DinkyDogg
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The people wanting no pvp. theres a mod thats makes dayz single player offline. go play that and get bored in 10minutes. its retardedly easy and having more people with just turns into a l4d open sandbox. It even states its for players to learn mechanics and how to survive. I only play it to get a feel for new patches Pvp is what makes this game. forcing people to be allies (as posted with factions) will only result in 1 faction dominating andeveryone joining the winning faction and spawn in the best places. creating imbalance in the world. I just wish i could create my own ingame squad with player position and heal bars as well as private squad chat. Pvp doesnt break games. people abusing mechanics, glitches and player inexperience are game breaking and diminish your entertainment
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Why painkillers (Starting gear gripe)
DinkyDogg replied to DinkyDogg's topic in DayZ Mod General Discussion
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Also remember he actually has a JOB at BI. I wouldnt be surprised if he's busy working on Arma 3 or, as mentioned before, just focused on releasing another patch that wont cause a massive shit storm and cause a headache from all the complaints
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Why painkillers (Starting gear gripe)
DinkyDogg replied to DinkyDogg's topic in DayZ Mod General Discussion
bandits are gonna spawn camp regardless' date=' and i doubt the addition of morhpine would change anything. Its not that big an addition, and they really dont gain much, unlike when the mod had you starting with food and ammo. This would be heaps challenging, and way brutal for new players, but i would like this too :P. But no, bandits will still be bandits cause "lol k/d" is all that matters. they are called bandits because they kill for no reason The shaking isnt even that bad' date=' i played on a vet server when the changes first happened and ran from balota to stary without using my painkillers till i got a weapon. Also found another painkiller on the way, so its easy to just find it. Although i can see new players complaining about "Why am i shaking and how do i bloody stop it?" Now here is where i got this great thought from. I agree fully with you kophka, but i want to explain my idea of a backstory (if this has already been said, im sorry but im making a rebuttal) The reason you wash up on a beach is because you were originally escaping via ship, but people were getting infected onboard so you jump ship with a life raft (yep, you selfish bugger, stealing a life raft for yourself) I havnt seen a survival kit from a life raft, but id assume we would have: -1 unit of food and water -1 bandage -1 painkiller & morphine -torch This would explain why we have non of the outdoor survival gear, as i thought life rafts are only meant to sustain for like 48 hours or something (too lazy to research, please respond with actual knowledge) -
First off, i have no issue with the recent "no weapon spawning" changes, i for one thank them, so much more intense and challenging at the start and i appreciate my gear so much more, and dont just rush the NW airfield for kills after the 12th day of survival. Though i have 1 big gripe, and thats the painkillers Whats the point? we dont have a gun, and its more likely that we will find a hatchet before a gun. Even if we do find a gun, painkillers are pretty common and will fix any shakes you may have The fact that zombies can break your legs (even though their hitting us in the upper body?) is basically a death warrant when you a) startle zombies and get hit or b) engage with a melee weapon. Now i know we should learn to stealth but this being an alpha, and the zombie detection is still abit iffy (I'm still getting hit through walls or zombies noticing me when im prone at a 10- 20m distance with them looking away or crouched behind a wall). It would make sense to give starting players morphine, so they can live and retain that morphine for later, so by the time they have decent gear, their not absolutely screwed when they get broken legs from 1 zombie hit (happened to me at 9k blood) and forced to crawl everywhere and unable to escape and lose the awareness for zombies around them. Before people start mentioning "your a civilian, you wouldnt have access to morphine", im with you on that. But zombies wouldnt break anyones legs, unless they were eating it! Alot of people have suggested solutions such as a splint or painkillers to give temporary walking. But until something is decided, morphine should be added to starter gear But other then this issue, the mod has been awesome and given some great shinnanigans!
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pretty sure you can carry a buddy, might be only when there passed out. But i myself have carried my friend when he was on the ground and i have to administer morphine and painkillers. I assume rocket could change the trigger for being able to carry from passed out to when the broken legs indicator is flagged
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I tihnk the bags are just buggy. Just finished playing and few more issue with bags occured -Items such as bandages and pistol clips could not be removed from the backpack, but would rather remove any of the same item in your inventory -Key items such as compass, maps, knife etc etc also dissappear from the world and your inventory if you try to store them in your backpack
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I don't know whether you can place guns into backpacks, but whenever i've tried to, the gun dissappears completely. Like not in my inventory or on the grounds, just vanishs. Happened to a AK-74u, crossbow and winchester i was trying to put in my backpack to give to others
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So lets take all the suggestions and boil down to what would happen: 1st) Respawns are taken out, the game breaks down into a massive deathmatch for supplies (most realistic?) 2nd) The respawns are set to high and everyone can get supplies. The game becomes bland and people start killing each other because going from town to town when you have all the best gear is blah 3rd) PVP is completely removed. If the zombies remain unchanged, people will soon have all the best gear and end up either going on a zombie spree, making loot easier to get for others, or the mod dies out because no real threat or challenge These are just in my mind, and im sure rocket's way of respawn is set for a good balance for new players getting in, as well has adding competition for high valued weapons and gear. Though respawns set lower would be favoured, though i can see more people taking the bandit path to get more gear. As AlldayzSimon says, theres no real draw back to being a bandit, apart from getting shot on site, but thats up to the player to be cautious and move slowly. This mod is what you make of it (stolen from someone cant remember :P) if you just go running around without a care in the world, expect to be a target
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i assume the reason they set the points there is because there is more towns, and easier access for water (the ocean) and gives a landmark to follow (the coastline) If it was your first time and you spawn in the middle of the forest inland, it is disorientating, and ARMA having the steep learning curve already, adding ontop of that would shrink the playerbase drastically (you may say that's good....)
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I see your point that re spawning loot every server reset is more immersion, but then you would get people complain about spending HOURS on end going to towns too only find its empty. Also if you have the no item re-spawn, then new players who have no idea where anything will complain more when their killed for their starting food and water, and server wide deathmatch will occur for supplies... this does not seem to fix the PVP problem that this thread is about At some point people will have to understand the developers are trying their best to balance immersion, with the the enjoyment of actually going to a town and and finding loot. There is no 2 grades in a game, it will always be Environment meant to have immersion, but mechanics that break it. No one wants to play a fully realistic game where, towns are barren items, you starve from no food or animals to hunt in the worlds, and no zombies left since we have killed them all And i dont think it would take too long for the map to go empty, in 4 hours me and my friends wiped out 5 towns.... how long would it take for 50, or 150 if they keep that server size? You would eventualyl end up with servers getting reset every 6-8 hrs, compared to the 1-2 hour loot respawn... it just makes new sense to keep everything smooth and streamlined with the small loot respawn interval. Though i do like the idea of direct comms only... though their bugged to hell and back But hypothetically, with no money limit, servers that only have loot respawn on server reset and no pvp servers are the best options to please everyone....