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Everything posted by GodOfGrain
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+1 serverside option
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Broken leg? No morphine? Very good
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
With all the running through chernarus, fleeing from zombies or players through thick woods; I am quite sure I would have broken in reality by now :) Of course, that it happens when you crawl between some trees; not realistic. But just imagine: It has not happened when you have run with fullspeed down the hill. So just forgot how it happened, accept it and make up a story for yourself. -
goodbye side chat...i shall miss thee...
GodOfGrain replied to lowerplains's topic in DayZ Mod General Discussion
+1 Serveroption Prefer playing without though. It is distracting. -
Broken leg? No morphine? Very good
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
Yo and I died trying to get meds from the hospital. Lost good gear as well. Life is hard :) -
Broken leg? No morphine? Very good
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
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Broken leg? No morphine? Very good
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
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M107 Sniping competition in Cherno
GodOfGrain replied to Paddy1991's topic in DayZ Mod General Discussion
definitly skill at work here. Although sniping is quite easy on a recruit server -
Thought we could share some gameplay tips how to deal with the new zombies. Especially for players who have just recently joined the alpha community. Just add your tips below and I'll edit some of them in this post. This thread is for gameplay tips only. No discussion of patches, suggestion for further futures etc. If any particular tip is bullshit, feel free to quote and criticize it. Hf :) Hm. Better once more: This thread is for gameplay tips only. ZOMBIES Keep distance! New Zombies are very dangerous: - High chance to bleed, braking a leg, heavy pain - 1 hit knockout possible (if under 10000 health) - Higher attackrate - Shorter attack animation -> has improved their hit-% It is possible to avoid some zombies in towns an villages by crouch running/ cruch walking. To avoid them comepletly is too time consuming in some cases. The main difference to earlier versions is that you will attract zombies at some point of time.Try to avoid them as long as possible, usingthe new LOS system. Zombies have a narrow field of view (+/- 30 degree in movement direction. "Another tips to lose the zombies is to run around big bushes and trees (the last one works best). Try to get some distance from the zombie and run around the tree so he looses FOV and then lay down and crawl away (try to strafe all the time and block his fov if he moves). This works best with maybe 1-3 zombies. It does not work every time but you get hang of it after a while." (by Nulpax) Every building with 2 entrances is a good opportunity to lose the agro of all zombies chasing you. In this case you can just run into a village / town, aggroing zombies carelessly and "park" them somewhere. If you don't have a weapon don't go in a building with one entrance. (Death trap). An alternative is to run up and down a hill, you will get rid of some zombies at least.But overall out of bigger cities we will have to shoot more often on Zombies to defend ourselves. This is dangerous for the player as this can attract hostile survivors. THE HATCHET "is a pretty powerful weapon and from what i've seen they can be found all over the place. They actually work like a very short range gun (It shoots a projectile where you aim) and just like with guns hitting the head is an instant kill. The range seems to be about 2m so with a bit of practice you can kill them before they get close enough to hit you. I found it easier to kill zombies with a hatchet than with a gun so i'm going with a hatchet/pistol now rather than rifle/pistol. Infinite 'ammo' and no noise plus you can chop wood with it! If it runs out of 'ammo', just drop it and pick it up and it'll be fully charged again. Note that when you first pick one up, you have to reload it to be able to swing it." (by Ahris) Killing Zombies without a weapon: "I haven't read all three pages, but my addition to the list is; Find a steep hill crest, semi smooth one side, quite steep other side of crest. Run up it, get them behind you then run down the hill. Make sure you don't catch air going off the edge. If done right, the zombies should go flying through the air behind you, crash to the ground and die. Because they run so much faster than you do." (by DeathHaze420) [Approved, it works] How to find a weapon in the start? Hello, you are in a big town? Stay right there! Hello, you are somewhere on the coast? But you dont know where exactly? Just throw a dime to decide about left or right and get going. Just pass the smaller cities [small reward]. Run until you find Cherno or Elektro on the south coast or berenzino in the north. Look out for barns on your way along the coast. Overall you have a good 50% chance to find a rifle with ammunition there. The danger of Zombies in big cities is currently very low. PvP is a imminent danger, but you still have a good 70% chance to come out alive. Just keep running and loot the churches, supermarkets and living houses. Dont spend much time sneaking, not worth the effort here. Your aim is to get some equipment together within a short period of time (30 minutes?). Then you can leave this deathtrap and move up north. What is the minimum you need before you head north? 1 weapon with some rounds of ammunition, a couple additional bandages, 1 morphin 1 painkiller. I personally would not leave until i have: Primary weapon (winchester / enfield) (PvP) A pistol (PvE) map (compass) Chzech backpack or alice pack. 2 morphin 3 bandages 2 painkiller By then you will have also found 2-3 water bottles and something to eat. This should just take 30 minutes. If I am not lucky to find the map or kompass, i might leave anyway. Leaving without morphin, at least 1 bandage and 1 food / water + 1 weapon with ammunition is too dangerous. If you want to take some more risk (and reward) visit the firestations for military hardware. You can visit them even 2 times to look for respawns. But be aware, there is the chance of about 5% that someone will shoot you each time you are in the firestation Smile Always useful to make a short stop at a hospital or medical tents. Good opportunity to get some bloodpacks, you cant find them up north. In any case, just keep running in the big cities and finish up quickly Smile [berenzino is actually quite different in this regard... dont run through berenzino :) ]
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1. post updated, bump
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Zombies cant catch up to you.
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I think you are right with this. But the positive thing is: These two playing stiles do not effect each other negatively. You could argue that organized clans have a big advantage over normal players. Would be kinda true for other games. But the game is not competitive in this sense. For the normal survivor organized groups add another layer to the gameplay. They make hotzones in the north very dangerous, are the reason for me not visiting Devils Castle by now (have to do it at some point of time ;) ) and you can always encounter a well-equiped group of 5 peopleof hostile intentions. And even for teams; dying in DayZ is a hard punishment. Many players in a team will get attached to their character, even if they get their equipment back. They also have to run 1 hour straight north, possibly more with the latest patch (no weapons at start etc.). It is possibly less rewarding playing experience if you know you ll get your gear back. But that can remain an individual decision I think. Does not hurt the player experience of normal survivors.
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You know your addicted when......
GodOfGrain replied to Nite (DayZ)'s topic in DayZ Mod General Discussion
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Hey guys, how would you set up a trade between two unknown parties? Situation: Someone ingame or in the forum agrees to trade two weapons. E.g. HMG vs DMR Lets say you just have 1 buddy and you dont know how much people will appear for the other side. I have one scenario prepared, but it is far from perfect. Perhaps you can come up with something better. Location: Barn in the middle of an open field, but some bush cover along the way to approach the building. Team A sends 1 player to the barn with the HMG in hand and a coyote patrolpack, nothing else. He can zigzag through the bushes to reach the barn quite safely. He puts the weapon inside the barn and comes back. / Team B could see what kind of weapon he was bringing with him (scope) and that he left without a weapon. Patrolpack to small for weapons. [Or no backpack at all, does it show up correctly on the char?] Then a player from the other team enters the barn and exchanges the weapons. Again, he cant take both weapons. Then player from team A comes again and picks up the DMR :) Well, still far from save. Especially if the covering snipers can make out each other... Perhaps a location where the snipers can cover the barn but the snipers cant see each other... Then people would have to agree on exact spots which would result in the danger that the position gets approached from behind... Lol :) You have something better?
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How would you set up a trade?
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
Yea something like this :D -
Dayz Aggro Mechanics, Which do you prefer? (poll)
GodOfGrain replied to nyxe2k's topic in DayZ Mod General Discussion
1.7.0 more authentic: The Zombies chased you till you die or they. End of story. Not very complex, but believable story. But now you can feel the mechanics at work. During my "interaction" with the zombies I am constantly aware that this is a PC game; run around corner - loose agro. Of course the LOS system can be refined sucessfully I would belief. But that may require quite a bit of additional work. 1.7.0 agro was a good addition to the PvP element. Structure: Hard Zombies - Bad for Pvp? Its good for PvP gameplay if Zombie encounters are somehow predictably and not terribly timeconsuming (1.7.0: In an out: Cruch run in combination witch cruch walk). Ingame towns are a risk zone due to other players. You minimise the risk by hurring up by quick stealth techinques. If you are forced to spend much time with strong zombies (or if you have to run much or shoot often) this places the character at more risk; uncontrollable risk. Making Zeds more dangerous when you are discovered is another thing. To raise attackspeed, attack damage, chance for bones / bleeding, unconcious etc should be viable. Keep health-safezones for the players against zombies, e.g. if over 10000 health 1 Zombiehit cannout knock you out. Influence of luck on the game can be negative from a gameplay perspective. As much time and care is invested in some characters the game should not facilitate elements which raise the influence of luck on surviaval. -
Hey Rocket!! Wanna make some $$$?
GodOfGrain replied to alexahr2008's topic in DayZ Mod General Discussion
"Only if I can purchase extra bag slots at a reasonable price." by Yammazul and...: "I respect your opinion. But, that being said....you propose to make this a pay to win game. That makes you literally Hitler." by WildGunsTomcat. First place for the funniest answer of the thread tied between these guys :) -
Post Spawn Loot Comments here ONLY
GodOfGrain replied to rocket's topic in DayZ Mod General Discussion
For an experienced player spawning without a weapon is actually a non-issue. This may change with more dangerous zeds? (LOS makes things too easy...) I just watch out for a barn / firestation / supermarket and I will have my weapon. So it will mainly address the playing experience for newer players i guess. When I started with 1.6 the game immersion was quite intense, even with weapon. Died several times to figure out viable strategies. The learning phase could be quite tough for newer players now. Whats good about it in any way: It will prevent running north in case you have died. Normally I spent like 3-4 makarow mags on random zombies I encounter on my way north, so I would propably search for a weapon first, some med supplies etc. -
How would you set up a trade?
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
a possible system could evolve around the use of satchel charges... (Not that I would have any - just would like to elaborate a good system :) ) -
good start keep going :)
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How would you set up a trade?
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
ah ya, joining TS together is a very important hint. -
Hey Rocket!! Wanna make some $$$?
GodOfGrain replied to alexahr2008's topic in DayZ Mod General Discussion
calm down guys, dont shred him to pieces