entspeak
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Everything posted by entspeak
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Interesting story, but it's hard to believe with the inconsistencies. You were in Elektro, you climbed the ladder to the hospital. Once up there, you see another player below you with a better backpack and gun looting a body and then retreats into the hospital. You wait for him to reveal himself... but you don't notice him leaving the hospital? Waiting for him to reveal himself, you allow him to reveal himself and get all the way up to the second floor of the Office across the street and open courtyard before you know where he is? You kill him, take his weapon and some beans and then later that he was probably no threat because he only had Makarov mags and no weapon? I mean, it's just a bit hard to believe this actually happened.
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I said, "With the current KoS environment." I don't believe the point of the towns was to have a KoS PvP playground, it just turned out that way. And, I'm not saying you have to avoid high yield places. You just need to weigh the risks versus the rewards... and, in the KoS environment, oftentimes, i think the risk is to great. But, that's just me. And if you are moronic enough to go into Cherno without scouting out the town for snipers first, you deserve the headshot you receive.And, if you feel you've got nothing to lose, by all means... run in. Just don't bitch about how hard it is to survive that experience. The game shouldn't be adjusted to make it easier for those wishing to be lemmings. And, it should be noted: you don't have to spawn near Cherno or any of the big towns.
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Any bandit in Cherno that isn't moving like this will have aggro, be easy to spot and avoid. The more zombies there are, the harder it is for bandits to operate with little or no consequence. If you aren't drawing aggro, you're less easy to spot. I rarely go to Cherno, Elektro or Bere... or Balota for that matter. Nothing I need there that I can't get anywhere else. With the current KoS environment in the mod... the only reason to go to Cherno on a high pop server is to engage in PvP. But the point is, PvP should adapt to the game... the game shouldn't adapt to PvP - it's a secondary aspect of the game. Sausage King brings up an excellent point: if you see someone moving stealthily... chances are, they care about their character and aren't going to shoot on sight. The video was intended to show that the zeds operate fine in terms of spotting players. If you're running carelessly through Cherno, you're going to draw aggro.
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perhaps not as loud as it is, but certainly a zipper is louder than simply opening a bag... so... a bit louder than simply opening up your inventory.
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Here's about 30 minutes of me going through Cherno with very little aggro. Again, with the city's layout and the tunnel vision of zeds getting NO aggro is not really possible. But, if you can deal with the aggro quickly, you should have no problem. There was more, but, apparently, Twitch or Xsplit stopped streaming... I can do another one if people want - maybe 1st person... AHHHH! Stealth in Cherno Point is... it's possible to do and it makes the game more interesting.
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I will not, however, guarantee no aggro at all in Cherno. Cherno is a big town and considering the layout it would be nigh on impossible to get no aggro at all. Cherno, Elektro and Bere... NWAF, Balota... they SHOULD be hard to do with no aggro. I will do my best, though. And I'm willing to bet I can get minimal aggro and will be able to deal with it quickly.You need to remember that zeds have tunnel vision. A very narrow FOV... so, they will always spot you better at a distance than up close. Learn to work the angles.
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Probably Done playing DayZ Forever Until This awful bug is fixed....
entspeak replied to leviski's topic in DayZ Mod General Discussion
It's a bug... seems to occur on mod variants. Couldn't replicate the bug in vanilla 1.8. -
I will try my best. :)
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And some people misunderstand antibiotics. They don't make you immune to the bacteria - even for a short time. If you get another infection, you have to take more antibiotics. And, with the current system. If you cure the infection once it's actual become one, the next infected hit doesn't make you instantly infected... so, when that next hit actually becomes infected, you will need more antibiotics.
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You can still sneak past zeds... it's called crawling and using cover wisely. I've gone through towns and not aggro'd a single zed. ADAPT TO THE GAME. Seriously, I don't get what the issue is. As far as infection goes: yeah, it's bacterial - or antibiotics would do nothing. "Viral zed" is a bit misleading. And, people wouldn't be confused about using antibiotics if the first warning didn't tell them they were infected - which is what sepsis is. Antiseptics prevent sepsis, they don't cure it. It is a STATE of infection... caused by whatever bacteria it is that becomes contagious and kills you later on. First warning should give them the impression that they will BECOME infected. And, yes, bacterial infections can be lethal if untreated.
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Probably Done playing DayZ Forever Until This awful bug is fixed....
entspeak replied to leviski's topic in DayZ Mod General Discussion
We tested this on the BMRF public test server... unable to recreate the bug. Many people on the server have said they've not had this issue in 1.8 and have had no problem killing knocked out people. So... either it's been fixed or it's an issue with the mod variants. Doesn't seem to be an issue in vanilla DayZ 1.8. -
DayZ 1.7.8 "Choose Spawn", Thoughts?
entspeak replied to -Se7eN-'s topic in DayZ Mod General Discussion
I like the change a lot. Saves me from having to run from Kamenka if I've died at the NEAF. Also stops the suicides for better spawn locations. I'm not sure if the anti-abuse system that was discussed is in place, but that would prevent people from spawning in the exact area where they died. -
This was explained... In another thread this came up. The OP is talking about infection rate. He looked at the wrong figure and was corrected. Don't know he felt this needed a dedicated thread.
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True... machete is king-bad-ass-of-all-melee. But, it's not true that they become "no problem at all." Glitches can still get you an infected hit. I do agree that the infection rate as of the B-release is so much better. But the point about glitchy zombies regarding infection is always going to be true. Attaching a deadly game-changing mechanic to something inherently and irreparably glitchy will always cause a problem.
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Probably Done playing DayZ Forever Until This awful bug is fixed....
entspeak replied to leviski's topic in DayZ Mod General Discussion
Private dev test server. -
Probably Done playing DayZ Forever Until This awful bug is fixed....
entspeak replied to leviski's topic in DayZ Mod General Discussion
And you're sure it's not a lag thing? I've had intances where I've been shot and not died for a long time because of lag. I'd be bleeding out the whazoo, but didn't die for 20 minutes. -
First vs Third Person Discussion (Dslyecxi video)
entspeak replied to DemonGroover's topic in DayZ Mod General Discussion
I am also someone who believes 3rd should be removed. I play in 3rd but only because there are no servers near me that are 1st person only. Granted, Dslyecxi uses head tracking software, but it's totally possible to land heli's in first person. You should see the video where he flies a Little Bird into a forest, among the trees, at low altitude and back out again - it's amazing. I'm not as good at it, but certainly better the more I practiced. I always fly and drive in first... it's actually easier that way. Many FPS games are first person, and many of us have spent hours playing in 1st person. Turning off the headbob solves the problem of bopping up and down. The game is intense and frightening in first person and PvP is so much more fun because you can't look over walls. Since it's possible to see your character in the inventory screen in SA, I hope they get rid of third person. -
Nope... just saving people the time of having to parse your run-on sentence in order to understand the very good point you make. :)
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Allow me to translate into written English ;): "I've been watching this page today and I'm having trouble understanding. People seem to want the game to be real 'Sim'-like, but, yet, they say stuff is too hard. Well, put yourself in the real world; if dayz did happen, I don't think anything would be easy."
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Or, if it's possible... just force the shakes (would love to see that 3rd person shaking implemented - I think DayZero has it...), cough, contagious and make the player pass out randomly without losing blood. With that, you might be able to do interesting things with the mechanic. Like... delayed, but compounded symptoms - start coughing at 15 minutes, shaking and contagious at 30 minutes, passing out at 45 minutes. Then, maybe at 2 hours (or after log out), blood loss to pass out level with the blood cap. That would be some cool stuff to deal with. And have wipes only work in that first 15 minutes... then after, you need antibiotics or the sepsis bandage (which is, I think, how it works now.) And, maybe allow painkillers to stop the shaking and coughing for a short amount of time (10 minutes). Also, a more story-like warning would be cool... something along the lines of: "That hit left you feeling odd... you should really clean that wound." Also, keep the infection by environment (water, raw food, temperature) as a deadly thing that can kill you. That at least is more under the control of the player.
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I agree with you on this - zeds will always be glitchy and my opinion is that you shouldn't tie a game-changing mechanic to something so inherently glitchy, but the zed hit/infection system is here to stay, I think... and, in my opinion, this is a much better system than existed before. So, if it's going to be in the game, I'd much rather it be like this - at least it gives you a headstart on fixing it before you start coughing, are contagious and bleed to death. Just know that you shouldn't engage viral zeds until you have something to prevent or deal with infection. As for glitching through walls and doors, they don't do this as much as they used to and it's seriously more manageable if you're actually paying attention to your surroundings. Know the glitch and adapt to it. I certainly would be interested in having it keep your blood at a low (passing out) level until cured. And maybe cap it at 4000 (or whatever would be a bit above passing out)... so, you couldn't ever regain full blood (even with a blood bag) until you were cured. So, you're blood will slowly drop to 2000, you can eat, blood bag... whatever and it can regain up to the cap, but slowly goes back down to 2000 unless you get cured. This, combined with the current delay mechanic, would limit suicides and make it even more interesting.
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People need to understand that antibiotics will not work in stage 1 of sepsis. And, if you are using wipes after every infected hit and getting infected 3 times in 10 minutes, you aren't using your resources wisely. If you get an infected hit, you have 15 minutes to deal with it with a wipe before you need antibiotics. Deal with all the zeds you need to while in the first stage and then use the wipe when you're clear of them. Perhaps, that first stage could be longer, maybe? I don't know... but it's certainly manageable so long as you are careful before you have the gear to take on zeds (wipes in your inventory). I've been doing melee with many of the zeds in the C release and have yet to get infected. I think it's fine. Either learn to do melee or learn to crawl to be stealthy. The number of zeds is great! I had to crawl through a small town with 50 some odd zeds in it because another player was there that I was trying to meet up with - it's terrifying and exciting... this is what DayZ is supposed to be. The zeds are actually a part of the game now. ADAPT to it. It's called stealth... learn to love it. The days of simply running into a town to loot it are done. I've been on the BMRF server and heard people complaining about the zeds in Elektro... well, what the hell are you doing in a big city if you can't handle the number of zeds there? Cities in large pop servers should be swarming with zombies and getting around should be hard. The zeds are actually a danger now, so... people need to learn to play the game as it is now rather than going back to a PvP playground with zombies politely walking in the background.
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I'm not a fan of the zed hit/infection mechanic - I've explained why many times and I will probably never be a fan... but, I have to say it's a much, much better system now than previously. While antibiotics may be rare and the herbs needed to create a sepsis bandage are currently... I don't know... mythical... ;), antiseptic wipes seem to be more common and these will prevent infection. And, while in previous builds it seemed like you would definitely get infected if a viral zed hit you, now it seems more balanced (as of the B test release). So, the infection system is a huge improvement over what it was. The zeds are the best they've been in some time... though, on the public server I've been playing on, the lag makes them act a bit funky at times. Stealth is back as an aspect of the game... if you don't want to get hit, be stealthy. And that definitely gets harder the larger the group, but that makes for an exciting game. Zeds are definitely a part of the game now. PvP is possible, but dangerous. The zed detection system has improved dramatically (especially sound detection - thank you, thank you, THANK YOU!). I can't wait to play at night to see how it works there. The crafting system is a huge deal - though, it's only basic at the moment. It's simply untrue that items for crafting are rare. Some are... and maybe could use some adjusting (string... rare?). The hatchet only seems OP if you are really good with it - and, from what I'm hearing in-game, many aren't. Overall, I think this is the best update the mod has seen since I've been playing the game (which has been over a year now).
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How come i see none of the stuff from the changelog?
entspeak replied to Zerks's topic in New Player Discussion
Because these changes are currently only in the test builds of 1.7.7.2 - which hasn't been released yet. This rolling changelog is for what may be included in upcoming releases.- 1 reply
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My feeling on zombie infection is that it is not a good gameplay mechanic. I understand the intent, but after playing through a few times... particularly as a lone wolf, the game basically becomes deer hunter (or in this case, cow, sheep, goat, chicken, rabbit hunter) once you're infected. I've survived for several hours with an infection, but the game is just not enjoyable at that point. And, considering the inherent glitchiness of zeds, the only option is to avoid melee with them entirely... which means you need a silent ranged weapon of some sort. And, most importantly, apparently, you don't get THE infection, so, I don't really get what the storytelling is there. I'm not saying that we SHOULD turn into zeds when infected, I'm saying zeds shouldn't cause infection. Weather should make you sick... drinking bad water should make you sick. If you really want to bring the survival aspects more to the fore, dump bloodbags and heat packs, fix the player heat system, and make it a little colder. This will make players think twice about engaging other players, will increase interaction because everyone will have to hunt, and they'll have to be very careful where and how long they stay in one place because of the need to build fires, use vehicles or get in buildings to keep warm. This puts the player's health more under their control and not subject to a glitchy zed. Zeds may always be glitchy and to some extent we just have to deal with that, but why emphasize that glitchiness by attaching infection to it? Yes, infection by zeds makes it harder to survive, just not in a very interesting way, IMO. There are so many other ways to make it harder to survive that are also very interesting and add to the multiplayer gameplay. Just my two cents. There are so many aspects of this mod that I love and I look forward to seeing how it develops.