-
Content Count
29 -
Joined
-
Last visited
Community Reputation
10 NeutralAbout DK McWormfood
-
Rank
Scavenger
Profile Information
-
Gender
Not Telling
-
Location
Mountain Hideout
-
Interests
Choppychoppychoppychop
Profile Fields
-
Bio
Reformed axe-murderer looking for a way to vent latent tendencies.
-
Given the size of the DayZ dev team, i think it would be a pretty poor decision to put many manhours into porting the game. There are several DayZ clones appearing on the horizon and it would be a massive shame if the game that started it all flopped because of mission creep. SOE have effectively started a race to publish a working zombie survival MMO and they have a lot more grunt than BI could ever even dream of. If the game launches successfully and there are resources available to port it (or even farm it out to the 3rd party for Mac conversion) that might be a way to get a few more pennies out of the game, but to do it now would be a pretty tough decision to justify financially.
-
I am a bit worried that the zombles will take up too much server time and this will limit their numbers. I would like to see them be almost indestructible. So you can temporarily disable them or or break parts of their body but not really kill them. That way one or two would be a real problem and the game wouldn't be comprised by massive pointless herds of nerfed undead.
-
So does the way you play Dayz reflect your 'real life' personality?
DK McWormfood replied to Jock McScottish's topic in DayZ Mod General Discussion
i'm not sure. most of my time is spent running around semi-deserted towns killing people with scavenged weapons, but when i'm in dayz i work shitty hours pretending not to hate most of the people i see and swearing under my breath. -
the high end guns (m14/dmr++) seem to be v rare at the moment, but there is plenty of enfield and 1866 ammo around. these are actually my favourite weapons, so it just gives me more confidence to take people down as it's less likely that they will wop out some 7.62 automatic frag machine. I've never been much of a KoS player, but i dont give many second chances. The other side of this is the utter stupidity that is displayed by most players when they find themselves at a disadvantage. How many times have you seen (been) someone trying to shoot their way out of a situation that a quick bit of comms would have avoided. it won't stop the bores who think that cherno is quake 3 with groaning spectators, but you can't expect people to talk their way out of a situation in which you would have shot.
-
I actually had the idea after i had an accident at work and was exposed to some organophosphate (nerve gas). It does seem like the sort of thing a panicking government might try as a last-ditch effort to contain an epidemic, short of using fire-bombs or nuclear weapons. I think it should be exceptionally rare, and difficult to use (might require lots of special kit, clothing, etc) but the possibility of hacking should not affect design decisions, someone who uses a kill script is not more of a nuisance than someone who hacks in powerful weapons. something to remember, when the germans first used chlorine gas in WW1, the wind changed and it drifted back towards their positions...
-
Would it be possible to implement poison gas in the stand alone? I'm thinking smoke grenades that are toxic to both players and Z's so you could throw them into a confined space for an almost certain clear out, and use them in the open to create clouds of sheer panic. To complete the circle of dread you could also implement gas masks or even complete Noddy suits that would provide protection against gas and infections, with possible drawbacks such as decreased vision and fatigue. The gas could also be less than lethal if the exposure is limited. Your character could be given a cough, similar to the infection that is in the alpha at the moment, or there could be other secondary effects such as reduced mobility, vision, aim, passing out, etc. Also, the gas could linger in areas and have a decreasing power over time. For example, short exposure would be lethal at first but only damaging after a couple of minutes, followed by irritating after a while. It would enable players to smoke out other players or create effective no-go areas for a limited time. I think this kind of weapon would suit the fearful atmosphere of the game, and WW1 ear gas masks would go well with an enfield rifle always freak me out a bit!
-
Arma3 Alpha release potential Impact on Dayz Mod/SA
DK McWormfood replied to OrLoK's topic in DayZ Mod General Discussion
While i haven't read all of the devblogs, i have had a quick browse, but I think my point still stands. They are doing great work and I'm in no doubt that they will create something special, but unless BI are really messing up A3, the new engine would give them greater scope. It would be like tuning a Mk1 golf GTI vs a Mk7 Golf R, sure you can get it to really shift, but all the advances in the underlying technology will outstrip it in the end. An example of this might be optimisation for more recent hardware. A2 is an absolute nightmare in terms of its system requirements, and even i7 /GTX690 based rigs suffer from significant frame rate issues. If (and this is a big if) A3 is better optimised for technology that is available now surely combining the projects would make sense? -
I f**king would, you know.
-
Arma3 Alpha release potential Impact on Dayz Mod/SA
DK McWormfood replied to OrLoK's topic in DayZ Mod General Discussion
I would have thought BI would have demanded that DayZ SA be brought out as an expansion for ArmA3. The popularity of the mod, even in it's current, rather sketchy (but really good fun) state would be the kind of bump that even EA or Activision could only dream of. The A2 engine is a few years old and I would have thought that any developer would want to be using the most up to date technology available. I would like to see more complex and believable environments and the possibilities they would create and I imagine this would be easier to do with A3 than by wringing the last drops out of a relatively old piece of software. This is by no means a criticism of team who have given me a game that i have thoroughly enjoyed forthe past 6 months or so, I just think that more powerful game engines make for more possibilities, and hence more fun, in games. -
I've been playing DayZ for about 6 months now. It is sucking up so much of my time. I feel like i know chernarus better than where I live. I consider myself a counter-bandit, but i am pretty anti-social and have been shot in the back too often to give any sucker an even break. I tend not to bother with really high-end kit as it seem to attract bad luck, but having said that I am currently sporting an AS-50, M4SD and refueling my littlebird... feel free to shoot me in the face.
-
Another thing to remember is that it is possible (but not easy) to break off an engagement. If you realise that you have bitten off more than you can chew and want to live to loot another day, wait for someone to reload or change position and start making your way out. Angles are more important than distance, esp in towns, but you will need to be able to avoid the people who will now really really want your skull as a coffee mug. Plan an escape route before you engage. Not only might you fail to take out your target, but there might be other people around who will not hesitate to kill you when your fire gives away your position. you will need to take into account things like dead ground (slight variations in the land that will conceal you from certain angles), dense trees, ridges (don't skyline yourself) and hills. Forests are a double edged swords as they offer some cover, but unless you can break contact you will be pinned down behind a tree and flanked. Anything that breaks line of sight will create doubt and delay your attackers, and may give you an opportunity to double back and ambush particularly stupid people, but when trying to escape, be unpredictable, quite and do not give them a second chance to spot you.
-
I'm not a bandit by any real measure but I will kill anything i consider to be a threat, or if i really need/want something they have. Taking on a group is really hard to do, even when you have help. The most important thing is situational awareness. If you are in a position to get the first shot away, you have the initiative, but it isn't the whole fight. you need to take into account the terrain, your weapons, their weapons (including stuff in backpacks) and where they have been and are going. e.g. if you see a survivor with an AK running from balota to cherno, he (probably) wont have much besides what you can see and you could take him out with an enfield as long as you are in cover (hint, aim low, the leg-break really puts the shits up people) If you are between stary and the NW airfield, and you see 2-3 bandits carrying ak/m4's you can almost be sure one of them has a sniper rifle and they will be on skype/teamspeak to eachother. Your best bet in this situation (unless you have a mk48 and they are running straight towards you) is to keep your distance and stalk them for a bit. Teamspeak is great, but they are probably yapping over it and making plans. If they don't spot you straight away you can be reasonably sure they are a bit distracted. You will almost certainly need an automatic weapon to take them on (M14 is my personal fav). My advice would be to wait until they are doing something (fixing a vehicle. looting a corpse) or even better, shooting at someone else, then take them out from max range. An exception to this would be if they are in a really tight group and you can drop them all without needing to reload, either with them walking past you in such a way that they line up nicely, or if they stop in a tight group. An experienced group will do neither of these things, but you will be surprised as how many mistakes even good players make. People tend to play this game for several hours at a time, and will inevitably lose concentration, get bored, or answer the phone without logging off safely. It is also important to CONFIRM YOUR KILLS. They are not going to congratulate you on your economical use of bullets, they will however shoot you in the face if they survive. Put 2 rounds into each stationary corpse ASAP. As someone else mentioned, patience is very important, but i would add that taking the initiative and situational awareness will win more firefights than any weapon combo.
-
Just today i have seen 2 Z's spawn just about 50-150m away from me in the open, so I think it's something like the animal spawn. This is pretty cool as it's led to me nearly shitting myself a couple of times as i nearly ran straight into the shambling face-munchers. I was wondering if anyone had any real data that could be used tactically, like the 200m spawn barrier that the buildings have. Yesterday, by the dear stands to the W-SW of Stary I heared a player using his AK to clear a couple of Z's, When i looked there were the Z's near the stand (the player had just spawned them in as he approached) and also 2 or 3 in the field wandering around. Seeing as he had killed the Z's from one stand, and i saw the others spawn in, it would appear as tho there is some sort of an area around each player that will spawn a Z according to a chance table along the same lines as loot or animals. I have seen them out to a range of about 400m from me, but i can't be sure A: if they spawned off me or another building/player and B: if they spawned closer to me and we moved apart before i noticed them. If this is an addition in the latest update, i really like it. it creates uncertainty and opens up another opportunity for PvP and PvE tactics. Rocket gets another tin for his beans pile!!!
-
I was under the impression that it's just a slang term. However in game you can use it however you like. At 300 rpm with 8000 damage it is easily a match for any of the fully auto guns in the game and is my weapon of choice for anything other than stealth or 500m ++ combat.
-
MRE/peanuts blood value?
DK McWormfood replied to HalRamersby's topic in DayZ Mod General Discussion
I can confirm the MRE as 800 blood from using them on a server that had the debug monitor enabled. nuts/trail mix, i'm still not certain but think its 200.