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Karmaterror

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Everything posted by Karmaterror

  1. Al of that alpha spiel applies to dayz aswell....it does have driving physics....we just don't have it added yet because they aren't finished. You don't seem to understand how unfinished dayz is ;) When I say it looks cartoony I don't mean the pallet, I mean the terrain geometry looks awfull, and typically gamey....trying to make a small space appear large. Glowing items do not represent some form of vision didtingushing usable items. It just makes spotting them easier. Things don't glow in real life....we have to actually search properly, maybe even lift an examine an item to know if its useable. Dayz already has this in, we can miss loot items, pick them up inspect then determine they are useless. One of the above approaches makes it hard on the player and dosent make it EASY by adding glows. That's they type of decision that's a clear indication of the path they will take with it. That and squad identification....both ridiculously gamey additions. It again leads me to the same comparison... H1Z1= arcade but fun driving game (aka NFS) Dayz = Driving Simulator (aka GTR2) To put it simply I don't think you will ever see anyone ever calling H1Z1 a simulator ;)
  2. I mean when its finished.... Go play the mod, in its current state. You have 12000 blood....if a zed hits you in the right place it takes 3 or 4000. Now if that's how they went for balance there, its logical to assume it will be similar in SA. As the SA is a "standalone version of the mod". Dayz zombies will more than likely be able to kill in 3-4 hits when its finished. Iv looked at the gameplay, 2 long vids....looks cartoony...gta style with zombies. Il enjoy it I have no doubt, but dayz it will never be. I mean did you see the driving physics, looked awfull....and they plan on making loot glow when you get close.....user friendly....easy version of dayz for the masses....if ya cant see that your blind lol
  3. Karmaterror

    Make mics a requirement.

    This wouldn't work, people who don't wanna talk would buy a mic to get in-game, then not use it lol My main issue with my mic is that when its late and the missus is asleep I cant be chatting away with my mates online. I use the mic during reasonable hours but have to just mute it and fold it away when it gets past 12ish. There are families that will have a family PC, might be just about good enough t run dayz, but they don't have the disposable income for things like headsets, upgrades, generally gaming gear. Its a luxury that gets bumped by school uniforms for the kids, shopping, bills ect ect. Some people are just happy to even own a computer, I know a couple of people who 30 quid on a headset would be just frivolous expenditure. Id like to see people talking more in dayz too, but besides this just wouldn't work, its unfair on a minority of players that shouldn't be forced out due to whatever circumstances that mean they cant use, or prefer not to use a mic :)
  4. How can I put this.... H1Z1 = Need for Speed - Easy to learn, accessable, lots of fun.....but your nan could do it. DayZ = GTR 2 - Painfully realistic, frustrating, hard as hell.....but so much more rewarding when it all comes together in that one perfect life where you find a tent, everything you need to survive off the land and a good gun. Or (topic relevant) manage to get to your buddys position and play together. Having am extra set of eyes is biggest advantage in dayz.....my nan shouldn't be able to achieve it with 2 mouse clicks ;)
  5. Karmaterror

    I did a little test

    OK, so you wanna be on the other side of banditry for a change that's completely understandable so il give you a few pointers.... 1, don't use roofs of buildings, use the treelines surrounding the city, there elevation is higher than all the buildings. So you can try to pick off rooftop campers :) 2, make sure you have line of sight on high value locations. Hospital and market are key 2 in Berezino. Most players will wanna check these two buildings. 3, try to have los on the entrances/exits. Most players are aware of snipers and will dart quickly from building to building trying to move in a way that maintains cover. 4, slow fire rate and moving. Don't spam rounds....1st shot enemy only knows the been shot at, not where it came from. A 2nd shot in rapid sucession can be instant confirmation for them. I usually go for 5-10 secs between shots to keep them guessing. Also after every say 3-5 shots at that pace relocate, just in case they made your pos. Don't let anyone tell you its wrong either, without the snipers there would be no tension. I prefer to play friendly, but if people stopped KoSing id be bored as hell. And im very guiltiy in the mod of getting bored grabbing a ghillie, rifle, and couple food/drink from camp, then trying my hand at a bit of electro sniping :)
  6. Karmaterror

    The Lone-Wolf playstyle

    I play in a clan of lone wolfs.....if that makes sense lol Basically we are a team but don't roll round together all the time. We split up and do our own thing, then call in the aquad if things get out of hand or we want to set an ambush ect ect. This worked really well in the mod, if we saw a group doing something (like repairing a heli) we could shout out on steam and get a list of ETA's. Then loosly coordinate an attack. It was good because it usually ment we would all come from different angles, to them it may have seemed like 4 or 5 solo players had found them all at once. Im a friendly player most of the time, all the guys in our squad bar one were met in tense situations in the game. Our squad slowly grew over time as we brought on good people. When camps come in can heve levels of trust with people you meet. 1st level is not shooting, 1nd is cooperative raids, 3rd is showing them your camp. A committed banit would have had to have been playing for at least a week with us before they would know our campsite so it filtered most backstabbers. We still had one or 2 but then its all planning. As far a fresh join was concerned we were a team of 3. The other 2 would lie in wait covering the camp just in case they tried something when they saw the goodies. Man I feel your pain with the backstabs. Iv picked up people from the coast, taken them to nwa via a few cs we saw. Left them while I do a camp run to get them the right ammo, then they shoot me for the heli... 90% of the time I saw there death message shortly after respawn.....they didn't even know how to fly it lol They could have had a well entrenched ally but instead just made an enemy and reset themselves anyway. Those few who knew how to fly and pulled a proper backstab were the times id put word out on steam, calling in the clan to start scouring the woods for it lol Don't give up, you can find good people, I think making it painfully clear you could end them easy....but haven't....goes a log way in first time meets. When camps come in you have a safety net aswell, leave most of your good stuff at camp and go out armed with just a pistol and couple food and drink. I think camps promote friendly play because its not like you loose everything if you do die, so peeps are more inclined to take a chance :)
  7. Karmaterror

    Destructible enviroment

    As others have said all A2 buildings were destructible. Not fancy crumbling building pieces from the direct point of impact, but at least they had a "wrecked" model for each building, satchel charge (sometimes more than 1) at base and boom, building is a smouldering wreck. I love the epic damage systems from other games, things like just cause and mercenaries jump to mind. But if you compare the environment detail to a map like chernarus its very much reduced. I like the added detail, giving an almost photo realistic effect, over a less detailed world with fancy physics. We do have a physics engine now so maybe aswell as a model swap hidden by some smoke, we could have just a few chunks that bounce around. Not loads, just a few. Buildings getting blown up should be a rare thing in dayz anyway so shouldn't be too hard on the server to render 10 pieces of debris for added effect. Also as a little extra if a piece hit you it could cause damage. Depending on the size actually kill you..... Imagine finding/making a satchel charge, blowing a building that a group had garrisoned....only to be killed by a huge chunk of debris. Best you tube vid ever :D
  8. Karmaterror

    More motivation to stay alive

    I liked the first bit... This is brilliant idea imo. Im thinking you could earn some SURVIVAL essentials for time survived. Nothing that will help you PvP only help you survive off the land so to speak. That way we aren't unbalancing the game for bandits by empowering heros.....but simply providing some tools to the guys who want to play that way. Then on there next spawn they can avoid pvp zones and dart into the woods to continue surviving and making sure they can do the same next spawn. Basically people who don't wanna shoot everything and wanna play a survival game can. And for the bandits....achieving the gear next spawn would be a real challenge :)
  9. Karmaterror

    no spawning inside of buildings

    Being pushed outside the building im looting on the odd occasions where the server drops, or I DC would be a pretty minor isuue for me anyways. It would happen to everyone aswell so logging back in would be a mad dash for cover if it happened during a firefight. You dont have to devote hours to basically just adding one step to your current procedure... 1 "oh crap I gotta go" 2 exit building 3 log ;) I really wouldn't have a problem with us not being able to log in buildings, and a small bump to a random position 1mm away from the buildings perimeter (on rejoin) is no biggie. I say yes :)
  10. Karmaterror

    Creating gear independent character value

    I gotta say no to perks, sorry but its just so gamey. Like chanigunfighter said, theres nothing stopping you from trying to do something. I made a post ages ago about a knowledge system that I think could work to make our toons valuable seems to fit well here... The basic idea is that you there would be lots and lots of different skills, These wouldn't effect any physical attributes but effect the degree you can interact with the world around you. Gaining a Skill Gaining a skill would be done trough studying a book you found. This would take having the book open in game for at least 30mins. It wouldnt have to be all done in one go either. 5mins here 5 mins there would build the skill...see below. Skill Degridation Once you read the book the skill will show up in your inventory in a new tab. It could either have each skill in green like the hunger, and have it slowly fade to red, then disappear. Or have 2 lists, one listing the skill one titled something like "retention". Retention is how much of what you read you remember. Here's the twist with this idea, Each skill would slowly degrade over the course of 1 week. I carn't decide weather that should apply even if you aren't logged in, but im leaning that way. That gives you a reward for surviving but maintains you having to loot and care for your character. If there were books for pretty much everything then your "knowledge" inventory tab, for want of a better word would be a living breathing thing. Constantly loosing knowledge over time, and having to "brush up" on a subject all the time. Loosing a Skill With something like this you could actually forget how to do things, and maybe you lent the book to a friend because its rare. Now you need to loot another or wait your turn. There could be a prompt like the food system, "I carnt remember how to do this" Conclusion In conclusion I think having them degrade could add skills to Dayz in a way that holds true to the survival type nature of the game. It would give a reward for surviving a long time as your knowledge grew, but keep you constantly hungry for more. All the time struggling, along trying to remember everything you already learned. People could post screenshots comparing survivors brain power....aswell as the gear they carry :)
  11. Karmaterror

    Freezer Bags

    Simple little idea... Raw and cooked meat both go bad over time if kept in your inv. Same could go for fresh fruits and stuff. Add some jiffy bags that we can place the meat in to double its going bad time. I think this could be a little addition that adds to the authenticity and survival aspects of the game :)
  12. This is a suggestion born from another topic. It relies on 2 systems that haven't yet been implemented, and them interacting with eachother. They are Temp and Stamina. Your temp will obviously be effected by the elements, but I also hope it ties in with stamina to give us things like overheating from running to long or shivering when we stand idle (if its cold ofc). With that in mind I think the food we eat/drink should also effect our temp. So if its a cold night, and you eat a cold tin of beans strait from the can... Yes it will still energise you, but do nothing for temp. Cooking it on the stove would act as a heatpack in the mod (not that heatpacks shouldn't spawn aswell). It could also work the other way around, if something like freezer boxes/coolers were added. If you begin to overheat on your run, then a warm soda will only fight off your thirst. One that's been kept it the proper storage and is nice and cool would bring your temp down as well as hydrate you so you can run longer :)
  13. Karmaterror

    More Realistic and Time-Consuming Interactions

    Id agree maybe 15 mins is a little high. But if the sub actions were used and each contributed to the total time, it would never hi that. Not unless you wanted every single piece of usable material off the dead animal. Just for the steaks could take 5-7mins total. Something like... Initial cut 45s - 1m Remove internal organs 2-3m Remove skin 2-3m Cut steak 30s per steak till carcass empty They could mess with values to make it whatever total time they want. Id say nice values (bearing in mind they wanna make gameplay changes to hardcore) would be 5 mins total, less if you aren't taking everything...on regular. Then 10 mins total for hardcore :) Its worth mentioning I hope they use this spirit on cars aswell. Dean once said he wanted transferable skills, both in and out of the game. "gut animal" is something that needs to be expanded on along with things like "attach wheel FR". That should be broken down into small actions that play pretty much every stage of what that entails :)
  14. Karmaterror

    Freezer Bags

    Wow yeah that's the next level....I hadn't even thought bout things like that. I only meant the little see through bags, but now I want a proper camping freezer box, that takes up maybe half my backpack but holds steaks drinks ect. Man imagine a cold drink bringing your temp down from exhaustion on a hot day, or making you colder at night. Hot and cold food types and how they effect temperature (along with how exhaustion effects temp) should really go in the game.....maybe that should be a diff thread though lol :)
  15. Karmaterror

    More Realistic and Time-Consuming Interactions

    All for carrying animal carcass to a safe place to gut it. Maybe split the action into sub actions....depending on what you are doing some may not be needed, also stops people starting a 15min action and afk'ing it :) EDIT - Sub actions could be stuff like... Make initial cut Remove internal organs Remove skin Cut Steaks Expose bone Harvest Bone Sometimes you wouldn't have to do all of them, just enough to get what you need weather it be bone for arrowheads, pelt for crafting, meat for food ect. Also diff tools could be required like a saw to harvest bone ect
  16. Karmaterror

    [Suggestion] - Key Binding for Doors Only

    Iv been using F with no issues...when you mouse over a door its default action is open/close so f or middle mouse wheel always works :s
  17. Karmaterror

    Is Dayz standalone even relevant anymore?

    Id say yes dayz is still relevant. Its still the yardstick that new survival type games get compared to by mainstream media. Anyone see that article titled "Stomping Ground is Dayz with Dinosaurs". I mean the SA has maybe become slightly less played since the hype died down, but its still what they reach for as the comparison. Just because epoch ect were popular doesn't mean SA has to follow in there footsteps. I feel it was a basardisation of vanilla z, that gave people safety in camping, easy access to guns, hardware that doesn't fit the scenario ect ect. With SA we should get a more "pure" version of dayz, holding true to rockets vision. All that being said they have learnt from the popularity of mods like epoch, just look at the increase of mill buildings around the map :)
  18. Karmaterror

    Rocket on Ghosting vs Barricading/bases

    Honestly I hate the idea of barricading houses replacing stuff like tents and stashes. The whole point of a camp was that you built it away from player traffic....not right in the middle of towns. Also I cant see any barricade we knock up to be any more than a temporary zombie blocker. Any grown man with a firefighter axe/sledgehammer will break through even a bricked up doorway in minuets. Its not authentic at all, in a situation where zombies infest populated areas like towns, for players to try and exist there. Naturally humans would scatter into the woods in search of safety, not set up shop right in the thick of the zombies. Bring back tents and smaller camping items, forget barricades as basebuilding method, just as zombie stoppers or temporary player stoppers :)
  19. Karmaterror

    after death run back to storage ?

    One thing to remember is camps can have big downsides. They can be wiped out while you are at the market collecting food for them. The culprits can lie in wait to ambush you afterwards, if it was a big camp, you basically just created a monster on the server that you now have to hunt down if you want your stuff back. You may kill them on a loot run and retrieve your beloved betty van, or see your old heli flying off map and follow the bearing. Persistent storage/vehicles and factions fighting over them is dayz endgame at its best imo :)
  20. Karmaterror

    Lots of Zombies

    Honestly I wouldn't worry about that, I agree with you 100%. But im also 99.9% sure that's just because we still on there prototype respawn system. They probs work on that once the navmesh is in place, might even make the job easier :)
  21. Karmaterror

    Lots of Zombies

    While I may not agree with you on respawning, I too believe they should be fast. I wouldn't mind if (once we have stamina) they could outpace our jog, but not sprint. Makes it more of a tactical decision when to use sprint, and makes stealth favourable whiles moving through towns and cities. I guess I could go for clearing areas, as long as it was only clear for like 5 mins. Maybe if the zombies spawned in the woods surrounding there town of origin and slowly wandered back in from all angles. That could give the felling of the activity in the town pulling zombies from afar while still allowing a more definitive risk assessment. Could also be quite realistic, sry.....authentic lol, the more shots you fire (zeds killed) the more come out from the woods. Oh...and keep snipers on there toes lol :) Im pretty sure if you had people in every town the mod could be forced to spawn in a lot of zeds....maybe not 3000 but 1000 maybe? Imagine 3000, that spawn in on server up, but also respawn.....now that's the environment im hoping dayz becomes. No clearing areas for long periods of time....constant, unrelenting, merciless, fast, zombies. The only place you are safe is on the map fringes and deeper woods around the map :)
  22. Karmaterror

    Mouse glitch

    Guessing you mean no cursor on main menu? Tried tabbing out then back in? Defo running in fullscreen mode? Could try verifying game files through steam, or last resort try a reinstall. Never had this on dayz but have on other games, the tabbing thing seems to work most :)
  23. Karmaterror

    question about respawning

    Dunno if someone has already said it but try swapping server a few times.....eventually you might find one that puts you back on coast as a fresh spawn. If it works play a little then swap back because that server wont be connecting to the hive properly, so probs best not to continue playing there. That's all I can think of that hasn't already been mentioned :)
  24. Karmaterror

    Damage model still wonky?

    Remember Zombileland... Cant recall the exact rule number but... The Double Tap.....always be sure ;)
  25. Karmaterror

    Arma3 Third person fix mod...thoughts?

    No it dosent....because they don't play together on the same servers.... They are SEGRIGATED Hence no advantage is given. That's the whole point....people that play 1st on a 3pp enabled server then moan are, sorry to say, idiots. I use 1st in a lot of situations on 3pp enabled servers, and im sure I get shot by peeps using 3pp to spot me. Difference is I understand I can swap server to get away from it, but I enjoy 3rd when its quiet. Im doing it to myself so im not going to moan.....unlike some lol AGAIN THE POPLE WO DONT USE IT......GO ON HARDCORE....NEVER WORRY ABOUT BEING PEEKED ON AGAIN To quote a famous meerkat......"simples" ;)
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