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DayZ Standalone Discussion
aleksiuski@gmail.com replied to griffinz's topic in DayZ Mod General Discussion
Knocking people out is core gameplay in arma 2, same as dragging people around. Taking a poop is the addition dayz SA adds, nice. -
DayZ Standalone Discussion
aleksiuski@gmail.com replied to griffinz's topic in DayZ Mod General Discussion
Oh I have followed the devblogs, and I am very unconvinced. Basicly, what has been done, is "putting loot on top of objects and inside them", made the loot-distribution a bit more clever, added locations, made new UI, tweaked survival-elements and infection. Switched loot&zombiespawn handling to serverside, tweaked behaviour and made some new animations. Then add-in new weapons and ammunition system, with detachable accessories to weapons. Then some very vague mentionings of "crafting" and "bases" and such, with absolutely nothing more on them. All we can see from videos is some random people going through buildings and shooting Zombies that usually are moving very glitchy and bugged. Oh forgot the big thing; new clothes and motorcycle helmet. Seriously. If this is all, then fuck it. After one year of waiting, we have absolutely nothing on our hands. And, for me as a consumer, I am bored of waiting and seriously with all the quality gaming that is now riding the Zombie-theme DayZ:SA needs to deliver with a capital D to even be bothered with. From what I have seen SA is very far from creative, exiting and *FRESH* game. After playing hundreds of hour of DayZ and it's Mod-family, everything is ... well, old. -
DayZ Standalone Discussion
aleksiuski@gmail.com replied to griffinz's topic in DayZ Mod General Discussion
When standalone comes along, I propably wont play it. The same time Rocket + team has had to build a game from existing pieces, other indie-companies have made better games from scratch. Lets concider the case of "7 days to die". It is a voxel-based 'minecraft' game WITH zombie-apocalypse theme. It has really vast and complex crafting (krhm minecraft), you can build shit. It has complex variation of zombies (big ones, small ones, even zombie wildlife like bears and shit) that have day/night cycle with movement and attackpowers. They have loot, they have the shit. They have Co-Op, they have pvp. Whole thing has been done way faster then DayZ:SA, and even if it is voxel-cube game it has shitload of more unique ideas and feeling then dayz. Alpha for this starts at the end of this month, guaranteed. Alpha is actually already READY and people are youtubing it daily (lucky bastards..), but it will be released after kickstarter collection ends. So, with games like this coming out and popping up... no, seriously.. DayZ:SA will have a shit-hard time to compete for my gaming hours. http://www.kickstarter.com/projects/7daystodie/7-days-to-die-zombie-survival-game http://www.youtube.com/watch?v=R2P3gr92Ap8 http://www.youtube.com/watch?v=681Lt93w944 http://www.youtube.com/watch?v=NE6-XIMLf0A -
Zombies Hearing And Vision
aleksiuski@gmail.com replied to shadowboxer (DayZ)'s topic in DayZ Mod General Discussion
The current state... huoh... not this easymode again :( Zombie hearing: zombies should hear you if you make a noise and investigate, and they should alert their buddies by AAAARGA-AAArrRRRGghhhHHHhrrRR-RRRllLLLR - ragecries when they have visually spotted you, so that you quickly develop a chainreaction in populated areas that leads to a horde-panic. So a zombie would first hear a sound (like footsteps on pavement), go investigate (walking fast zombie style, not running and raging), and then after a visual contact RAGE (run-attack-kill-murder-eatbrain) and alert all zombies in vicinity. Zombies should hear footsteps, eating, drinking and other "soft sounds" within 50 meters. They should hear voice (talk over direct) at around 80 to 100 meters. Zombies should hear loud noises like loud cries of pain or pistolshots or chopping wood from around 200 meters. And finally, zombies should hear riffles and very loud weapons being shot from around 500 meters to as much as one kilometer. Zombies should not go full mental rage agro from only sounds, but they should get going and 'investigate' the area where the sound originated from. They should only go full mental rage-agro when they see you, or hear another zombie going full mental rageaeeaeaeaeaaaarrgh! Zombies eyesight: zombies should see you like a little bit boggy eyed human would do; under 200 meters they see you, 200-400 meters they see shapes and will get interested and get slowly closer to inspect and at 400-600 meters they can see "something" if the "something" is a large object and moving fast in well-lit conditions, and will try to inspect. Zombies should not spot you through objects, they should not see you when you are out of their field of vision and their eyesight should be very limited by light (dark night = blind zombie). This is, totally in my opinnion, how zombies should be like. -
Who Else Thinks 1.7.5.1 Pushes Annoyance and Survival Too Far?
aleksiuski@gmail.com replied to Diz (DayZ)'s topic in DayZ Mod General Discussion
There is a lot of private hives and mods of dayz that have basebuilding and crafting... best of them even have similar zombies that dayz (meaning: difficult) has + more complex "infection" (different types), roaming hordes in forests, you have dogs as pets, you can build your own motorbike or ATV or a base with LOCKING etc. I really hope dayzmod-team don't make it "easier" at any point, but rather build on this 'foundation' and bring to the "mothermod" some of the great features that the "child-mods" have. Such as: Deadly and dangerous zombies is a great thing! I know even a couple of servers that have these crazy-fast zombies that wield *AXES*. Good luck trying to get them 'deathlined' to a staircase for a choppa-choppa... choppa is coming, but not the way you meant to! Loving some servers that have fiddled with Z-damage; taking four hits = death. Also loving servers that have increased infection chance; 70% risk of infection per hit. Not to mention servers that have modded the zombies hit-effect-directional thingies and have zombies that knock you out if they hit you in your back 100% every hit. Basebuilding is a really really cool thing. To build a base you need a vehicle to harvest the things needed, it really helps to have a friend to build with, so it is not a simple task but can take many dayz and livez and you risk being robbed at every turn. Crafting; there is servers where you can craft simple vehicles from piling up a lot of materials; sweet!! More illnesses! Got the caugh? Find caugh-medicine! Got common flu? Find antibiotics. Got a touch of Z-virus? Get militarygrade antidote! (crashsites) Tired of being hunted by zombies in the cities, wanna take a relaxing brake so you head for the safe-haven of "woods"? HELL NO! Forests are a death-trap for the not-so-carefull roamers with random hordes of zombies running around. Feeling lonely? Want a companion but cannot trust them human bitches? Get a dog-bitch! First you need to find it, then you need a moment for a little soul-bonding and voila; you have a companion to fend against the undead or the nasty 'other-humans'. -
Isn't it about time we added horses?
aleksiuski@gmail.com replied to Bottlerocket's topic in DayZ Mod General Discussion
Funny how eating horse is a taboo somewhere, it is pretty usual where I am from. Then again, I do eat reindeer-meat weekly and whale meat a couple times per year too. I've also hunted seals, and killed baby-seals with a sharp stick and eaten them. People need to man the fuck up... meat is meat, meat is dinner. -
Replace M107/AS50 with less effective russian equivalent
aleksiuski@gmail.com replied to Xianyu's topic in DayZ Mod Suggestions
Remove M107 and AS50, bring in KVSK and make it occupy backpack slot. Thisway you have to choose; super awesum firepower with no backpack or not so awesum sniper-rifle and backpack. -
Dumb ways that you have died?
aleksiuski@gmail.com replied to fwisky's topic in DayZ Mod General Discussion
I once opened a door. Big mistake. -
DayZ Mod 1.7.5.1 Update
aleksiuski@gmail.com replied to mattlightfoot's topic in Mod Announcements & Info
On next patch (already on upcoming notes on ze other thread) respawn timer has been upped to two minutes -
DayZ Mod 1.7.5.1 Update
aleksiuski@gmail.com replied to mattlightfoot's topic in Mod Announcements & Info
Maybe having a mate to clear the landingsite from zombies is actually the way to go then... helis are not really "solo" vehicles, but a team one, so this actually makes a lot of sense... -
DayZ Devblog 15th February 2013
aleksiuski@gmail.com replied to SmashT's topic in Mod Announcements & Info
It was mentioned many times, the whole talk of "chernarus+" re-design and making the map bigger with server being able to handle more players, like a hundred or so. This is really like old news, months and months. -
DayZ Devblog 15th February 2013
aleksiuski@gmail.com replied to SmashT's topic in Mod Announcements & Info
On the topic of "chernarus is too old" that has been discussed; I think that with the new spawn mechanics and enterable buildings players will enjoy "old chernarus" cities a lot more, and they will feel quite new for a while. Also, don't forget that there are large additions made to chernarus map, that simply are not there with the current map. Like adding the whole of Utes Island map right next to Skalisty Island and new towns, and also expandin map north and east while pumping up the player count that a server can handle. No, I dont think that chernarus will feel old at all with all these additions! :D -
DayZ 1.7.5.1 Bug List
aleksiuski@gmail.com replied to r4z0r49's topic in DayZ Mod General Discussion
How about changing to some other key? lol -
Take everything, destroy rest. Go and wait in a safe sniping spot, wait 'till them SOB's come back to their camp and kill them all. Try shooting their legs out at first, then mock them on chat if it is enabled, then aim for their heads as they regain conciousness. **Edit** if you have a heli, you can fly to coast to kill them all over again when they are fresh and weaponless.
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What kinds of things would you like to see on a private server?
aleksiuski@gmail.com replied to krenuds's topic in DayZ Mod General Discussion
Whitelist, vanilla, perhaps increased zombie damage and a modded crafting system... there is a million-plus-one servers with "increased weapons, increased vehicles, increased easymode jada-jada-jada" and they all seem very empty. Put up a server that offers a challenge in both survival and pvp, and you are set to find your players easily as there is very little competition for that kind of servers.