XanderB312
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Why is everyone I meet an ***hole?
XanderB312 replied to Deacoon's topic in DayZ Mod General Discussion
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Why is everyone I meet an ***hole?
XanderB312 replied to Deacoon's topic in DayZ Mod General Discussion
When I first started playing this game, I would avoid other players, who mostly consisted of those newbies popping off Makarov rounds and having a wild time in Cherno. On the occasion that I did run headlong into a player, we would confirm friendly. This was back in the day where you could announce your entry into a town by requesting that any friendlies present make themselves known, and not instantly get wasted by a sniper round from on high. I met friendlies who gave me blood transfusions, friendlies who pointed me in the direction of loot, even one guy who said there were bandits in the town and he would draw the zombies away from my friend and I so we could engage the bandits and collect their loot, which we then shared with him. We even had a sniper out of the town cover us against zombies while we shot up the glass fronted store the bandits were hiding in. If players met, mostly there would be some small exchange of information, blood or greeting before going their separate ways. But now it is advisable to shoot the first person you see in the back of the head if they're carrying a weapon. You don't announce your entry into a town, because you will likely be shot yourself. This is due to a number of factors: a) If you have good gear, and you see a person carrying a weapon, you should terminate them to neutralise a potential threat. You remain alive, and better equipped. b) If you have bad gear, and you see a person carrying a weapon, you should terminate them to neutralise a potential threat and take their gear. You end up better equipped. c) Any and all players who are armed pose a potential threat to you and the collection of gear you have amassed. You should avoid or kill them when possible. d) Some people enjoy killing other players. I myself am a devout follower of points a, b and c, having been on the receiving end of player on player violence before when well equipped. Thus I trust no-one but people I actually know to play alongside. The only charitable action I have conducted towards another player since my realisation that most strangers can and will kill me was to save some new player running west along the south coast with a single walker in hot pursuit. He was unarmed, and ran straight past me in my camouflage, so I turned around and shot the walker in the back of the head with my Mk48. The player realised the aggravated noises of the zombie pursuing him had stopped, and also that shots had been fired. He noticed me, and zig-zagged wildly in an attempt to prevent my gun barrel pointing in his direction, at which point I had to direct chat him to assuage his fears. Why would I shoot the zombie following him if only to slay him for his flashlight? He thanked me, but either did not speak English particularly well or was supremely ungrateful, as when I asked him to give me a blood transfusion and that the blood pack was in my rucksack he told me he had no food or weapons and departed with a paltry "bye". TL;DR If you're carrying I will eliminate you, as you would likely kill me for my equipment. -
Hotfix Build 1.7.1.1 Rolling Update
XanderB312 replied to rocket's topic in Mod Announcements & Info
I guess that's what rocket meant by life in the zone. But seriously rocket, what's with the game not saving where you were anymore? Another problem also being that if you eat meat to regain blood, log out, and log back in later, your blood is the same as it was before you ate the meat, with the difference being that the steaks are now gone. I ate an entire cow this way. Also, the hotfix did not fix the audibility and visibility counters for crouchwalking and prone. You are playing on a borked server. Check if you have your debug menu, if you do not either you did not install the beta or the server you are playing on did not update correctly. I have noticed myself it can be a pain to find a decent server. No, I've seen other players reporting the bugs I have just listed, along with the fact that I have tried changing server, re-installing the Arma 2 Beta and the mod multiple times, all with the same results. -
Hotfix Build 1.7.1.1 Rolling Update
XanderB312 replied to rocket's topic in Mod Announcements & Info
I guess that's what rocket meant by life in the zone. But seriously rocket, what's with the game not saving where you were anymore? Another problem also being that if you eat meat to regain blood, log out, and log back in later, your blood is the same as it was before you ate the meat, with the difference being that the steaks are now gone. I ate an entire cow this way. Also, the hotfix did not fix the audibility and visibility counters for crouchwalking and prone. -
Hotfix Build 1.7.1.1 Rolling Update
XanderB312 replied to rocket's topic in Mod Announcements & Info
I'm saying that prone remains nerfed and crouchwalking audibility and visibility values remain the same as they were in patch 1.7.1, not fixed or reverted in the hotfix like rocket said they were. -
How often are your camps raided?
XanderB312 replied to corruptshadow's topic in DayZ Mod General Discussion
Myself and three friends found a motorboat dinghy the other day, sailed up the coast to the northeast and discovered an inlet outside of the map with all the other boat spawns hoarded, along with a tent city of about 8 tents, with more tents inside those, and gear and ammunition including ghillie suits, M4A1 CCO SDs, Mk48s, M24s, and stockpiles of various other weapons and ammunition. Standard bandits hoarding loot and vehicles outside of the map so nobody else can have them. So cheap. -
Hotfix Build 1.7.1.1 Rolling Update
XanderB312 replied to rocket's topic in Mod Announcements & Info
Hotfix 1.7.1.1 initially fine, then stops working My friend and I logged on this morning, hoping to be able to play some good DayZ thanks to the most recent hotfix, 1.7.1.1. On entering the server, it seemed all was now as it should be. Prone again made you relatively invisible, audibility and visibility wise, crouch walking at 1 visibility and running at 2 visibility, with the audibility surface dependent. However, after 45 minutes or so of play, shock and horror ensued as the audibility and visibility counters again ascended to their pre-hotfix values. Even standing still crouched gave 2 on the visibility counter, prone 1, and crouch running almost 4 or 5, especially on roads and such. Standing in a road crouched gave a ridiculously high visibility rating. My friend was unable to leave Electro due to the suddenly buckwild ratings. Switching servers did not help. The settings seem to have reverted to patch 1.7.1. Can anybody confirm? [NEW] Tweaked audibility and visibility values for kneel walking [REVERT] Secret nerf of prone (you noticed) So neither of these points from the hotfix changelog are actually true. Prone and crouchwalking values remain the same as they were last night on 1.7.1 release. Mine were still relatively low while in a forest and foliage cover, on hard ground or road surfaces they were around 4 bars. Even standing still, as I said before, crouched, my visibility was 2 bars. Before, I had only ever seen a noise and/or visibility rating of 5 when speeding around the coast in a motorboat/dinghy. Apparently I now make this much noise while running; it's as if my character is intentionally trying to make as much noise as possible - the last time I check ed running across grass does not make you as loud or as visible as a motorboat. No fixes have been made. -
Hotfix 1.7.1.1 initially fine, then stops working
XanderB312 replied to XanderB312's topic in DayZ Mod General Discussion
[NEW] Tweaked audibility and visibility values for kneel walking [REVERT] Secret nerf of prone (you noticed) So neither of these points from the hotfix changelog are actually true. Prone and crouchwalking values remain the same as they were last night on 1.7.1 release. Mine were still relatively low while in a forest and foliage cover, on hard ground or road surfaces they were around 4 bars. Even standing still, as I said before, crouched, my visibility was 2 bars. Before, I had only ever seen a noise and/or visibility rating of 5 when speeding around the coast in a motorboat/dinghy. Apparently I now make this much noise while running; it's as if my character is intentionally trying to make as much noise as possible - the last time I check ed running across grass does not make you as loud or as visible as a motorboat. No fixes have been made. -
Hotfix 1.7.1.1 initially fine, then stops working
XanderB312 posted a topic in DayZ Mod Troubleshooting
Hotfix 1.7.1.1 initially fine, then stops working My friend and I logged on this morning, hoping to be able to play some good DayZ thanks to the most recent hotfix, 1.7.1.1. On entering the server, it seemed all was now as it should be. Prone again made you relatively invisible, audibility and visibility wise, crouch walking at 1 visibility and running at 2 visibility, with the audibility surface dependent. However, after 45 minutes or so of play, shock and horror ensued as the audibility and visibility counters again ascended to their pre-hotfix values. Even standing still crouched gave 2 on the visibility counter, prone 1, and crouch running almost 4 or 5, especially on roads and such. Standing in a road crouched gave a ridiculously high visibility rating. My friend was unable to leave Electro due to the suddenly buckwild ratings. Switching servers did not help. The settings seem to have reverted to patch 1.7.1. Can anybody confirm? -
Hotfix 1.7.1.1 initially fine, then stops working
XanderB312 posted a topic in DayZ Mod Troubleshooting
My friend and I logged on this morning, hoping to be able to play some good DayZ thanks to the most recent hotfix, 1.7.1.1. On entering the server, it seemed all was now as it should be. Prone again made you relatively invisible, audibility and visibility wise, crouch walking at 1 visibility and running at 2 visibility, with the audibility surface dependent. However, after 45 minutes or so of play, shock and horror ensued as the audibility and visibility counters again ascended to their pre-hotfix values. Even standing still crouched gave 2 on the visibility counter, prone 1, and crouch running almost 4 or 5, especially on roads and such. Standing in a road crouched gave a ridiculously high visibility rating. My friend was unable to leave Electro due to the suddenly buckwild ratings. Switching servers did not help. The settings seem to have reverted to patch 1.7.1. Can anybody confirm? -
Hotfix 1.7.1.1 initially fine, then stops working
XanderB312 posted a topic in DayZ Mod General Discussion
My friend and I logged on this morning, hoping to be able to play some good DayZ thanks to the most recent hotfix, 1.7.1.1. On entering the server, it seemed all was now as it should be. Prone again made you relatively invisible, audibility and visibility wise, crouch walking at 1 visibility and running at 2 visibility, with the audibility surface dependent. However, after 45 minutes or so of play, shock and horror ensued as the audibility and visibility counters again ascended to their pre-hotfix values. Even standing still crouched gave 2 on the visibility counter, prone 1, and crouch running almost 4 or 5, especially on roads and such. Standing in a road crouched gave a ridiculously high visibility rating. My friend was unable to leave Electro due to the suddenly buckwild ratings. Switching servers did not help. The settings seem to have reverted to patch 1.7.1. Can anybody confirm? -
1.7.1 Deer Stands, Spawns & Zombies
XanderB312 replied to XanderB312's topic in DayZ Mod General Discussion
I think the higher deer stand zombo rate is probably intended - it was way too easy to get military grade loot from deer stands. Expend 30 rounds - and only if you're a crack shot - killing the 30 zeds protecting the deer stand, perhaps bandages and blood bags, and only find ammunition for a weapon you don't have, or tin cans. New players won't be able to approach the deer stand, other more advanced players won't bother due to high risk, low reward. You lose more than you gain engaging that number of zombies who can not only spot you from 50m away but will be instantly replenished, the latest additions to their ranks also swiftly or instantly locating your position, while your ammo dwindles. -
Dear rocket, First of all, allow me to thank and congratulate you on crafting such a masterful and enjoyable game. I can quite honestly say I have never played anything like it, or that affords your particular brand of tension and excitement. However, if I may express my mild consternation over your latest patch. I understand that you have put a great deal of effort into making the Walkers - zombies, zeds, geeks, monkeys, crouchers, crawlers - a more challenging factor in the gameplay. This, in itself, I feel is a good direction for the game to be taking, rather than the endless hoarding of items and vehicles outside of the map by bandits clans, and the main source of conflict and stockpiling of ammunition being required for player killing. I hope to see more of the teamwork between absolute strangers that I witnessed when I first began playing the game - as it was, shooting on sight anybody you did not know had become the norm, forcing me to play with a close group of friends as a squad and neutralising all players in our path as potential threats. We had been killed far too often by all kinds of player - beginners and adepts to make any other playstyle feasible. The walking dead are now to be feared, and rightly so. However, some issues have not been addressed - their ability to teleport into rooms to attack players, their disregard for all forms of physical barriers between them and the player when attacking or acquiring targets has yet to be fully addressed, and this, coupled with their increased damage and alarming alacrity with which they are able to detect payers makes them almost too powerful. I must also mention their endless spawn rates in areas such as deer stands - showcased here their ability to acquire as a target a prone player from a distance in excess of 20m, and cause bleeding with almost every hit, their ability to hear silenced weapons at distances over 30m. I have seen two players trapped in a deerstand as their ammunition dwindled, fighting off an endlessly respawning horde of the milling, restless dead, instead of the usual three geeks spawning there. I also wonder as to the fixes in helicopter crash sites in terms of loot, and finally end with a question - if myself and my friends found the sole remaining boat on a server, and sailed it out of the map to find a bandit tent city filled with stockpiled, farmed and possibly duplicated loot along with all of the rest of the maps boats, will the items we appropriated from the bandits spoils be removed from us or turned into Makarovs as you once threatened to do? Thankyou for your time.
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Patch 1.7.1 - Definitely Needed
XanderB312 replied to External (DayZ)'s topic in DayZ Mod General Discussion
Well, at the time the patch rolled out myself and my friends had just raided one of the bandit camps - so cleverly hidden - outside of the map. There they had amassed a tent city, all of the maps ships - no doubt so that they could be the only ones with easy access to their protected inlet. There were 3 ghillie suits, army camouflage, a Mk48, M24, and 3 M4A1 CCO SD, all with plentiful ammo, and more besides, including excellent key items and the large variant of the Coyote backpack. We took what we could carry, along with the fastest ship, and busted round the map exacting retribution for the many times we had been wronged by player and zombie alike. That is, until we reached a deer stand with 2 men trapped inside by an endless horde of omniscient, ever-spawning zombies, so we proceeded to put them out of their misery. At long range. With our squads M24. The zombies, however, did not stop spawning. By the time we left, there were around 30 around the deer stand, and when slain, more instantaneously took their place. We moved on Cherno, hoping to instill shock and awe into the countless noobs searching, ironically,for Makarovs to defend themselves. The number of times we had been killed on sight by such players, revenge would be sweet and swift. It was at that point that the ridgeline we were ascending erupted in a maelstrom of fire and smoke, and our sharpshooter was downed by the blast. A second volley of explosive ordnance served to further shock and disorient us, this time, killing one of our riflemen. By the third strafing run, we had figured out our assailant was utilising the invisible Apache gunship hack. Broken, we disconnected. The one time we manage to take advantage of the hackers and bandits preying on the edges of the map, and seek to enact our own form of rough justice, and we were slain callously by the very same. The horror. -
1.7.1 Deer Stands, Spawns & Zombies
XanderB312 replied to XanderB312's topic in DayZ Mod General Discussion
There better be a decent gun in that deerstand. That feel when tin cans. Did he say anything about the currently ongoing and as yet unresolved - despite claims to the contrary in the patch notes - teleportation of zombies through barriers and into buildings, dealing damage through walls, spawning inside structures, et cetera?