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entspeak

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Everything posted by entspeak

  1. entspeak

    DayZ 1.8 Feedback

    Not sure if it would work, but has anyone tried tilting the opposite way from the jumper prior to eject? Might prevent the heli from hitting the chute.
  2. entspeak

    DayZ Mod 1.8.0.2 Hotfix

    M14 shouldn't spawn in military as of the hotfix. I think Stary is supposed to be the basic military of the north... like the firestation a along the coast. Maybe remove CCO from military as well and add it special to military camps?
  3. entspeak

    I keep missing with the hatchet - any tips?

    The range of zed attack is slightly longer than the range of melee weapons. So, you have to time it right. If you miss, you're going to get hit. The above tips are good. Also zooming in or switching to first person. I've found that holding breath also helps for accuracy - it is a gun, after all. Zeds don't have the same blood level as players.
  4. entspeak

    DayZ 1.8 Feedback

    There has never been a boost in vanilla DayZ for killing another player, bandit or survivor. The way it was supposed to work with bandits is that you wouldn't lose humanity for killing them.
  5. entspeak

    Razor49: 1.8.0.1 Hotfix Concerns

    Zed damage is something that is constantly changing and being adjusted to balance things like chance of a bleed and chance of infection. The melee thing is definitely something I agree about. The truth is the zeds do have a slightly longer reach than the range of melee weapons - which, in my opinion makes no sense. I understand the argument by those who have mastered the melee that giving them a shorter reach means they will never be hit when doing melee. Well, that's the benefit of being good with melee. But giving them a longer reach is like making it so that a sniper can't hit his target even if he's done everything right. Not to mention, it just looks weird. Your axe passes in front of their chest, a clear miss and yet, then you get tagged twice before you can get another swing in. Basically, if outside the melee weapons range, you miss and they hit you. If they are too close, the swing also misses, but they can hit you.. It's just not good. Apparently, survivors have really poor motor skills while zeds are almost surgical in their hitting precision. It's another adjustment made in favor of inherently glitchy zeds and it makes no sense to me whatsoever.
  6. entspeak

    DayZ Mod 1.8 Update

    I don't believe it's been released yet. Still pending a final okay, last I heard.
  7. entspeak

    Zed behavior

    Take a look at the changelog. This type of behavior may be included soon.
  8. entspeak

    Zed behavior

    In 1.8, when you fire a weapon, the zeds run toward the sound and not the player. This is the first time this has been the case and this is a tremendous improvement. I'm not sure if the do sight checks on the way... I thought they did. Either way, zed behavior will be changing again in the hotfix, according to the changelog. It will be interesting to see how this new more dynamic system will work. It may address the OP's issue to some extent, because not all of the zeds will be aggro'd toward the sound. Some will simply change their path toward it and may aggro on players they see on their way.
  9. entspeak

    DayZ Mod 1.8 Update

    It does happen on occasion. It's a known issue. Hopefully will be fixed soon.
  10. Yes... you can hide unofficial servers in DC. Just select that checkbox. When I started playing, there weren't nearly as many private hives as their are now and I played a lot on the official server. Due to my schedule, I learned to play DayZ by playing at night. I learned to navigate by the stars and by the changing horizon (breaks in treelines and such). I didn't even know about using the gamma exploit for some time. It was incredibly intense. Because the game has gotten to be so much more about PvP and people don't want to waste the time it takes to move around safely at night, nighttime is a wasteland. I like to play with the gamma and brightness set correctly when I'm alone on a server, but I feel forced to use the gamma exploit when others are on, because I know that's what they're doing in order to be able to see without NVGs. Funny that you don't see people doing that much in other FPS single player games.
  11. Have at it then. :) The above only accounts for the approach of a player into an area. Loot will now begin spawning at 125m to account for running speed. It says nothing about when fresh loot will spawn again. But some people need to learn by doing. Enjoy.
  12. No, I'm referring to the description of the loot system described in this thread. As of 1.8, the loot system no longer functions in the manner described here. Loot farming is not longer a viable option... that's a feature of the new release and not a bug.
  13. And, of course, the loot system has been redesigned, so this doesn't work anymore. Loot farming is not really a viable option anymore.
  14. entspeak

    DayZ 1.8 Feedback

    They also walk through the racks. It's that back right corner as you face the front door. Thy do that in pretty much every supermarket and have for quite some time.
  15. entspeak

    DayZ 1.8 Feedback

    Weird... It's supposed to make 2. I think it should be 4, myself. As for food, if you don't wait for the arrows on the blood icon to go away, you end up getting less from blood or no blood from food - there are diminishing returns. And, I wonder if some of this isn't just a bit exaggerated.
  16. entspeak

    crafting in patch 1.8

    Everything you can craft at the moment is listed in the journal after you press the "Craft" button, located at the bottom. Once you have all the items you need, you go into the craft menu and use the arrows next to the items to move them into the crafting grid. It doesn't matter what order you do it in. Press the craft button and it should work. The items do have to be in your main inventory in order to craft with them. And, yes, the Journal is under "User Action 20" in the custom control options - bind that to any key.
  17. entspeak

    1.8 Makes Melee Nearly Pointless

    I've had the same issue. These were zeds that I picked off sneaking up behind them, so it's not like they were coming at me attacking. You might mention this in the 1.8 dev bug thread.
  18. entspeak

    DayZ 1.8 .Dev Bug List

    Yeah, it's a known issue... I don't think r4z0r felt it was enough to hold back releasing. You also risk losing one of those weapons. I happened to do this once and then suddenly my G36C SD went bye-bye. I was bummed, considering how rare that bad boy is. So, carry two primary rifles at your own risk. :)
  19. entspeak

    1.8 Makes Melee Nearly Pointless

    Melee is certainly much harder now and, particularly with the Viral zeds - since they can take more than one hit, engaging zeds is likely to result in you taking a hit, if not an all out pummeling. What this means, is that you have to - when possible - engage in melee in controlled circumstances. Technically, I do two things, zoom in and hold my breath - which I have assigned to separate keys. Like any other weapon, it's more accurate when you hold your breath. Swinging for me is often a click-click, right and then left mouse button move. And, of course, the biggest thing is not to get aggro in the first place, but that's not always possible. In aggro instances, I try to get zeds into positions where I have more control. For example, I will run around a corner, spin and wait for the running zed to run try taking the corner... a well timed swing will get them mid-run. The other thing to try - since you know they can reach you is to lure them into an attack. Backpedal in attack stance and when they get close to range, shift to a backward run. If well timed, they will attack and miss and then you shift forward and swing. Or, I charge them and sidestep/swing - much harder to do. Takes some good timing and I haven't quite mastered this yet. But I'm just learning the timing of these zeds. Practice makes perfect. I also try to choose my path carefully so as not to get aggro or to take care of zeds that might pose a future problem before thy become one.
  20. entspeak

    DayZ Standalone... ...Let's Talk.

    I agree with what pretty most have said with regard to the SA being delayed... I have zero skin in that game and so, no reason to be annoyed. As for the weather, a zombie apocalypse wouldn't make the world bleaker looking, it would make it better. In a world with less people and less technology, nature would take over again, the atmosphere would be cleaner. It wouldn't have a wasteland look to it. Look at the movie, I Am Legend. It's bright, and beautiful in some instances - and that was in a city. Even in 28 Days Later, the countryside is beautiful. I hope that the weather system adds to the atmosphere of the SA in a realistic way... beautiful at times, stark at times. But, if this photo is any indication... DayZ won't always be a sunny day in the park: pic.twitter.com/shxl5nHlUA
  21. entspeak

    DayZ 1.8 Update

    As I said before, the zeds in this version are the best they've been in the over a year I've been playing. They will never be perfect. I linked to a video that pretty much puts the lie to claims that zeds can see you crouching or prone from a mile away. If someone has a video that shows something different, by all means. It's simply not true. It sounds like some folks want to jet past the zeds and have them just be a backdrop. "Pardon me, infected man, I'm late for a can of beans." Now, do they glitch through doors? Yes. Do they walk through walls and other objects? Yes. I've been trapped in the back of the barracks hallway and found myself hitting a door while the zeds stood attacking through it. But guess what I could've done... moved into a room. If you know how the glitches work, why fall for them? I've not been hit through a wall in a couple of versions. I've been hit through a tent... But, then, I can hit them through a tent, too. Most of the time it comes down to situational awareness. Having been testing for a few months now, I can bear witness to the fact that the devs are working extremely hard on the zeds. They will always need work and it is sooooo true that the minute you fix something with them, something else breaks. So, these zeds are the culmination of compromises made to get them to be the smoothest they can be. They will always need work, it's true... bit don't think for a second the choices made are arbitrary or that nothing has been done with regard to zed behavior. And this update has some aspects of zed behavior advancing in huge leaps over the way they were before.
  22. entspeak

    DayZ 1.8 Update

    I doubt there will be animations. They would be nice, but it would also be nice to see animation for harvesting wood or repairing a car. Chances are, it's not going to happen. An added benefit to fishing in a boat: the fish automagically goes into the boat's inventory, so you can fish all day and stock up the boat if you want.
  23. entspeak

    DayZ 1.8 Update

    Again, the video was made to point something out about the zeds. Why you insist on making it about something else is beyond me. But, clearly your post indicates you don't know how to play the game... or don't want it to be the game it actually is. Which is fine, really... I laugh at all the kill messages as I successfully play cat and mouse with players and zeds up north while the lemmings bitch about snipers in Cherno. Granted, I'm not always successful, but that's usually because I get over confident and do something dumb. Seems to me that in a game about SURVIVAL, being a lemming is a failed approach. And, friend, why would I choose a Cherno spawn on a high pop server? And why would I then run around it? Haha! The times I've spawned near Cherno, I've run for the trees and high-tailed it out of the area. That's a lesson I learned on day one. Why? Because it's a survival game and doing stupid shit ain't going to help with that.
  24. entspeak

    DayZ 1.8 Update

    I think they only reduced the number of zeds a player spawns and the number allowed to spawn in a particular area. I agree, it's easier now.
  25. entspeak

    DayZ 1.8 Update

    I should also correct something I said earlier. Wipes and septic bandages will work for the first 3 stages (30 minutes) - during which time antibiotics will not work, because you aren't really infected yet... you simply have, what the devs are calling, sepsis. Once infection sets in, only antibiotics will cure it. Now, if this seems weird to anyone, it is. The story-telling is pretty bad; in fact, it's backwards. In reality, if you have sepsis, you are in deep shit. You get sepsis AFTER you become infected with a bacteria. Sepsis is also referred to as systemic inflammatory response syndrome (SIRS) - which can also occur for other reasons; but in the case of infection, sepsis and SIRS are synonymous. So, in reality, sepsis should be the final stage. People can fix/prevent an infection with antiseptic wipes, a cream, or an herbal bandage; these things would never be able to cure sepsis. If the current mechanic is included, I think the terminology should be fixed to reflect how this actually works. As an additional suggestion, I think there should be another hidden stage - another 15 minutes added at the beginning. If a player gets an infected hit, they shouldn't be notified. 15 minutes later, they should get a warning that one of their wounds is showing signs of infection, and THEN the first stage can begin. Of course, if a player has been resourceful enough to make septic bandages to use instead of regular ones, then they will never get that later message because they will have fixed the problem before it became one - since now zed hit infections only occur on wounds that bleed. And if the player doesn't fix the infection, they eventually become septic and they will need antibiotics. The upside of this is that players will no longer panic and waste antibiotics or wipes right away. It will encourage people to find resources to craft septic bandages (which really should be called antiseptic bandages).
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