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Everything posted by Karmaterror
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Things you want to see in SA updates first.
Karmaterror replied to ZlobaRUS54's topic in General Discussion
Havent played yet but fom vids... 1, Zombie respawn 2, Loot respawn Also seeing a lot of posts about food/drink system being a little bugged maybe. But for me get those zeds respawning top priority ;) -
Cool, *finally exhales* Loving all the other stuff im seeing on vids so far :D
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Please tell me that its planned to enable loot respawns and zed respawns....wouldn't be the same game if they didn't lol...... and yes I know its an alpha lol I think the spawning should be amoungst (if not THE) first thing(s) that should be worked on :)
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Saw another thread before this one... WOHOOOOOOO!!! ITS HAPPENING!! Gratz Dean!!
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Sweeeeet :D ITS HAPPENING!!! Gratz Dean!!
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Is grass and bushes in SA renderable at long distances?
Karmaterror replied to TheWizard14's topic in DayZ Mod General Discussion
Theres a mod on armaholic that lets you play with grass draw distance, maybe a variation on that could be used for SA. Just because there are no .50 dosent mean we don't need cover from range. A friend got a 645m kill with a cco, he woulda liked some grass cover....plus there will be other snipers capable of firing well over that distance. -
More games coming out like DayZ
Karmaterror replied to Forgewolf's topic in DayZ Mod General Discussion
iv said this before, the window to make it as massively succssfull as the mod is closing fast. ATM there isn't anything that rivals it, but that's just a matter or time. Eventually a game will arrive with a good blend and challenge it. I think its success is largely down to how impressive the arma 2 engine was.....highly moddable....awesome map.....nice range of weps/veh. I do have to agree that from the streams it dosent seem like a hell of a lot has been done, given the time they have had. But I do understand that most of the work has been engine based....things you wouldn't "see" ingame, but help general performance. All that said, im very happy to hear that they are trying to "lock the version".....well he nearly said it...before he bit his tounge :P As I said I don't think any of the current crop of games can rival it, and as long as its not another year then I see it being the daddy for a long time still. Bring on SA! :) -
I think we do need tutorials. We need the casual player to boost numbers and make the game popular. It would be boring with just a bunch of vets fighting over camps and stuff. I made a thread about this a while back but it didn't go down well lol. Most people said that tutorials aren't something that belong in dayz. Iv had too many friends on steam that iv talked into buying arma for dayz. Got a lot of friends that play l4d2 so I sld them on a much better zombie survival experience. But too many have quit after there first session because they are confused....or get frustrated dying and not knowing how to do things. A couple of simple hints or tutorials at first would be great, and for us experienced players we could either disable hints or skip tutorials. If ya search SA, Tutorial youl can check out my thread where tutorials got shot down quickly lol, glad to see some positive comments here tho :)
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Nice idea and in depth. I Think it should be harder/ slower to inspect yourself. Much quicker to have a buddy check, maybe via the scrolling action menu. However your buddy carnt detect everything. For example he can say you have a fever but you would have to inspect yourself to know about the headache. Could lead to some miss diagnosed illness and people on the wrong meds lol.
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Completely review the operation of survival!
Karmaterror replied to SugarGun's topic in DayZ Mod Suggestions
I never said I don't like to play at night lol...I like to play at night....It rocks....faster day night would look strange as it would go light and dark very quickly....no time to even take advantage of the darkness....feels gamey like GTA or Fallout cycle times. However they render the night, its gonna fall fast with a 45min cycle. Unnaturaly fast, and that's one of the things I like about dayz. It immerses you trough things like a full 24hr cycle. Yes everything would be sped up to accommodate it but that too would feel strange, there are topics on here saying we have to eat/drink far too regularly. Also there is distance to think about. Would we all run faster so we can get to food quicker?, because it could still be a good 15-30min run to the next food source. If that's say 6-8 in game hours that's about 4 drinks and 3 food inbetween each town. You carnt start picking apart all the little unrealistic details just to say adding one wont matter :P -
Completely review the operation of survival!
Karmaterror replied to SugarGun's topic in DayZ Mod Suggestions
never said anything about playing only during day....I try to find a server where I get both evening play then into nighttime. Iv played servers with sped up day night cycle and didn't like it atall, night decends too quickly and feels unrealistic. How exactly would a quick cycle make it more believable? Pepole may still server hop with your solution....just pick 2 that aren't in sync and always play during day. A45min day night would completely negate the watch lol....you would only need 10 mins to know whether its getting darker or lighter....now you need more like an hour....or a watch. -
Sure for someone who has worked on/around aircraft. But think of Average Joe the survivor.....who has never seen the inside of a cocpit of any aircraft and hasn't a clue. I think that would be most of the survivors out there. They would have to sit and read the manual a few times, farmiliarising themselves with its operation, before even attempting to fly it. I for one in the apocalypse wouldn't even think about trying a stunt like flying a heli without doing research or being taught by someone. Then theres fixing cars....ok we can all do a wheel, fuel, maybe even novice stuff like air filter, oil filter, spark plugs. But ask that average joe to install a new clutch or camshaft and watch em flap lol. Skill books would be a great way to slow progression to endgame....using them as toolbelt items as in my other post, and having it so we eventually don't need it. Maybe then we could actually teach other people, (im thinking scroll to action menu....teach flying lesson1/4....on act both sit down opposite each other for 2-3mins. After all 4 the small sign that your a qualified pilot would show on ya skin somewhere. The skin changes could be really subtle, say if you have had a Workshop manual for a week then ya no longer need it. That's indicated by a little oily rag hanging out of ya back pocket, flying, little set of wings appears on ya shoulder, and so on. A scenario where I see it working well is, Bandit duo has eyes on survivor through scopes.....one sees the rag for qualified mechanic...."wait don't shoot him!, he can fix our car for us if we kidnap him" :)
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Remove gamma and brightness settings
Karmaterror replied to RollingLizard1's topic in DayZ Mod Suggestions
I don't have a prob with it TBH, it helps mostly in near pitch black scenario. In a fully pitch black night, it hardly helps atall lol. As for 3rd person....its not a hack, exploit, or advantage for anyone..... its a tool. A tool anyone can use, so is therefore not overpowered in any way :P -
Dunno if this is done with guns, but could we maybe find glue.....spread some on the main bdy of the gun then pour dirt on it and let it dry. Then you could match the colour of whatever is under you. Maybe have it so ya carnt use the gun for a few mins after while it dries....same with painting it.
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Completely review the operation of survival!
Karmaterror replied to SugarGun's topic in DayZ Mod Suggestions
I wouldn't like a 45min day night cycle, would feel too gamey. I think in SA food will be more important because we will have to watch what we eat, and carnt just pig out on anything. Im always worried about dieing....until I got my camp up with spare toolbelt stuff and loadouts. ATM the only thing (besides players ofc) that kills me is infection....can never seem to find antibiotics in time lol, so that keeps me on my toes. But I agree maybe should get infected more often. Body temp was done great on my old celle server....whenever it rains (day or night) you would get cold and have to build a fire. Then at night it slowly and constantly drops. But no short unnatural days/nights. Best way to get night play is to pick a server in a diff time zone that's populated during night hours. The only prob is if its populated at night (and that's when you play) its likely a lot busier during day so gotta hide campsites well lol. -
Base Building - Do's and Don'ts (DayZ Standalone)
Karmaterror replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
I think if they move away from storage options and more to utility things in our base then people may just "visit" your camp. Maybe you have something they haven't built yet, they will just use it and move on. Then they can come back and use it again. Storage items should take a lot of work, then people wont horde as much. -
Gun attachments? What kind would you like to see?
Karmaterror replied to {TMW} Crackahhh's topic in DayZ Mod Suggestions
Dnt think duct tape would work great...mainly for accuracy. Im sure most of us as kids have tried to make a scope or a laser dot for our bb guns. But when ya just tape it on it dosent help much. The whole 1 degree wrong at the gun would equate to feet over distance. Maybe if we tape em on the zeroing is never quite right and over a certain range its just not usable unless ya find a rail :) -
"Confirmed" DayZ weapons, and ideas
Karmaterror replied to thedogfoodyayho's topic in DayZ Mod Suggestions
For confirmed ideas, I made thread while back about foggy breath and then in next vid I see they are breathing fog :).Might not end up in the SA, and maybe I just want to, but I choose to believe the devs do still read the forums and take onboard our ideas.....so keep em coming guys :) -
Idea sounds good, but personal I hope there are no mods for SA. It would just splinter players over veriations, ultimately making each version loose players.
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Would take some clever programming, but I think its possible. TBH Id rather have horses as primary transport (maybe donkeys as a slower alternative) and each server have maybe 1 or 2 cars. Could find saddle bags to increace gear capacity, and have to feed your horse. Also if they had to drink the little ponds would become much more frequented and be likely ambush sites.
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You should have to "zero" a scope when you add it to a weapon
Karmaterror replied to Ham_Sandwich27's topic in DayZ Mod Suggestions
Im all for this idea....realistic, immesrsive and will defo help against shoot on sight. As far as I know theres no range dials on the acog scope though, its pretty much spot on. -
Base Building - Do's and Don'ts (DayZ Standalone)
Karmaterror replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
I thought the bases were gonna be instanced underground things? Something iv always wanted at camps it to be able to build equipment aswell as storage. Taking a lot of inspiration from Bethesda games like skyrim and fallout, we could make benches. So you could cut wood from a tree, but you then need to build a carpenters workbench at your camp to create the nice planks of wood required for building. Just like fallout we could have to build a reloading bench at camp, then we can find empty shells and jars of powder to make our own ammo. For metal stuff we would need make some sort of forge type bench (its really easy to make something capable of melting and shaping aluminium). If they were done as instanced things could another player even gain access to it? -
Id have them as toolbelt item type things, you need it on you to start the heli. Its like irl....you would need the manual with you to even begin trying to start a heli. Maybe after so many flight hours you don't need it anymore(indicated like becoming a hero, but with a much more subtle change to the skin). Same with fixing cars, you need the "Workshop Manual" or whatever to do anything past fuelling or replacing a wheel. There could be loads more for other things.
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how about holding alt to freelook when scoped dosent move the scope anymore....just the head. And when you hit it vision down the scope becomes blurred and vision around the scope is normal.
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Heres my idea, Some buildings have a security system, its an alarm that will go off and attract zombies when you open the door. There could be a way to disarm the alarm but it would require 2 players (maybe some buildings that need 3 or 4). For 2 players you could have an alarm box on the back of the building. If the wire in the box is cut and the door opened within, say, 5 seconds of each other the alarm wont go off. With more complicated systems theres more to be done at the same time. If you decide to go in alone and set the alarm off, not only will players hear it but it could also attract zombies. Maybe a scilent simulated as50 round (400m audiable range I think) would be good to pull the agro ....imagine what it would pull in a big city. The alarms could be random, and you have to check the alarm box to see if its active. That way its not always the same buildings with alarms. Might help encourage some teaming up.