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Everything posted by Karmaterror
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I hope mods stay out of SA for as long as poss. I really enjoy playing private hive, with having the toon bound to that one server it makes for better interactions over time. Mainly because its the same people your up against, have to think a lot more about how you conduct yourself, lest you get a reputation haha. These servers will be the ones that fall apart when mods come along. The masses will flood to more barracks, insta loot versions, essentially killing the vanilla private hive scene. I really hope they work this way....not changing gameplay at its core :)
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Should The Alpha Disclaimer Let The Game Off The Hook?
Karmaterror replied to Prag's topic in General Discussion
I would usually type a long reply....but Projected alpha period.....2 YEARS Current build time.....3 MONTHS LESS than 13% of build time gone Of course it does lol -
Why is der a F****** hide body function!?!?!
Karmaterror replied to Fre4krider's topic in General Discussion
I completely agree with dragging of dead bodies and hiding them with a spade....much more immersive :) But...we could drag dead bodies in the mod?? Never knew that, thought it was only the knocked out ones....man I coulda dragged so many buddies bodies back towards the coast instead of guarding to cut the time a lil haha :) -
Black Radar Cap.....Didn't like the berets, couldn't find a black beanie....then I found this thing, just finishes off the black loadout nicely for me :)
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Were they rumors that went with a vid, showcasing snow that could build up and vehicles could leave tracks in? I saw something like this on these forums ages ago, seemed like a paid for variation of the arma engine. Id search for the vid but im on a mobile connection and you tub doesn't work :( Something like that could be awesome. Add some real immersion, im picturing hard survival, and zombie chases being really slow, as player and zombie have to wade through knee deep snow. If no it will be those 4 maps you mentioned im sure. Id love R to finish his alpine map from armaholic, but I guess that wont happen if hes off to the new studio around beta time :)
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As long as any skill we learn, however we learn it, degrades over time il be happy. We should have to refresh our knowledge by reading a book or something. That way you carnt have many skills maxed all the time, because that would involve carrying a library in your pack lol :) Also a fresh spawn could find a book and have a skill that even a vet player hasn't got (or that the vet player forgot, because he hasn't found a book on it in a while). Then they are valuable beyond just target pratice :)
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Does the assault vest offer any balistic protection? Its what im using now, but im sure I read that only the tac vest gives protection (but the name "assault vest" sounds protective lol)....Confused....as per usual :)
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Its bugged me since release this lol. In the mod they chose to have them off, so why on now? I personally think it adds to the desolate post apocolypse feel to have cities and towns dark.....bar the odd burning oil drum :)
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Love how only a couple of people will admit that the mod has so much more to offer atm. SA is nothing but a shell, with no real challenge to survival yet. Its COD on a big map, with loot. Further down the line it will get better with features, and the work they have done is good. I don't know how OP dosent like the new health system....I think that's brilliant. How many other games do we get a virtual stomach, and foods with different hydration/energy values. Its a massive improvement over the mods...eat steak for x amount of hp back. All be it with those intrusive txt messages. Research is key when buying into an alpha game. Rocket said very very VERY early on that he wanted to make a survival game, and zombies were only added to make it more "mainstream". So we know for sure the survival mechanics will be a big feature of the SA. If all your after is some arcade style run and gun maybe l4d would be a better choice. Right now the SA feels lacking I know. But these features like camps and cars haven't gone anywhere. They are just being re worked in the bat cave, and will make there way back in at some point. Hopefully they will be re done as well as the food/drink system, and give SA a depth of gameplay only dreamt of by other developers. Give it some time and lets see hat Mr Hall can do in these 10 months. Id like him to stay as much as everyone else, but its his choice. We just have to give him a chance and reserve judgement until we see the state of the game when he leaves :)
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Earlier tonight I was looting Berezino on a new server. It was night so not many online when I joined. After working my way through all the buildings, ending in the north of the town I made a break for the east treeline. Halfway there I decide to turn back for a coupe of industrials as I still need an axe. On my way towards them I see a flash of light from the city but can't pin point it. It was somewhere near the north market....or the hospital, hard to tell. I move back towards the treeline and skirt the edge of the city. Trying to make my way to the dirt road that would take me to NEA. As I decend the hill I decide to re check the mill tents before I head to he road. At this point im not dwelling on the flashes I saw too much, and a quick check of the player list says only 3 are online now. So, less than 100m from the tents, and im very aware of how much im skylining on the road just north of them, but not that bothered. As I run I see light bounce off the buildings opposite the tents, my heart begins to race as I know how exposed I am. I see a bush a few feet from me and sprint for it, instantly going prone when I get there. From my vantage point I see the light emerge from the tent and point strait towards me. Winchester raised and aimed directly at the light I decide to remain still and wait. Two shots ring out ant let me know the flashlight belongs to an m4. One of the shots hits the dirt a few feet away....is he shooting at me?.... Still I try to remain still hoping iv not been spotted. The zeds drawn from the shots now show me that there are two guys around the tents. They both fire and the sound of the m4, accompanied by a SAW pierce the night. They begin to move off and I realise I haven't been spotted, as I follow there direction I see a van. I watch as they deal with the zombies and drive away, stopping briefly to light a flare and shoot some more. My heart rate through the entire thing was insane, Dayz.....still delivering these awesome moments :)
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Iv expressed my dislike of the current system before, this is one of the reasons. In the mods system we could keep planting a round through the house window every few seconds as we moved to keep them in game. That system wasn't alt f4 proof, but if they did something like that, then used what we have now as alt f4 protection, with a much longer timer, might be better. Or even just have a shot landing close reset the 30 sec blind timer. But that wouldn't help with immersion issues. This system does help a bit, but needs a lot more work before the final release imo :)
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I find its about how you approach a player that decides if it goes well or not. I get most success from sneaking up on them then announcing myself while I have the drop on them. I think it builds trust if they know you have more than enough chance to kill them...but haven't yet. Then its all assessing who your dealing with. A lot of friendly's are happy to shoulder there gun and move where you tell them to. People who are less compliant get told to surrender, then cuffed. But at all times keep your gun on them, any movements that look hostile... don't hesitate.... bandit players won't. Most players only want to protect there gear, when they know that's not your agenda, you might be surprised how many are friendly. That constant threat, that at any time your screen can go black without having any idea where it came from is one of the things that makes dayz great. Its what fuels that constant paranoia and tension. The times when a kos sniper misses and you know exactly where it came from are brilliant moments. Turning the tables on your would be murderer is a real thrill. Basically treat every encounter as a hostile one, make sure you have the advantage...then try diplomacy. Any threatening behaviour at all, shoot them :)
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WARNING for the new berries that are soon to be implemented!
Karmaterror replied to crazykage's topic in General Discussion
I hope every berry we pick is an "unknown berry" in our inventory (not picked any yet so might already be like that).....and out there somewhere is a book with pictures, names and effects. Imagine someone running up to you saying... "Help me!....I ate this damn berry and now im dying!" "What berry?" "A red one....Uncooked....??" *opens up book* "Your screwed mate" :) -
Don't say this much but....alpha ;) This is the first implementation of the redone rain so we might expect some improvments over the next months. Maybe they could find some ways to make it more immersive another way. Maybe with sounds, say a more "squelchy" sound as if you were running through mud, applied when on rough terrain. Also a splash sound underfoot on concrete surfaces. If they could do it, adding some puddle overlays to fields and roads when it rains would be nice. Id also go for a different rain overlay when under the tree canopy, with fatter raindrops falling less frequently :)
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I hear ya OP....I was so close to making a thread like this when I heard the news. But after some reading round, and seeing hes staying for a good while yet im giving it a chance. The state of the game when he does leave will be what decides it for me. I really do think its too early to doom the game, so stay with us!! give em a chance and see what happens. If not so long and good luck :)
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Don't let Microsoft take Dayz nooooooooooo!
Karmaterror replied to kaix12's topic in General Discussion
Where you hear this?? Surely they wont kill the pc version after so many sales :) -
Mechanics type cloths would be good....maybe coveralls with like 8 pocket slots. Also medical stuff like lab coats, or paramedic uniforms....police uniforms aswell. Everything lol, would be nice to taylor our look to the role we play in the group (and the game) :)
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Devs, forget features, just focus on stability & release date.
Karmaterror replied to luzarius's topic in General Discussion
I disagree with this one, feels like its posted by someone who didn't really play the mod. If you have a look at that you would see how much of a hollow shel SA is at the moment. To a degree aswell its not adding features.....its re-adding them. The game they working with has support for vehicles and animals, those things are mearly being re-worked....then placed back in. Devs carry on with features! If you release this as is(even stable)...I wouldn't recommend it to anyone lol :) -
Another one of these lol.... Simply put....most players don't need a safety blanket to keep the peekers at bay....so they are happy to play with 3pp on :P PS Even if you play 3rd on for whatever reason....I strongly advise using 1st for your combat encounters. Its soooo much more accurate than that 3rd crosshair....especially up close :)
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Well according to the devs they are infected with a virus (akin to 28 days later lore) so they aren't classic zombies. The players are immune so they carnt turn. You didn't come back as a zed in the mod.....but I only played vanilla ;)
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Hows the zombie respawning? Are there alot of them or are they still rare?
Karmaterror replied to wmike20052's topic in General Discussion
Ohhh respawning...step in the right direction here :) Guess they aint pushed any ai revamps yet? Can't wait for there to be a load at each location and respawning....try getting in and out of the barracks then lol. The best improvement so far for me is them running in doors. In the mod a building with 2 exits was a lifeline. Run in one door and out the other, leaving your train of zombies behind. A building with one entrance (like a barracks) could mean death if you couldn't stem the flow of zombies coming in. Now they are quick inside even a spare exit wont help :) -
Id say yes much more rare....but I also think that's the plan already. This is just the way it is for alpha, and while we wait for the loot respawn system to handle it ;)
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Rocket standing down from Dayz by end of year
Karmaterror replied to Hetstaine's topic in General Discussion
If I had to reply to the man himself, id say... Leadership is leading a group to accomplish a goal, from beginning to end. You are a figurehead of the game and should stay involved even in a lesser role. You give us a certain peace of mind that everything is being done right. Was your job title "Lead Dev"....or "lead People Changer"... Growing a team to the point where they no longer need you is called training, or teaching lol. But hey, like I said I don't know how I gonna feel after 10 months. They might well have most of the features in....and only need to polish it, and ok that can be done without Dean. But if theres major holdups I hope he would reconsider, and stick with it until the point that it was only "polish" left. -
Rocket standing down from Dayz by end of year
Karmaterror replied to Hetstaine's topic in General Discussion
I only just heard this news, im shocked and disheartened to say the least :o Keep remembering the quote about wanting people to have a financial commitment to the alpha.....now it seems he isn't even committed...I mean hes already thinking about this new project with his own studio and were, what?, 3 months into the alpha! I hope 10 months is enough to get all the features in....done right. I can't say how il feel later down the line but with the game in its current state I can't believe hes already dreaming about his own studio, and other projects. :( :emptycan: -
OK the basic idea was to stop people avoiding combat situations, and make them finish the battle right? Well this system effectivly does the same as an old combat log, it ends the combat. Sure the logger will probably pay with his life, but the battle was still over as soon as he hit log out, its still killing combat. Now having a timer that can be interrupted achieves keeping combat much better, as long as it has a pretty harsh penalty for interrupting it. That way the attacking player still has an adrenaline rush, knowing that the other guy can react. I would expect most would break it if they thought the other guy was in the building or whatever, and leave themselfs time to play through the cancel animation. And there ya go, the logger stayed in the game, but wasn't just a puchbag. The firefight happened. I understand at this point they carnt achieve that for whatever reason. But think it should be a long term goal because this system sucks when you get to the guy who shot at you, and hes just a lifeless NPC I really hope in the future it changes :) ....let the flaming commence lol EDIT - Adding to and bumping this because I really think its still relevant. Have had 2 more run ins with loggers since and the empty feeling when staughtering an NPC is still there. We neeeeeed a system that keeps the guy at the keyboard connected to his avatar until the combat ends, not just force a choice as to wether to gamble or not. I really think resolving whatever issues they had with a live timer should be a top priority. Ok it had problems in testing, but they were under preassure from the community to just get SOMETHING in place, maybe because people didn't understand alpha... or whatever. Made a flow chart....yes I resorted to pictures. To show the benefits of alive system over a blind one. How it can preserve interaction/combat better. Also no one can argue that it would be more immersive to try and talk a guy out of logging, or physicly stop him than being confronted with an empty NPC. Current System Live System Dem paint skills huh :P