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grambo (DayZ)

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About grambo (DayZ)

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    Scavenger
  1. I hope humanity is reset - given the current kill on sight nature of the game, and the flawed nature of the game's self-defense mechanic, I'd be surprised if anyone still has positive humanity.
  2. grambo (DayZ)

    Sound mod

  3. grambo (DayZ)

    Murder by Numbers

    While some people may have liked the effect that bandit skins had, I personally just don't like the mechanic. If you want to discourage player kills and encourage teamwork, there are better ways to do it. Here are a few ideas I had: -Make healing items more effective when someone else uses them on you. For example, bandaging yourself would require two bandages, but bandaging someone else would achieve the same effect with one bandage. Right now blood bags do a great job of this, but I rarely see them. -Introduce long-term incapacitation (2-3 minutes, maybe) that can only be sped up by a teammate reviving you. In a 1v1 fight, being knocked down would result in bleeding out or the other guy coming and finishing you off. But if you have teammates, they can pick you up and patch you up. Epi-pens might have to be made more common for this to work. -Make nametags visible at short ranges on Veteran/Expert difficulties. Being a team is even harder when you can't identify your friends, even up close. Add this to the fact that with ingame voip, you can't ask if a person you see is your friend or a new bandit, because the enemy will hear you. I'm not sure how possible this is, though. Stuff like that. Bandit skins basically draw a big "EVIL" icon on somebody, regardless of whether they deserved it. Personally, I got my bandit skin the first day I played DayZ - two survivors attacked me on the beach without hitting me, so killing them didn't count as self defense. After that it was almost impossible to team up with anybody because I was a "bad guy", so after a few days I just started killing everyone and taking their stuff.
  4. I think the fact that server admins are using ugly scripting methods to avoid nighttime is a pretty good indication that something has to be done.
  5. grambo (DayZ)

    Equipment

    http://dayzmod.com/forum/showthread.php?tid=785
  6. grambo (DayZ)

    So about the skins

    I don't understand why the skins have to be from the DLC. There are plenty of great skins to choose from in ArmA 2 and OA. Unless it is an attempt to get people to buy the DLC, it just doesn't seem like a good decision from the devs.
  7. Personally I think that sub-Veteran difficulties are not only not fitting to the atmosphere of DayZ, but make gameplay worse. Clever players can use 3rd person to look over cover and look around corners - basically, see people while remaining unseen. This is unrealistic and makes combat dumb. Also, ArmA 2's implementation of crosshairs is extremely unrealistic. In servers with crosshairs enabled, there is basically no reason to use your sights - crosshairs are effective out to extremely long ranges. Finally, the nametags remove a lot of stealth from the game, and introduce dumb luck - often you'll happen to scan over the horizon and see a name pop up. It makes cover far less important. I wish you could identify players who are very close to you, though. I don't think that forced rulesets are really necessary, though. People should be free to play the way they want to play, unless their doing so differs with the dev team's vision of the mod. Most servers already seem to be changing over to Veteran/Expert, eventually I think that Regular servers will be far in the minority.
  8. grambo (DayZ)

    How come players can 1-hit kill me, but I can't?

    Often there is a lot of lag even when you have a good connection - I guess it is either on their end or on the server's end. Anyway, this has a few effects: -Multiple shots from an enemy sort of "blend together" due to latency, because you register them all at the same time. -Enemies may have a chance to shoot back at you before they are incapacitated by your shots, and vice versa. I recommend taking a few shots at an enemy then immediately running for cover or moving around so as to be a hard target to hit. If you shot them well, they should fall over in a few seconds.
  9. grambo (DayZ)

    Spawning in Cities

    ... The ² denotes square kilometers, it isn't an exponent. madplayshd is right. Anyway, I like the idea of being able to choose a general spawn area along the coast. A lot of people would probably choose Cherno or Elektro because of the action and the loot spawns, but why is that a bad thing? As is, those people just end up spawning in and running for a long time.
  10. grambo (DayZ)

    A buddy system:spawning with your friends.

    I like it that dying sends you all the way back to the coast - it means there are consequences for dying, and makes the time that you are alive much more suspenseful. Losing all your stuff and being separated from your friends is, in my opinion, a good level of punishment. I just don't like it that it can take hours to get back to your friends. Twenty minutes, sure, but hours? I think it is a problem with the map being so gigantic. Personally I'd like it if the map were about a third of its size. I understand that the idea of a huge open world is appealing, but I think that the sheer size of ArmA 2's map makes playing with friends too difficult and guarantees that the map is very sparsely populated (given the maximum player count).
  11. grambo (DayZ)

    A few visual changes

    Yeah, I'd love it if the server notifications were removed, and we had the ability to toggle chat. To be honest, I'm on the fence about whether there should be a global chat at all. Obviously it'd be more realistic and fitting with the atmosphere to be limited to local chat (text and VOIP) but I think that the loneliness would make things too hard for new players.
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