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Everything posted by Funkmaster Rick
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No, you fool! Clearly the red ones are better! Can't you see that they're practically made from boxing gloves? =p
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Indigo Prophecy! An excellent story game! A bit hit-or-miss, though, as not everyone enjoys what basically amounts to an interactive movie with video game controls. If they add urination or defecation, it will only end up being used for sociopathic twelve-year-olds to degrade everybody who doesn't have two or three friends with effectively infinite disposable time to play terrorist on a video game.
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First Aid Kit storage capacity
Funkmaster Rick replied to Zing Freelancer's topic in General Discussion
I remember looting one guy I had shot. He had so many nested containers in one protector case that when I put them on the ground to check their contents (which you had to do in those dark days) some of them popped up fifty metres away. Matryoshka containers unwelcome, especially when they don't get smaller! -
Close Quarters Ballistic Combat: How?
Funkmaster Rick replied to FlimFlamm's topic in General Discussion
You know what would make this a problem of the past while also increasing realism? Melee mechanics for held weapons. Pistol whip those dumbasses. -
Once the new player controller comes in, make sure to toss a spare grenade into the second floor of every camo building you pass by. I guarantee you people will still be looking for ways to exploit that building's geometry for months after the issue is solved.
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AK-74 with a Kashtan and a PSO-1, or whichever has the right ballistics for the -74. Run around with the Kashtan for range-variable engagements, take the scope off for CQC, put the PSO-1 on for sniping. The gun is fairly easy to handle, the ammunition has some of the highest material piercing of all ARs in the game, and the distinct red wood finish is strikes fears into the hearts of your enemies. Kind of hard to find the clips, but otherwise fairly easy to maintain.
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Can someone explain this phenomenon to me ?
Funkmaster Rick replied to General Zod's topic in General Discussion
In support of some claims made a ways above, I can also offer anecdotal evidence suggesting that removing items from military loot spawns causes it to respawn faster. Me and some boys I played with used to hang out in the Zeleno/Myshkino region. Whenever we went to lock down Myshkino tents as a group, we found that dumping unwanted items just outside the tent we found it in made a difference. It seemed that things did not respawn as long as an item was 'jammed' in the spawn zone in question. We didn't exactly document it scientifically, but we all agreed there was a palpable difference, and that it was far more efficient for group-looting to clear out undesirable gear and wait for it to respawn. Oh, and restarts almost always mean fresh loot - I can't recall whether this applied only to emptied spawn zones or all of them. All of this on .60 version. -
Can someone explain this phenomenon to me ?
Funkmaster Rick replied to General Zod's topic in General Discussion
When I loot Myshkino and there's almost nobody on the server, sometimes I like to leave cryptic notes on the empty ammo packaging. -
Looting needs to be a bit more functional before reticle removal; sometimes you just need to point your screen directly at an object to have a chance at looting it. The reticle helps there. It is also not a complete solution to perceived hip-fire hyperaccuracy; won't putting a tiny sticker on your monitor still work?
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You sure about that? I thought the render update brought us from Dx9 to 11.
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Pilgrim has a point. The state of public servers is generally shitty, and it's a shame that that's what potential new players generally get introduced to first. I could be wrong, but it doesn't strike me as terribly labour-intensive to build a tool that checks server logs for kick frequency and cross-references with average population and frequent members to do a decent job of pointing out when a server is probably being used in a way that's detrimental to the community at large. It's not fair for the average end-user to have to go through the process of gearing up from scratch each time, often on their own, when any person or group who owns a server has the capacity to loot safely and only engage in PvP when decked out, never with a gear disadvantage. The fact that these people tend to fight in groups only makes it worse. That's the kind of division of community that I usually only see in F2P games or games with a subscription option. Renting servers isn't supposed to be that. =/
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There is almost always fog on the coast now. Since you've provided very little information on what you've done to try to solve this issue, I assume you've done little more than play with the graphics before you came here. If it's not coastal fog, it's not an issue I've heard of, and you'll be best served doing a forum search, then Google if nothing turns up.
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Make a website for the exchange of loot
Funkmaster Rick replied to tanyel's topic in General Discussion
At some point in the future, when KoS banditry becomes less than 95% of the meta and there are actual community-minded tasks to provide a congregation point for players to interact peacefully, trading will become the lifeblood of DayZ for a lot of players - after all, not everyone will be skilled enough to sneak into a military base, loot important items, and make it out without dying to zombies or bandits. The game is going to get a lot harder, and that will make trading important. What really worries me is websites like this eventually transitioning into selling in-game items for cash. When the gold-farmers flock here, I suspect it will vastly reshape the manner of the game, and I'm not sure I like what it'll turn into. -
Dear BIS - upload MAP image for print please.
Funkmaster Rick replied to niki72rus's topic in General Discussion
Shit, I'd print out a greyscale map. It's so much more satisfying to mark things on paper. -
@General Zod Fair point. Between the farming mechanics (and the many other ways one can survive without interaction) and the sheer bloody risk of travelling to hot spots, I generally try to limit my interactions to situations in which I can have significant control. Too many bullets to the back of the head, you know? As to two bullets destroying all a person's gear, that is a legitimate issue right now - the damage system is fucked up and will see much tweaking, I'm sure. That point was more to illustrate to the OP that shooting people is always a risk, not just Ye Jolly Olde Time. Some players really don't like the idea that a bullet might destroy that special item they wanted to loot off Buddy the Bambi, and I think it's silly to be so attached to gear or looting corpses.
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Hah. There are other players (myself among them) who are complaining about the map being too small. Other players (myself included) laud the design changes that discourage frequent coastal PvP and KoS. The entire premise of DayZ is to err on the side of too little rather than too much. DayZ is based around not having frequent interaction, so the interactions you do have are that much more special. I like that there are bandits like you in the game, but you had to know these changes were coming; we practically shouted them from the rooftops, and you've got too high a post-count to have missed it without trying. Though the way it's handled at the moment is a touch clumsy, loot getting destroyed when you shoot players is an important part of the game; it's generally more profitable to rob someone than loot their corpse, just like in real life, because bullets are fucking indiscriminate. They don't dodge around that AK mag you wanted to loot. As to the barren wasteland bit, bloody great. The game is literally meant to feel like a barren wasteland 99% of the time. You're complaining but accidentally telling the devs what a great job they did. You're supposed to put an enormous effort into the DayZ experience to get anything out of it. This has never been meant as the sort of game where you log in and go find a bunch of action - the option has always been there to allow PvP, and the threat of PvP will always be an important aspect, but ultimately the game has been going in another direction since day one of the SA, and we all had plenty of opportunity to notice it. Sorry to trash your rant. =/ I imagine that a lot of the crowd that's been complaining for nearly three years about the prevalence of KoS banditry are bloody ecstatic to finally get a chance to interact with other players, even if it rarely goes anywhere. Everything you've been complaining about is what makes DayZ such a great game.
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Pushing traffic to castles and Northern Highway
Funkmaster Rick replied to BeaverProductions's topic in General Discussion
Everytime I go to Zub to chill, I get shot or end up shooting somebody. =( -
I just found a vss at balota
Funkmaster Rick replied to noobgamer99991's topic in General Discussion
I've heard that weapons that used to spawn at heli crashes now spawn at standard military locations. Just anecdotal evidence, though, so don't quote me. -
When they were putting out clothing and weapon updates very frequently, the community cried out in anger because the big things weren't changing. When the big things change, the community cries out in anger at the lack of little things coming in.
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The atmosphere was thicker in the mod, but let me tell you from experience, you'll fucking hate going from the SA to the mod. There are so many bloody quality of life changes between the two that it's incredibly frustrating going back, even for a lark.
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CLE: easier to get m4/mags than civilian weapons (now with expanded feedback)
Funkmaster Rick replied to Bororm's topic in General Discussion
Being able to guess what you'll find in a house before you go into it goes against the spirit of DayZ. You're supposed to look hard to find things, not just run till you find the house with the higher-than-average chance of spawning your can of beans. -
Your processor and RAM look up to snuff. Your 940MX, however, I'm less certain of. If Nvidia's numbering system is related to efficiency, then your graphics card is on par with some of the upper-end desktop cards, and you're good to go. But that's an assumption I can't back up; laptops tend to have much shittier cards than desktops, even at the high end. In general, prefer desktops for gaming. As to what FPS to expect, no clue. Off the top of my head, your rig looks very playable. I mean, it's still a Dell (which might as well be a dirty word among gamers), but I'm reasonably certain it'll play well enough to get by.
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New Melee when new animation system/player controller arrive?
Funkmaster Rick replied to NickNasty6's topic in General Discussion
Well, the last official word on the topic of melee fighting was that it's "essentially done," but that was from a long way back and came out before they were even talking to us about a new player controller, so I'm still holding out hope that we'll see something more workable and fun. -
Nah, just means DayZ was on everybody's minds.
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WOW, Lucky I found that heatpack, said no one ever
Funkmaster Rick replied to siresteelhell's topic in General Discussion
If you've never needed a heatpack, you're just not pushing your game to the limit.