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Everything posted by HazZarD87
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^This!! It makes no sense in any way, shape or form. Not even mentioning how the rest of the so called new "difficulty" is contrived and cheap. It should be hard because of a good design. Not because of cheap tricks like zombies standing on a loot pile or nothing but cans spawning in hospitals, military bases etc. If something is truly "difficult" a good player will overcome it if he does things right. Now it's just a lottery whether or not you have a good piece of kit spawn for you. Luckily the SA isn't as limited in design options so it won't have to resort to such shennanigans.
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Will anyone else play KOS in SA when it comes out?
HazZarD87 replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
Funny how people keep claiming there is a "meant to be played" way to dayz. As the damn brains behind the whole thing allready stated: there never has been, nor will there ever be a way it is "meant to be played. Time to nut up or shut up. -
Dunno bout the lot of ya but when I put two 5.56mm rounds into someone they go down. 7.62mm only takes one unless the range is very long. 9mm is crap but then again.. plenty of cops who had to shoot a guy 7 or 8 times with a 9mm before they'd go down. (And yes, torso shots). The threshold for a shot (partially) incapacitating you even when not outright killing could be better though. Have it screw with your aim more for instance. Ofc sometimes it happens that you think you're trying to shoot the terminator but that's either desync or hacks.
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There's gonna be one version of dayz and that's rocket's version. For all the 1000+ vehicle, military hardware starting kit PvP pewpewpew loving fellows out there we have battlefield 4 coming up.
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That should only work with a walkie talkie ingame that you can actually find. As the SA will do. I sure agree on the first bit though, I can very well do without all the bitching, moaning and "your mom" comments whenever person A shoots person B.
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Good point on the sidechat. I really don't need kids raging that you shot them. Or constantly spamming the box with "who's in cherno?" "anybody friendly?" "Who is in such and so car? lift???" Just pollutes the bottom left of my screen with baby-blue ranting :P
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And once you get the hang of it on the range, take it a step further by going on one of those nutty PvP "spawn with full gear maximum carsss!!" servers. They might not make any sense toward the rest of dayz but the provide you plenty of oppurtunity to practice against more dynamic targets than those on the range... And that shoot back. That way you will get some experience fighting other players much faster than you ever would in a true-dayz environment.
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Look for the singleplayer mission "the shooting range" on armaholic. It gives you a range with full control over target, distance, movement etc etc etc. You can try out just about every weapon in the game there, even the ones not in dayz. It also lets you put on "bullet camera" which follows the shot after it leaves your barrel. That last bit really helps you understand what your round does during it's flight and gives you a better understanding of how your aim works.
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Gotta read your own sig mate :P some things encourage coöperation but nothing forces you to. It's up to you to do whatever the heck you want in the world. Rocket mentions the sniper that just sits on his perch waiting to shoot someone for the lulz.. and there's fuck all they're going to do about it despite of what pissed of kids who just got shot may scream. (Actually love it when they do that in sidechat though, sweet tears of despair). That being said, they reduced antibiotics to laughable stocks at the moment. And loot in general. It's all about authenticity and yes, things would get looted pretty fast in a situation like this. But on the other hand, with so many infected and so few survivors there is still gonna be stuff all over. The risk, ofcourse, lies in getting it. The bigger the stockpile, the more populated the area it is would have been.. and that means more zeds. And that is where their danger lies, sheer dumb numbers. Because yes zombies are "herp derp" since a virus has been munching away at their brain and all higher cognitive functions have been flushed down the toilet. We don't need L4D super zombies to spice things up, that only hurts the authenticity.
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They have sacrificed a crapton of stuff during development just to focus on security and an MMO architecture. Now I'm nowhere near knowledgable on this whole thing but no doubt rocket and the guys at BI are. To read a single forum post on some far of corner of reddit and jump to the conclusion that they're basically leaving the gates white open is, to say the least, an extremely jumpy reaction and a grave underestimation of the devs. In a broader sense, so is any speculation from the scraps of info we've been getting. Guess this is kinda the area-51 syndrome. You don't know what's going on so the wildes theories start flying around and some people are always convinced they "must" be true.
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They had awesome servers but sadly they quit as of june 9th. Those guys were putting a hell of a lot of time into it and well.. their lives didn't agree to that anymore.
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What guns would you like to see in SA?
HazZarD87 replied to WBK's topic in DayZ Mod General Discussion
A flare gun to set stuff (or survivors, imagine the lolz!) on fire :P -
Because dayz is the zombie survival shooter that I chose to play. Origins is just a poorly done "Grand Theft Auto: Zombieland"
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Third person is there for a reason. Because the arma engine severly limits you in the amount of movements you can make they have included third person. It helps you see how you are positioned because you cannot feel it like in real life. And the looking around corners etc. is there since IRl you would be able to peak around things, trough cracks in fences or just slightly raise your head to see, whereas in the ArmA engine you'd have to kneel and expose far more of yourself. 3rd person serves a purpose and as we could see in the SA videos it's simply gonna stay.
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If you can't even figure out why that would be relevant to the SA you might want to work on understanding concepts. The fact that you resort to just yelling "not true" instead of elaborating on anything closes the case.
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Nothing has been missquoted or taken out of proportion. This goes back way further than the E3 and is basically literal, Save for the zombie movies he summed up as an example. There's no context to it at all, it is what it is. So before you lecture people on comprehension try working on your own.
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I'm sure left4dead3 will have plenty of hard zombie bosses lined up instead.
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Guess what, rocket is gonna make them do even less damage in the SA. Since they are infected human beings and not undead super monsters. A punch doesn't cause you to start hemmoraging. Along the lines of how rocket put it: "the biggest danger is the breakdown of society, zombies are for all intents and purposes retarded and so they will never be dangerous when you aren't being swarmed." So yeah zombies will never be truly "difficult" unless you turn them into X-ray vision, wallhack toting, 1-shotting übercorpses from beyond. Which ofcourse destroys any hope for an authentic feel at all.
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Perhaps. But as rocket stated in his E3 interview: sometimes you need to cut a few corners for the sake of gameplay. Hard is good, but not at the price of functionality and immersion.
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What it felt most like to me is that we are dealing with "ghosts" now instead of zombies, that just appear all over chernarus out of thin air. I can see what ideas the current state of the zeds is trying to put into practice but they just aren't going to work in the mod which is shackled to ArmA 2 soldier AI and client side spawning of zeds. A good example of this is the campfire zombs. Sure I get the idea behind it: you put up your fire, couple of zeds see some flickering light where there was none before, they come and check it out... mayhem! However since there are no zeds wandering about regardless of where players are, as you will have in the SA or would have where there truly a Zpocalypse.. they just spawn out of thin air and the whole idea is shot to bits. Instead of giving you the idea you attracted a bunch of zeds from somewhere you just notice a horribly broken mechanic. I'd love for zeds to be dangerous, I'd love the suspense of having to be on your tip-toes not to trigger a horde of the things coming after you when make a "grocery" trip into town. Or watching a wandering horde in a more rural area forcing you to take a big detour. What I don't love at all is that they just seem to be crawling out of the ground like Michael Jackson video versions of zombs. The bottom line is that there are limitations to what the ArmA engine can do for zombs. I'm getting the feeling they tried to keep the mod in pace with the SA ideas for zombies, something that you simply cannot do because of ArmA's limitations. It's the very reason why the standalone was being built up from the ground.
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This just sums it all up right there. Take every last bean in my backpack good sir!
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^This! Another thing I've noticed is ppl thinking that it means less K.O.S. now that loot has become much harder to find and the infection risk being as it is. I perceive it to be quite the opposite. Killing a player for his gear which saves me a lot of trouble and risk to attain otherwise has become so much more appealing now.
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Standalone will fix it. Otherwise just get a good private hive where you can report the time and place of the incident and they drop the banhammer on violators.
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Zeds being a bit more of a menace is nice and all but why keep the wild spawning ones? It would be fine if the server spawned them and they'd wonder about, ending up in forests and what not. But as it is now it just feels like they magically appear all over chernarus, more like ghosts than infected. Also they provide some abominable meta-gaming since zeds in the wild are always a dead give-away of someone's position.
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By reading some of the suggestions in this thread it is easy to pick out the ones that have probably never driven a car in their lives :P