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rubberman

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About rubberman

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  1. rubberman

    1.8.6.1 Base building feedback

    @R4Z0R49 One thing i've noted is that sometimes when using the combo lock it's very fussy moving the numbers. Also the comfrey leaves is a bit different when you harvest them. You get a noise (like safe locking a la epoch) and then get kicked out grabbing only 1 of them. Then you have to reaccess to get the remaining. (minor but incase you were unaware).
  2. rubberman

    1.8.6.1 Base building feedback

    So really you'd be ok to get rid of tents/storage spots, body's disappear on death etc? To you what is end game? What do you do after your char has survived 30+ days and has all the loot? What do you do for entertainment after a few hundred hours? That is always the problem the concept has had for me and many others - how to keep entertained after you've walked chernarus a few times. I don't think hoarding is/would be much worse than it's always been really. But i think I look at it differently - i'm looking at the base as something to build and have it destroyed and broken into. Not an impenetrable fortress. Really i can pick any two guys with experience and we could go to any town and lock it down so no one gets a vehicle out of the area. You'd have an easier time if we were penned into a 2x3 fenced off base. Anyways, I do like that you've added an opinion though - that's all i've added too.
  3. rubberman

    1.8.6.1 Base building feedback

    Another problem: You could not have a public hive and basebuilding without some significant work or acceptable level of griefing. If this isn't coming back then is a moot point.
  4. rubberman

    1.8.6.1 Base building feedback

    Also has anyone tested the effectiveness of satchel charges on walls/gates? Since padlocks are so rare i'll likely only test on walls, but if anyone has experience with destroying walls please post them. Will attempt the following over the next week or two: Grenades Smoke Grenades Satchel Charges Ural (if i can find one).
  5. rubberman

    1.8.6.1 Base building feedback

    Care to explain a bit deeper to invade/secure cities and towns? Do you mean to secure it from the zombies (e.g no respawn) Build fencing/barricades or something else? Also when you mean griefing bases, do you mean griefing by the builders, others or btoh? I'd say the key to bases is that it has to be possible for a single person to break into them, but not easily done. As a lone wolf i can build one, but even a modest one takes hours to do (procure items etc). But a level of effort should be required to get in as well. Wondering what i'm not thinking of that having a base hampers at this point. I'm also not familiar with how hard it is to get into a base yet as i've just dusted off arma 2.
  6. rubberman

    Can u like.. make 1.8.7 be like 1.7.6.1 :D

    I've posted a thread in General discussion, will see if it drums up any interest. I'm not on a high pop server, but hope to have some more info on building in the next week or so. Destruction, breaking in i hope to see more of in the next couple weeks. https://forums.dayzgame.com/index.php?/topic/230029-1861-base-building-feedback/
  7. In another thread in the suggestions forum, R4z0r49 mentioned they were not getting any meaningful feedback on bases, thus being removed from stable until more feedback was garnered. I'd think if it moves to dev branch there would be less feedback so it would likely wither on the vine there. I'm hoping to drum up some opinions and feedback on the base building system. Specifically building/destruction of such was brought forward as areas of interest. Anyone want some beans for feedback?
  8. rubberman

    Can u like.. make 1.8.7 be like 1.7.6.1 :D

    Yes has always been the problem and the payoff for playing friendly(ish) is negligible (interactions aside) and doesn't provide a lot of incentive for that play style. I know when i first started i was so enthused that when you become a hero a you get a new skin, that has a bulletproof vest. But it was only good for small calibre rounds (makarov...). The humanity system, while flawed, was an attempt to keep everyone from killing everyone not on teamspeak. I don't have a better system, but i would've tested/added to that a bit more so that if you did choose the hard way to play you got more benefit. E.G: Bullet proof vest good for small arms, and rounds up to x only do x% damage to people in hero skin. Soft skills stuff (not sure if possible in arma2): E.G hero skins bloodbag quicker, can do epi pen action without an epi pen. Also i'm not sure how well the self-defence mechanism is for losing humanity these days. E.G if someone shoots at me and i return fire do i lose humanity if he doesn't have a bullet come within 10 feet of me?
  9. rubberman

    Can u like.. make 1.8.7 be like 1.7.6.1 :D

    Ok i just started building last night for the first time so i haven't been far enough to provide anything indepth. I did note that Q&E did not rotate walls (not sure if supposed to work , but i am not close to the default key scheme either). Also my planned rectangle was abit off, gonna assume due to slopage. Don't have much more to provide yet, building limited due to finite levers. I'll create a new thread for feedback somewhere and not hijack this guy's thread any further. Any ideas where to put a thread on this? http://images.akamai.steamusercontent.com/ugc/581322996075315813/351AE37BF00399D05D6E3A70DC81DD18FD64EC01
  10. rubberman

    Can u like.. make 1.8.7 be like 1.7.6.1 :D

    "The spirit is willing, but the flesh is spongy and bruised." Is there a place noting what type of feedback you're looking for? Apologies just back into the fold and not sure if this was covered somewhere else. For what's it worth here's my opinion overall of the mod, after putting in about 1000 hours of dayzmod (and it's iterations), without something long term to strive for it's tough to want to engage in anything but banditry/quick deathmatch. Which gets tired quickly (for me atleast, if i wanted to do that i'd engage in something with quicker gunplay). The changes i've seen from 1.7 to 1.8.6 (the time period i left and came back), added more of a survival feel (crafting of stuff), resource management has become a bigger priorioty and health/death has become more involved (good thing, having a char that is sick or ailing makes the best experience). Not having a 1000 weapons and 500 cars makes the experience enjoyable, adding a wooden fence to store med supplies and band together is great. The jump to 1.8 seems like it was what i was looking for when i stopped the mod really.
  11. rubberman

    Can u like.. make 1.8.7 be like 1.7.6.1 :D

    This makes me sad :( I just got back into dayzmod and really like the implementation of this, simple, pretty and just enough to keep me interested long term. Not as much work as Epoch (see http://images.akamai.steamusercontent.com/ugc/468683616268494603/E1F42A5C4D49C4BFADF009FA4624B654FCA70C2C/) Its a great way to band strangers together.
  12. rubberman

    -=BAKERLAND=- Dayz mod & Epoch

    Enjoying the revamped Komorovo location.
  13. rubberman

    -=BAKERLAND=- Dayz mod & Epoch

    Believe the toggle snap script is one of the best additions anywhere... much easier to solo build when the group is offline.
  14. rubberman

    -=BAKERLAND=- Dayz mod & Epoch

    Digging the lack of decay! Is it set to 60 days or infinity now?
  15. rubberman

    -=BAKERLAND=- Dayz mod & Epoch

    Decent, yet subtle mods, brought me back to the dayz mod fold, nicely done baker.
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