down, people form groups to survive because there are evident and meaningful advantages to doing so. The purposes of these groups aren't always "good" either, people form groups to survive or gangs to steal, pillage and murder in a position of relative strength & safety. In these groups, whether you consider their goals "good" or "evil" is irrelevant, survival in extreme circumstances becomes a fairly amoral activity. BUT one thing remains constant, those in groups have advantages that loners do not. Therefore, in the context of DayZ, it just makes sense to give those who form groups a set of meaningful advantages based at least in theory on real life group advantages. This would incentivise group behavior and make being the lone crazed gunman no more difficult than it is now, but certainly less appealing than taking a chance on strangers for mutual advantage. Some benefits of grouping could be: lower consumption rate of food/water due to lower individual expenditure of energy raised MAXIMUM level of "blood" to represent the strength of numbers much lower rate of temperature loss basically any benefit that does not make it easier to KILL but makes it easier to live and survive longer term would be fair, maybe even count on the interaction of group skills to create survival items that are otherwise not obtainable through loot spawns like home made sterno to make wilderness fires that don't show the entire northern forests where you are, or 10 use coke can silencers (look it up on the internets) but they require being grouped to create to represent the strength of people with varying skills working together. All of these effects would be temporary only in groups and within a reasonable proximity to your groupmates so that it doesn't outright discourage one style of gameplay but definitely encourages more cooperation against the zombie apocalypse. CLIFFS: instead of concentrating on ways to discourage or punish "bandit" behavior, better incentivise grouping and cooperative behavior. Well anyways, there's my first of many long winded posts. Love it or hate it I look forward to reading and then ignoring most replies :D Renamed thread for the reading comprehension impaired...
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