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So zombies are just a nuisance again in 1.7.7.1
need matches replied to kumando's topic in DayZ Mod General Discussion
Something to keep in mind: Of course if you've been playing Dayz for a year, you are going to find it "easy". But you have to keep in mind the new player, just now picking up Dayz for the first time. A new player, especially back with 1.7.7, would find this game not "DIFFICULT" but UNFAIR. Zombies sensing you through walls, camping loot spawns, etc. DayZ already has a learning curve. But when I began, I knew I would get better. I would learn the rules. I hate to talk about the last patch because we are already past that now, but it had problems. And some seem to like problems...some call problems difficulty. So, there is something to be careful about when making player spawns harder...like lack of melee weps...even in farm areas. Spawning with no bandages, etc. Think about the NEW player. It doesn't have to be "easy". But it has to be playable. 1.7.7.1 fits this bill immensely better than the last full patch. -
To Everyone Complaining About 1.7.7
need matches replied to NovaDose's topic in DayZ Mod General Discussion
LOL. I like how all the "hardcore" players told those of us who could see the patch's problems, to go play 1.7.6.2 or whatever. Now who's crying? Stop calling those of us who pointed out 1.7.7's limitations and immersion breaking additions "crybabies". Obviously you aren't taking the time to read some of the excellent posts in this thread regarding issues. So stop whining and go play 1.7.7! -
So zombies are just a nuisance again in 1.7.7.1
need matches replied to kumando's topic in DayZ Mod General Discussion
Try it out. No, they did not "nerf" zombies due to "complaining." Try it out yourself before rushing to conclusions about those who are "complaining". (Balance was the issue with us). My only two issues with zombs now: 1. They are still camping loot spawns at a ridiculous amount. Why are zombies so attracted to tin cans? 2. The amount of NEW zombie spawns that enter a building, triggered by a gunshot. I'll take the risk if I choose to shoot a gun. But 12 zombies in three seconds? Really? In a generic town? Again, I have nothing against increased difficulty and survival mechanics, but it needs to be ironed out. -
So zombies are just a nuisance again in 1.7.7.1
need matches replied to kumando's topic in DayZ Mod General Discussion
I'm only going to answer you once because you don't get it. LOL. I'm a cautious player. Always avoided pvp and zombies. Learn the meanings of "balanced". Then maybe you'll understand. If you still can't grasp my point and the point of others, there is no hope for you. I can't make you see what you either can't see, or refuse to see and acknowledge. A game is unbalanced if there are problems that break the rules of the game (go back and read the several 1.7.7 forums) and do so in favor of the opposition in an unfair manner. Thus my example of playing solitaire with a deck of 46. If you love 1.7.7 so much, then by all means, keep playing it. Don't put down people for seeing the patch for what it was. It doesn't make you a better player or "hardcore". -
So zombies are just a nuisance again in 1.7.7.1
need matches replied to kumando's topic in DayZ Mod General Discussion
You missed our point about the patch. IT WAS NOT THE "DIFFICULTY". Trying to knock a brick house down with my head is "difficult". But it makes no sense to try and do so. The patch was UNBALANCED. The amount of "die hard" fanboys professing love for an unbalanced playing experience is delusional. Zombies in tanks would be more difficult as well! For example, we still have zombies camping loot spawns. Or glitched around loot spawns, e.g. I saw a zombie spinning around a deer stand ladder. Why would a zombie decide to sleep on a couple of tin cans when there is a whole field of nice soft grass nearby? Is this more "difficult" as you say? Probably. Does it make sense in the game world? No. Especially around player spawns, when you don't have any cans to throw. A game needs to be balanced...NOT EASY...balanced. Upping infection WHILE downgrading anti-b spawns was contrived. And that is just one example. We aren't "crybabies"...we are realists who voiced our opinions about unfair gameplay. NOT DIFFICULT GAMEPLAY. UNFAIR GAMEPLAY. There IS a way to make a game harder without "breaking rules". If I wanted to fight superheroes or supernatural foes, I'd play a Marvel or DC fighting game. I agree with a lot the patch TRIED of INTENDED to do. But there were...THERE WERE...problems with the result. So if you are unhappy, do what the fanboys were telling US to do with 1.7.7..."GO BACK AND PLAY AN EARLIER VERSION AND STOP CRYING." Wanting an unfair game experience because it is more "difficult" as you say, doesn't make one "hardcore" or a "real dayz fan", it just makes you a glutton for punishment IMO. -
So zombies are just a nuisance again in 1.7.7.1
need matches replied to kumando's topic in DayZ Mod General Discussion
Yes, zombies are closer to actually following the rules of the game again. With 1.7.7.1 they aren't any longer stacked against the player in an uber-"unrealistic to the game" way that they were. 1.7.7 wasn't more "difficult". It only magnified zomb limitations to a level that impaired the player to a great degree. 1.7.7 was "difficult" in the way that playing solitaire with 46 cards is difficult. This fix isn't too easy imo. Things are still stacked against the player. For instance, zombies spawning within hearing range when a gun is fired. Even in mountain areas with one industrial building, I can shoot the one visible zomb and within 5 seconds I have eight of them on me. Are they climbing out of the ground? Are they running 40 miles an hour? Plenty of zombies camping loot spawns, deer stand ladders, etc. Plenty difficult if you don't yet have any bottles or cans to throw. -
There's more than just discussion in this thread than issues with the infection rate. This contains other issues as well regarding 1.7.7 Patch. The thread title doesn't just address the infection.
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My original example got diluted down to the hypothetical you are referring to. I was trying to make my original point clearer with an example to another poster. This is essentially what I was talking about: What about when I'm in a city and five zombies are in the area, far and nearer, of a "one car garage" or "shed" (the one big door one little door building). I find two zombies in the garage, so I take the risk of shooting one. How do 8 or more zombies appear in the garage in about three seconds? Where did the rest come from...not to mention how did the farther away zombies get there just as fast as the nearer zombies? Because it seems there are, unseen in the area before, new zombs spawning just outside the garage. The unending congo lines that keep spawning in two different lines, from 50m away, and all beeline for the one enterable cabin. Breaks realism and makes the cabin, especially near starting areas, unlootable. Never less than one zomb in there at any time. Once I got in there, just to see what would happen, and sure enough it's a death trap. Zombies that spawn fron 16m away, about three at a time coming from different directions, when I stop in the woods to build a fire. All, usually crawling, straight for my position. By this time, I at least have an axe, so it's not "hard". But they certainly were not there before I built the fire. I like zombs seeing my fire, but not three and spawning so close. More to do with "realism" true to the game than "difficulty". One more: I enter the two entrance red brick "house" with two rooms, each opposite one another from the main hall. There might be about four zombies very close to it, but facing different directions. I enter undetected. Once I'm in there looting, four or more zombs all start entering the house from both entrances. How or why do they all decide to enter the house. They didn't see me. This is more of a problem without a melee weapon. I CAN sometimes get out ok without one, but again this seems to be "unfair" added "difficulty". Also, sorry I can't stop, is the lack of starting area melee weapons. There used to be a ridiculous amount, now they are soooooo scarce, even around farms. With all the zomb additions and the loot rollbacks, I wish melee weapon spawns could be upped. I don't really want to see them back where they were, five in one barn was too many, but a bit more now that we need them so much. I don't think this is an unrealistic "advantage" since trying to hit four zombies attacking, since you need to hit that sweet spot to kill, you will get hit. On a positive note, I've never had to throw a can or bottle before, now I'm throwing them as fast as I can get them. Thanks for you time. I appreciate it. :)
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Of course zombies are going to come if I shoot a gun. That's what I said. Are you even reading what I write? Or do you just see the words "gun" and "zombies" and assume you don't have to read the rest? When did I say zombies shouldn't hear a gunshot? Extra zombies that weren't even in the area should not SPAWN OUT OF THIN AIR within 3 seconds. That is what I'm talking about. You'll see I said SPAWN, not run. When I shoot a gun, all zombies in the area should run at me. Extra zombies should not suddenly and MAGICALLY appear OUT OF THIN AIR. That is an unfair mechanic, the contrived type I talk about, breaking the rules of the game to increase difficulty with no regard for gameplay rules. Now if you want to ADD MORE ZOMBIES to the area so that more attack me...THAT MAKES SENSE. Dropping ghosts on me does not. Say there are six zombies on a football field and I'm center field. I shoot a gun. All six should run at me. Five more should not fall out of the sky 1m away from me. Whether you are sneaking or not there should only be six zombies on the field. IF you want to put eight zombies on the field before I shoot the gun, then I would expect 8 zombies to come at me when I shoot. I don't see how you fail to see what I mean. I really think you are missing what people are saying, for whatever reason you just don't seem to grasp their MEANING. I'm convinced at this point that you are simply trolling me. Honestly.
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This is one of the things we have been saying all along. Now, say if I shoot off a Winnie in a garage, and five zombies were around when I went in there, within in three seconds there shouldn't be 8 zombies in there. There should be five in there with those within hearing on their way there. But zombies shouldn't spawn where there were none just because of a Winnie shot. That's breaking the rules just for the sake of "difficulty". If I'm on a football team, and tomorrow I play a better team, that is difficulty. But if the other team gets to make up new rules as they go along, that is manufactured unfairness. If we can keep difficulty while getting rid of unfairness, then I think 99% of everyone will be happier.
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Again with the "difficulty". For the 70th time, I welcome more difficulty. Your comments above only serve to show how you feel about those of us who don't like the difficulty of playing solitaire with a deck of 46 cards. Still throwing the word "difficulty" around like you are only shows you don't understand our posts for some reason. We want difficulty, But it has to be FAIR and MAKE SENSE. Giving zombies superpowers is contrived. How can you fail to see that? And I did not bring up the "faux realism". Others professing unconditional love for the patch did. I have only pointed out how the patch IS NOT realistic. It is no longer a simulation as it was. I did this following statements like this: "Dayz is not for the casual gamer. It is a REALISTIC SIMULATION of a zombie apocalypse." If I'm misunderstood or misquoted I will clarify my statements. You can call that "arrogance."
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By quoting what OTHERS are saying regarding 1.7.7 on Youtube, and if you read the substance of my post, you will understand why I said what I said. Meaning: "Yes it is silly to think someone would break the mod so people would be pushed to buy the SA. BUT, since I can't find a reason these changes were IMPLEMENTED the way they are, it WOULD, in a crazy world, "SORT OF" explain it." I think I was clearly being facetious and making a point. And why, out of the whole post, try to marginalize my comments with that one small part? Like others here, I'm mystified by those who proclaim "love" for the patch when it has GLARING problems extending beyond mere glitches. Yes I know it will be "tweaked". I certainly hope so because the essence of one of my favorite games of all time, especially in the past number of years, has changed. And I do like more than a few things about the patch. I want to thank the developers for their hard work. I realize many issues I have may prove to be temporary. EDIT: SPELLING and TONE; I came off more jerky than I meant to to Fraggle.
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I'll let my earlier posts speak for themselves. I just wanted to say that after spending hours with 1.7.7 and rolling back and forth again to previous patch, I think I'm going to stay with the previous patch. My latest 1.7.7 experience was entering a garage, one garage door one regular door building, with minimal zombies around, I decided to shoot one already in the garage. In no less than 3 seconds there were, I'm serious, 8 zombies in there. I just don't know what more I can say. Again, my previous posts. I really feel for people spending money on arma and just now trying Dayz out. I really do. In my beginning days the game and zombies and learning curve were challenging. I loved it. I recognized that my hard work would pay off. I was getting better. I was understanding the rules of the game. Zombie behavior. How to loot. etc. No more. And you have to be open minded to realize this if you are a long time player. New players will welcome difficulty if IT MAKES SENSE. This patch will stall the growth of Dayz Mod. It will strike new players as being "unfair"...and that isn't code word of "difficult". Unfair is just that. Do you want to play solitaire with a deck of 46? Or play Pac-Man with 12 more ghosts added and power dots taken away at the same time? Sure the previous patch was getting easy. (although zombies could agro from farther away...not easier). I don't find 1.7.7 to be harder. I find it to be rule breaking. It's too bad if this is the only way the game could be made more difficult. I may still comment in various threads about 1.7.7 since I have feelings about it. But I will NOT be playing it. As numerous people on Youtube have said, "Maybe they broke the mod so people will have to buy Standalone." I don't know...but at least that would SORT OF explain why 1.7.7 is the way it is.
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Zetal, I'm being serious, are my posts just going over your head? You seem to be totally missing the substance of my posts. I mean no disrespect. I would WELCOME more zombie difficulty! It has to be fair and make sense. And judging by the "beans" I'm getting from posts in several different threads regarding these issues, I am not alone by any means. Many who "love" the patch and "love Cherno being a ghost town" are making RIDICULOUS EXCUSES FOR THIS PATCH. Are you so hard up for more difficulty that you welcome a poor patch with open arms? I have been patiently trying this patch and, in those instances where I can find and successfully pick up a melee weapon (some are still broken), I can survive for quite some time. I LOVE SURVIVAL. I LOVE MECHANICS. I don't love this patch.
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This patch contains CONTRIVED difficulty. It breaks game rules. See my post above. (Not the one that didn't post right...there's one before.) I address many ways this patch is UNREALISTIC. I'd have to "adapt" to zombies driving tanks around. That would be more "difficult". Simply, many changes in this patch are just as silly. Don't dismiss people POINTING OUT the GLARING problems with this patch as "playing wrong". For example, If I run around houses and am two turns ahead of zombies, I should be able to lose their agro. Can they see through buildings now? For example, in the tiniest of villages near starting areas, with ONE enterable cabin, I get TWO LINES of unending zombies all entering the cabin. Starting from 50m down the road. How do they all know the building is empty? ESP? And they don't stop spawning. MORE ZOMBIES IN ONE HOUSE TOWNS THAN IN CHERNO!!!! Realistic? I don't think so. For example, once I start a fire, zombies spawn at 16m. Are they coming out of the ground now? Do yourself a favor and read more of this thread. There are EXCELLENT points why this patch is UNREALISTIC. There is a GOOD kind of increased difficulty. Contrived, mechanic breaking difficulty is abysmal to the immersion of the game. Too many occasions, where the game just abandons any sort of fairness to careful and patient players, leave me just shaking my head and laughing at the game and this patch in disbelief. Immersion is broken.
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Something went wrong when posting.
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I encourage people interested to read my previous post on this thread regarding the number of changes that are NOT REALISTIC. I'll sum up some basic things here, because this post is getting more "harder is realistic" posts. No. It's not. When difficulty is pumped in to the degree that it breaks the rules of the game world, then it is contrived and UNREALISTIC. I should be able to lose agro when, running around houses, I get two to three turns ahead. Now they just use ESP to STILL find you despite sight being broken twice in a row. Entering an empty house unseen, with minimal zombies wandering about, but then when I'm in the house, five zombies enter using both entrances. Zombies spawning closely when you start a fire. Are they coming out of the ground now? Tiny tiny starting area villages are simply, harder to loot than Cherno. It's so ridiculous now, I just laugh at the game and shake my head. Lack of melee weapons even around farms and rural areas. With the amount of changes, don't minimalize essential starting gear. Read my last post for more. The new difficulty needs to make sense. Some here are STILL making comments like, "oh, you're impatient," "go play CoD," and "thank god cherno is a ghost town". Really? You don't see what's wrong in this patch? So, unfair to the game and player changes are ok, as long as Cherno is a ghost town? Who sounds like the whiny ones? And it's because there's no loot in the cities anymore. That's why. Giving zombies immersion breaking powers isn't the answer folks. We welcome more difficulty. This just isn't the way.
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To Everyone Complaining About 1.7.7
need matches replied to NovaDose's topic in DayZ Mod General Discussion
You also spoke in your post about REALISM. OK. Realism. Many seem to be missing or dismissing valid points regarding the realism of this patch. I have said: On several occasions, I have spawned by a tiny village with one log house to enter. On these occasions, lines of zombies coming from two directions like congo lines of ants, all bee line for the one enterable house. These lines don't stop spawning and quickly there are, I'm not exaggerating, MORE zombies than there are in Cherno. How is this realistic. How does every zombie in a 100k radius know to go to that one house? It seems like difficulty for difficulty's sake. It's contrived. The house NEVER empties of zombies. So not only is it harder to find loot, but even in starting areas, the only lootable places are thus unlootable due to them becoming Grand Central Station? I can run around a house and get to cover and lie down, but zombies seem to be able to see through objects now, and always know where you are no matter what. Once aggro'd they simply stop following the laws of the simulation. I can scout an area before making a fire, but as soon as I start boiling and cooking, I'll get three zombies spawning at close distances, all coming right for me. How is this realistic? Again, I'm fine with more difficulty. But it needs to make sense and not just be contrived in order to please those on their "hardcore" ego trips, telling others they are wrong, no matter what. I suspect these types would be fine with zombies driving tanks around, because that would also be more "difficult". I am fine with infection but, as noted, a fix will change this slightly for the better. But there are more issues than just that. I'm afraid I repeat myself too much, but many don't read threads entirely. Simply, all the seemingly 9 or so changes to zombie behavior and strength (please see my comment above about endless congo lines aka unlootable houses) coupled with lower loot, less melee loot even near starting areas, no back packs, etc. is: Too much too unbalanced. It smells of contrived difficulty for the sake of difficulty and not true to the rules of the game. When I enter the two door brick house with two rooms unnoticed, why all of a sudden do I get a ton of zombies entering both doors? Make it harder. But make it make sense. I can find mk48 ammo and akm ammo before an axe in a rural area? And even if I find a crowbar or better back pack, I still can't pick them up sometimes at all... EDIT: I basically posted this, with some changes here, in another similar thread. I'm just trying to stay involved with several similar threads. EDIT: Played MORE of 1.7.7. I still find tiny tiny villages HARDER to loot than larger towns. And nowhere to lose AGGRO. -
Actual Constructive Feedback for 1.7.7
need matches replied to Tehmedic101's topic in DayZ Mod General Discussion
There are other threads for this. Commenting on what we don't like about 1.7.7 in a thoughtful way IS constructive. I agree with you. But other threads are already doing this. This is an unnecessary thread. -
Will SA alpha be in a worse state than the mod?
need matches replied to JoeM (DayZ)'s topic in DayZ Mod General Discussion
Personally, after 1.7.7, I'm feeling like waiting to see, before purchasing Standalone, how different it is. I really want to be a pre-purchase and I'm willing to give everyone the benefit of the doubt. But suddenly I'm cautious. I'm not bashing 1.7.7, search my posts, but personally I find it...interesting. -
I'm saying this seriously and in answer to the OP. Patch 1.7.7 killed my addiction. I'd wait for standalone. My opinion. Thanks.
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Good news. However, I shouldn't walk into an empty brick, two door two room house unseen, and once I'm in there 5 zombies waltz in. From both entrances. Used to be up to five hatchets in a farm buildings. Now maybe one in every four? If lucky. With all the changes, melee weapons should not be so hard to find. Getting rid of agro without buildings, when zombies seem to be able to see through them now, e.g. coming around a house and sensing where you are hiding, is imo unrealistic. If I can find a melee weapon, the game seems somewhat playable, but immersion breaks when so many decks are stacked against us now and seem contrived, such as zombies spawning in areas that were clear seconds before. (Small village zombie spawn points = congo lines from two directions all entering log house = unlootable). Zombies seemingly appearing out of the ground once you start a campfire. Unrealistic. And I can find two mk48 mags and two akm mags WAY before even finding an axe? Would be great if I had a pack to put them in. I'll leave the rest for other threads.
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OK. Realism. Many seem to be missing or dismissing valid points regarding the realism of this patch. I have said: On several occasions, I have spawned by a tiny village with one log house to enter. On these occasions, lines of zombies coming from two directions like congo lines of ants, all bee line for the one enterable house. These lines don't stop spawning and quickly there are, I'm not exaggerating, MORE zombies than there are in Cherno. How is this realistic. It seems like difficulty for difficulty's sake. It's contrived. I can run around a house and get to cover and lie down, but zombies seem to be able to see through objects now, and always know where you are no matter what. Once aggro'd they simply stop following the laws of the simulation. I can scout an area before making a fire, but as soon as I start boiling and cooking, I'll get three zombies spawning at close distances, all coming right for me. How is this realistic? Again, I'm fine with more difficulty. But it needs to make sense and not just be contrived in order to please those on their "hardcore" ego trips, telling others they are wrong, no matter what. I suspect these types would be fine with zombies driving tanks around, because that would also be more "difficult". Just because you played in the "old days" doesn't mean the patch doesn't have problems. You don't own the game. You might love people leaving the game and call them "whiny" while still others try this mod for their first dayz experience, and walk away after an hour, a generous assumption. I am fine with infection but, as noted, a fix will change this slightly for the better. But there are more issues than just that. I'm afraid I repeat myself too much, but many don't read threads entirely. Simply, all the seemingly 9 or so changes to zombie behavior and strength (please see my comment above about endless congo lines aka unlootable houses) coupled with lower loot, less melee loot even near starting areas, no back packs, etc. is: Too much too unbalanced. It smells of contrived difficulty for the sake of difficulty and not true to the rules of the game. Make it harder. But make it make sense. PS: I really hope Razor sees my posts, not because they are the only ones that matter, but because I fell in love with Dayz and it brought me excitement for pc gaming. It's just "one of those games" that suck you in. I love Dayz. But with everything this patch tries to do, some of the essence has been lost. I always told my buddies they have to get this game and that we'll play on Steam when SA is released. But I cannot in good conscience do that right now. Yes pvp was a problem, but this, for me, is not the answer.
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SRY. Didn't realize I had just posted. Kind of repeated myself. Please delete this if you can.
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Another thread turns into an "I've been playing longer than you" thread. What a surprise. Listing things you don't like about the patch IS constructive. I haven't read many posts that haven't been at least a little constructive. It's the "sorry you can't CoD anymore" posts that ARE NOT constructive in the least. A portion of the DayZ players, yes PLAYERS, are finding problems. This doesn't mean that they don't want a more difficult game or more survival. Simply, FOR ME, what grabbed me and mesmerized me about the game is gone. The nearly 8 ways that zombies have been "powered up" is not a tweak, it is, as I read by someone on YT, a kick in the nuts. Especially with melee still horrible. Then they make it harder to find hatchets at the same time. Take away backpacks. Reduce morphine and antibiotics. This is unbalanced any way you slice it. You can love it all you want and laugh about noobs getting mad, etc. But 1.7.7 is not fun for a lot of people. I've always played cautiously. Carefully. Friendly. Killing game and boiling water and covering the landscape. Again, a lot of us "complaining" aren't complaining about the patch being HARDER. We are complaining about the implementation. There's a difference. And this doesn't mean we don't appreciate the work that it takes to release a new patch. I love dayz and the community. This unbalanced release feels like an April Fool's day joke. EDIT: spelling