Diamondback
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Everything posted by Diamondback
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When I look at the changelog it says weapons v1.1.2 but when I look in the downloads it's still weapons v1.1.1.
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My last character had: Silenced m9 M4A1 holo sight with 203 launcher NVG GPS Large coyote A metric crapton of ammo for both weapons It was the absolute tits for about 5 minutes. Then some cheeky bandit took me down from underneath a wall. Bastard :). Now I can't be bothered with that stuff. I'd rather have nothing fancier than an AK with a few mags than sit in the forest stroking my gadgets.
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Those of us who've watched the show understand how the zombie 'virus' is transmitted. Thinking about the nature of the outbreak on Chenarus got me to thinking about the nature of a player's body post-death. As it is, your body is left where it dropped for however long (no idea on that) but what if, what if upon death the player's body spent a few minutes motionless before getting up to it's feet and joining the horde? You would spawn, as usual, in another meatbag at some other location on the map. But your recently departed corpse could take up a life of it's own. This wouldn't make too much of a change to the gameplay, but I think it'd add significantly to immersion. Imagine having to hunt for your own loot because it walked off towards the sound of gunfire in a nearby town. Perhaps the player zombie, being fresh and in possession of a relatively athletic grown man's body, could be extra tough/powerful/smart/persistent etc. Perhaps if these player zombies were a tougher challenge prolific pkers would find themselves thinking twice about dropping another survivor only to add a super-zombie into the mix. You could have it so a headshot kill results in no zombiefication. You could provide groups of survivors with the option to burn/bury/headshot their fallen team members to stop them reanimating and biting them in the ass. At least it might go someway to appeasing those who are so ardently against pvp without actually nerfing it for the rest of us. Hell, you could even give the player momentary zombie control. Like if you were shot in a city you'd have a brief and optional stint as this suped up zombie to give you a chance to get revenge or, at the very least, cause some problems for whoevver shot you. Essentially I think there's something to be done with dead corpses and the post-death status than what is available currently. A few potentially simple changes could provide a huge deal more immersion to the game... if not some interesting gameplay dynamics.
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Shame. Oh well.
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PVP - Spawn Points and Safe havens
Diamondback replied to bionoman's topic in DayZ Mod General Discussion
Would Sir care to peruse a selection of fine cheeses to eat with his WHINE? Did pkers murder your family or something? Jesus you act like every single person on this game, bar you, is out for nothing more than pk deathmatch which is just so clearly not the case for anyone who actually plays the game. If you spent half as much time learning (yes, this game has a learning curve, WOAH) how to effectively deal with pkers as you did crying you'd soon learn that they ain't nothing but a thang. If you havin' pk problems I feel bad for you son. I got 99 problems but getting shot for my backpack ain't one. -
After playing the game I have a few suggestions.
Diamondback replied to MR DELICIOUS's topic in DayZ Mod Suggestions
I don't speak for the guy but it wouldn't change it for me and I don't think I'm wrong in saying for a lot of others too. As it is I think you should be able to gather water from the ocean. It should only be potable, however, after some form of purification. Really soda cans could be done away with almost entirely. Having enough food and water should be far more of a priority than it currently is. Players should be carrying a couple of canteens of water at any given time both to stay hydrated and to take advantage of water supplies when found. You could play aroud with the thirst system aswell. Maybe have it so you need to drink more often, but then offset it appropriately by having a canteen only lose a quarter of its contents per drink... or something. -
What should our next competition be?
Diamondback replied to mattlightfoot's topic in DayZ Mod Suggestions
Memes tend to end up being a formulaic plagiarism of each other with no real originality or creativity involved. You'll get pages and pages of template memes. We could have an exploratory competition to encourage movement around the map. Something like a good old easter egg hunt. Put some special valuables in a special set of locations and the first people to find them are the winners. Though this is open to exploitation and imbalance... those with vehicles are at a huge advatage. How about a golden ticket style comp? Stick chocolate bars in the game and have a couple spawn with golden tickets (codes) that can be given to you for some kind of privelege. What about a race? Or how about a competition for the cleverest manipulation of zombies? Or for the most daring video. Or a community judged story competition. Or what about, what about a competition to decide on a good kind of competition... that's meta-game shit, yo.- 188 replies
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Disagree. It's surely not that complicated to have a player's character data remain in server for an extra 10 seconds post DC. This short amount of time is the difference between life and death, generally, so 10 seconds of guaranteed vulnerability on alt-f4 disconnect would give quitters the incentive not to do it. Also, in the case of accidental DCs the player's character would likely survive (except in combat, but not much is to be done about that). It would cause far more hassles if a disconnect or computer lockup caused you to lose your entire character. The reason people alt-f4 is because they're about to be killed. If you keep their character on the server for 10 seconds, post disconnect, but out of their control they going to die just the same. This would stop people alt-f4ing when shot at because it would guarantee death, where as sticking in and fighting back (something they don't do at present) would give them a chance. You can't stop people alt-f4ing... you can only give them the incentive not to. Making it instant character death is far too prone to problems to function fairly when all that is needed is a couple seconds of disconnection vulnerability. If you're not in a fight 10 seconds isn't an issue. You log off somewhere safe anyway, don't you? If you are in a fight, that ten seconds is ten seconds for someone else to finish killing you like they would have if you'd never disconnected anyway.
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After playing the game I have a few suggestions.
Diamondback replied to MR DELICIOUS's topic in DayZ Mod Suggestions
Big + on the spread of spawn areas and the reduction of soda cans. Not so sure about poisoning water supplies. On one hand, if the feature is in, there WILL be groups of assholes driving from water to water hole poisoning them and killing handfuls of players with their throttling of the water supply. On the other hand, having matches and the ability to purify water would remove all point of poisoning in the first place. Love the flares, radio, corpse details and such... really they would only serve to give us, as players, much more interactivity within the mod and allow our imaginations greater freedom. A mean a flare gun would be so freakin' cool. I really think there should be less tinned food and soda spawned in general. You can hit one or two buildings in a small village and end up with enough food and drink to survive for hours. Soda and tinned goods should be a rare convenience, not the norm. We should be forced to more or less hunt for our food and trek for our water. I'd be really interested to see the importance of water sources go up. You'd have a shift from clashing over cities to clashing over sources of water. Perhaps, given the implementation of a dynamic weather system, we could set up improvised devises to catch and then boil rain water for storage later. -
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There should be NO cosmetic change for a player who pks. It doesn't make any sense. At present all it does is get good players shot on sight. Nothing should betray a character's intentions or history. It should all be down to our own ability to discern character and intent and be our responsibility to decide who to trust... not some skin.
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The thing with Magazines in ArmA is that it deals with full magazines and weapons have set magazine types that they can accept. Think of the shotgun shells as detachable box magazines, instead of free shells. Unfortunately, ArmA doesn't handle weapons that feed rounds one at a time very well. As for the combining magazines, I think it is possible through some scripting. But I'm not sure. Ah, I see. So it wouldn't be possible for 15 winch slugs to be split into a 'box' of 8 and 5 shells to use in a remmy? Shame.
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PVP - Spawn Points and Safe havens
Diamondback replied to bionoman's topic in DayZ Mod General Discussion
Why would bandits want to SHARE all that good loot with anyone? You make the assumption that they're killing only for fun (which is pretty fun) and not that they're killing you simply because they don't want a share of the loot, they want unrestricted access to all of it right down to the tin cans and chemlights. If you go to the NW airfield whatever happens to you is your own fault. All you did by advertising your whereabouts and intentions was give the bandits more information to use in taking you down. 'What's that? Someone's at the airfield and they're not even going to shoot at us? Let's get some LOOOOOT!' This game takes a little more common sense than that. This is a thinking man's game as much as it is a survival shooter. -
While we're talking 'guns 'n' ammo' can we talk about cross usage of same type ammo between same caliber weapons. It's started to really irk me that I cannot use .45acp freely between an m1911 and revolver. Since the dmg values of the weapon relies upon the caliber of bullet and not the weapon, what advantage is gained in being able to load the m1911 with a more plentiful ammo type? This is especially annoying when it comes to the various 12 guage shotguns. Having to ditch a beautiful flashlight remington because, for some reason, the 12 guage it needs and the 12 guage found everywhere are not the same. If the remmy and the winch do the same damage, why have the remmy ammo so much rarer? It is o advantage to be able to load with winch slugs because the remmy does the same damage anyway. Is this something to do with clip size and innate to the ArmAII engine? Is there no mod interface that could be implemented to allow us to group single rounds into the relevant capacities or utilize 12 guage ammo across all 12 gauge weapons? More to that point, how maddening is it that you cannot re-arrange rounds between magazines? The amount of times I've been caught out because I have 4 '1 round' magazines to reload with is silly. We need to be able, in a quiet moment, to move each single round mag into one 4 round magazine... just as you would in reality. It saves a survivor space and makes sense in combat.
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I don't think having the save time raised would be any good. How is that fair? How is it good to have someone lose 60 mins of their progress because of an accidental DQ? Characters should save regularly because that's who you are. All your actions and loot should be as persistent as possible. A solution might be to have the character data remain active on the server for 30 seconds after the player dqs. They can quit the game after getting shot or attacked, but their character (or a representation of it) will remain behind in game momentarily to face whatever consequences they were trying to avoid. Smart players will log off in safe areas. Shitty, alt-f4ing players will be faced with a choice: dq and let their character sit there like a mannequin, vulnerable to the threat they're cheaply running from OR carry on playing, take their best chance and try and fight their way out of it. It need only be a couple of seconds.
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A case for "classic" Zeds
Diamondback replied to Goose Springsteen's topic in DayZ Mod General Discussion
It's not really about making them more or less 'lethal'. It's about making them more legitimately lethal. As it is they kill you because of the way they glitch and slide and warp and basically wizard their way around you at will, dipping in and out of physical space-time and delivering bone breaking karate chops with regularity. Unless you're in a building, of course, which interferes their dimension faring abilities. You generally end up dead because of some heinously cheap bullshit occuring within the engine and not at all because of your individual ability at shooting/movement/stealth/tactics. Now you get eaten because you were ridiculously unlucky, not necessarily because you made a mistake. I mean, sometimes a zombie will alert, for no good reason, in the middle of a sneak run into town and, as a result, you end up camping yet another barn ad nauseum. It's not challenging. You kill wave after wave. You leave the barn and get back to looting. Then, on the way out, you get surprised by a lone zombie, one shotted into unconsciousness and slowly gnawed to death. If they were made slower, or tweaked in some other way, they could be legitimately lethal. They could be harder to put down for a different reason, a fairier reason. A reason that allows you to live or die depending on your ability to think tactically and stealthily as opposed to how it is now: attract zombie, run to barn, shoot all zombies, town is now clear. they need more consistency. Have them wander and form into groups based on sound. Perhaps have them constantly 'alerted' when a player is in a certain range with less noise and movement needed to trigger them. Then have them walk at you. Have them do more damage per strike. Have them transfer disease or longer lasting penalties that greaten their effect on players. 'Oh, easy!' you say, and then you start ignoring them because 'ha, they can only walk' and then you find yourself sat in a corner surrounding by a congregation of wandering zombies with no way out. As it easy they're weak sauce 99.9% of the time and cheap as hell the rest. A little tweaking or behaviour, here and there, and you can have a consistent hostile presence that requires genuine strategy and cunning to best. Instead of just having to spend a default 30 winchester slugs per village as 'payment' for not being bothered by zeds. -
Ladders: The true scourge of DayZ
Diamondback replied to swayzesghost's topic in DayZ Mod General Discussion
Spamming prone generally works. Just mash the key furiously when you reach the top and it should stop you breaking your legs. -
As if three grown men living on a diet of flame grilled steak, soda and painkillers couldn't push it back over themselves. I mean, that shit was weak. All that work just to have to sit there all impotent because there's no way to exert force on the car when, realistically, three survivors would be able to push it right side up in seconds.
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Items disappearing from backpacks after turning into a bandit and back
Diamondback replied to Unforsaken Assassin's topic in DayZ Mod Troubleshooting
What's also annoying is the utterly ridiculous way the game will take you, no matter what you are doing at the time of the humanity loss (which is generally getting involved in a shootout) and will start loading all your character data and stuff while your screen is black while you're still sat in server. Can we not have some system whereby the bandit skin only changes into affect upon next log in, or something? I got into a grizzly shootout in a 1vs4 earlier today. I put down two of them and winged a third and then my whole game went black as it loaded in my bandit skin... cutting me out of the game for 5 minutes, leaving the last guy all the time he needed to flank me and shoot me like a lame horse. -
There are already repercussions to r'andom murdering' present in this mod. They're the same intrinsic repercussions that so innately disuade so many of us from murder and assholery in general. You are established as untrustworthy, you gain more notoriety, which results in more attention, which results in the greater likelihood of you getting shot in the back of the head at 600 metres by a vengeful gang because no one wanted to work with you. Everyone is vulnerable. No one is safe. For every pk looney sat, laughing maniacally into the night as he puts another 7.62 through the brainpan of a pissless bean gatherer, there is a group of coordinated anti-pkers stalking them, setting up to deliver justice with extreme prejudice. And it's early days. You're going to see more of a pvpker interaction going on, with the new players left instead to die over and over now, not at the hands of the aforementioned 'pkers', but by some other means of expiration; of which there are many. Seriously. I have more problems with overly-handsy zombies touching my junk up while I'm raiding than I ever do with other survivors. But the difference is that when pvp does present a problem it's unique, unpredictable, palpably tense, exhilarating and about as satisfying as any gaming experience I've had. It is this player vulnerability that creates, in the mod, an unprecedented level of dynamic gameplay and atmosphere. There is nothing that can replicate the delicate and massively numerous interactions players can encounter as a natural byproduct of the games pvp freedom. Have you ever, as a group of survivors, bumped into another group of survivors? What a can of worms. Hours of mexican standoffs, careful repositionings, savvy scoutings, nervous misfires and out-right-initimidation culminating in so many different results: alliances, shaky truces, polite meet and greets, tense negotiations, threatening weapon raises, surprise ambushes, city wide group vs group gun fights admist hordes of zombies, shots whip snapping past your ears one way, your buddies screaming for backup on the other all the while with a zombie crawling up the stairs towards you. This game is pure adaptation. It is survival of the fittest. If you can't even scramble your way out of the coastal areas for long enough to gain some kind of a foothold, you're playing the game very wrong. A little improvisation, a little patience and a little common sense will go a long way. If you kill lots of people you've got no one to work with. If you trust and try to work with everyone, you'll get killed. There is a balance to be found and it's not that hard. You just have to find a good spot, sit and watch a town for a bit and you can very clearly see who best to buddy up with. Nerfing PVP will ruin the absolute core of this game which relys absolutely entirely on the kill-or-be-killed dynamic created.