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Should we remove barbed wire in the next update
CrissCrow replied to mattlightfoot's topic in Mod Announcements & Info
If its removed, it should be replaced with something else that's is just as effective but my vote is, No -
HACKERS ARE OUT OF CONTROL
CrissCrow replied to CAVEGRAFFITTI's topic in Mod Servers & Private Hives
I am an admin for a clan Dayz server and we get hit daily now, please DayZ dev team, fix this, we can't do anything about it our self, their hacks completely bypass battle eye. Battle Eye is useless. -
CrissCrow started following mr_seacucumber
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mr_seacucumber started following CrissCrow
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CrissCrow started following daXx (DayZ)
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daXx (DayZ) started following CrissCrow
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Shadow of Humanity notice -- please read
CrissCrow replied to Colten (DayZ)'s topic in DayZ Mod General Discussion
And we do not use anything but our teamspeak server, if you are asked to use anything else, they are not members of our clan and are just trying to troll you. -
KazuoKiriyama started following CrissCrow
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CrissCrow started following KazuoKiriyama
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More Zombies But Make Them Slower
CrissCrow replied to deadlyslob (DayZ)'s topic in DayZ Mod Suggestions
Something you said that zombies don't feel like the undead, well, that's because there not dead, there infected, so says rocket, so they still have all to motor skills of the living, though I do agree that zombies shouldn't shoot off like a rocket when you agro them but there is a reason behind this, its because zombie's or heh Rocket does not even like calling them zombies, instead he prefers Infected from what I've heard, anyways, the Infected, there AI and in most games, the AI works like this... all through out the map, there a little sensors that detect players when they are near one of these, picture a large black and white checkerboard, that goes on and on forever, now picture each of the black squares are these sensors, now place building and objects all around, place a infected on one end of the buildings and objects and a player on the other side, in games the NPC, the infected in this case, has to figure out what the fastest path to get to where it is, to the player, so it can't just simply run a straight line to the player, there is objects in the way, so, it figures out how to get to the player by playing a little game of connect the dots, it starts at the sensor closes to it and then creates a path by connecting dot by dot, sensor by sensor, until it reaches the one that the player is next to, then takes the path but players don't usually stand still waiting for the zombie to get to it, so most of the time, the infected has to constantly re-connect the dots, the sensor, sounds simple enough? Well, as we all know, the ground is not a flat forever going checkerboard, in fact, it has bumps hills, so and on and so forth, this causes those sensors to distort and not line up like you'd see on a checkerboard but zombies still uses these, so as the zombie goes after you, there is usually a sensor that cause the infected to veer off suddenly before it can get back onto a smoother path to you, when this happen, you gain space and a easy open chance to take out the Infected, so, to fix this, the zombies simply move a lot faster to make up for the veering off. Sadly, there is no real way to fix this, apart from putting down more and more sensors, closer and closer to each other, problem with that, if sensors are too close, the infected start to be unable to decide between which sensor to connect the dots with, it'd cause Infected to jump from one to the other real fast causing a shaky stuttering, choppy movement, the only fix I could think of, is some how make these sensors work together a lot better, almost like putting a sensor with in a sensor but that seems like that'd be too much work for a computer, more then likely too much info for a computer to send to other players, I'm sure the computers can figure it out but that'd just be so much info going between computers that our internet connections more then likely couldn't keep up. At least, that's what I've gathered. But I do have to say, I love the animations in that video, I'd love a DayZ version that played like that video but if zombies moved that slow, it'd more then likely just be too easy, I mean, the only way that'd work is if there was a crazy number of Infected, like instead of walking into a small village and 20 infected spawn, it'd be more like 80 or 100 but then, if they have friends with them, you'd have to raise that from those numbers to double or close to, then that becomes a bit too much for our computers and or the server, so... Yeah... There is my two cents. -
This will be one of many suggestions I'll be posting, I'll be sure to search for them in case they've already been suggested, so far this one has not as far as I could find. Currently its extremely hard to have a camp, base or what ever you wanna call it and I have many suggestions but I'll leave those to other threads. Here is my suggestion, tents, currently they are hard to keep organize between the large group I play with, so my suggestion is, the owner of the tent has the ability to name his tent, So they could have one tent named, meat, another named guns, ammo, parts, so on and so forth, some would probably even use the feature to leave notes for possible/probable looters.
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Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
Invites have been re-opened please go to the thread linked below if your still interested in joining us. http://dayzmod.com/forum/showthread.php?tid=30610 -
I suggest there be some kind of sign players can build, to put up, for many reasons 1. Warn other players that a group of players have claimed an area, (If they wanna other players know that they have a camp near by, for the better or the worse.) 2. To organize tents. 3. To label things. an I'm sure others could think of other good reasons for signs. Another suggestion, Tents make it so the person that put the tent down can name it but also, make it so we can see how many slots are left in the tent.
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Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
Okay, will be sending invites to those before this post but for now, for now, we are closing invites and will not be taking on new members, once things become completely organised we'll open invites again. Welcome those that have joined the group, I look forward to playing with you and seeing the Dayz world become a little if not a lot safer for friendlies! -
Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
crazy_carl_Red' date=' is that you on steam or? [hr'] -
You know of any other sites that offer DayZ hosting? that site only offers server with 40 or more players and I was thinking more in the numbers of 20 to 25, maybe 30.
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Looking for friendlies, NEW server+teamspeak!
CrissCrow replied to Roalith's topic in DayZ Mod General Discussion
Glad to see another friendly group popping up, I've started a friendly anti bandit group myself, maybe we can work together in the future, we are sitting at 23 members and growing. -
Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
Welcome, invites sent out again, welcome to the group. We are now sitting at a good 23 members in our group, things are looking nice, welcome all that have joined, I look forward to playing Dayz with you all. -
Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
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Friendlies only - Anti Bandit group + TeamSpeak3 + Website. (Closed For Now)
CrissCrow replied to CrissCrow's topic in DayZ Mod General Discussion
Again, glad to see so many interested in joining the group, the cause, Yes we have a teamspeak 3 server now and soon will have our own forums, we are starting to get a good enough of members, enough to go on the hunt for bandits, though we have the numbers in the group now, we need to get more online at once, please if your online/thinking of playing or have nothing better to do, join group chat or if you been given the teamspeak info, get onto teamspeak Also, TrixX and sh1f are both group officers, so they can invite players so if you don't get a response from me in time, send them a note, I'm sure they'll help you out. and last, the group is starting to grow pretty quickly soon we'll stop accepting players in the group but we'll start accepting new members again some time later once things smooth out and tuned in but we'll never permanently close invites or how ever you wanna put it into the group. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
CrissCrow replied to rocket's topic in Mod Announcements & Info
Um wow, I tried playing this version 3 times now and I just have to say, um borderline unenjoyable, crouch walking in a building, if there is a zombie outside, you'll agro, if your outside trying to go in a building, if you can see a zombie, take about 10 more steps and you'll agro them, so to put it simple, this version makes zombies agro way too easily. looting building now require to be in a group, heh, I'm all for finding reasons players should group up but when you wanna play when your friends are not online, you can't any more with the zombies agro settings with the way they are now. and sprint.... so sprinting is as loud as a car now? I'm not sure if this is new only in this version but I don't remember full sprinting maxes out sound (The Ear). Food loot, This is one change I can accept because you can hunt animals and refill water but I can't say I like this change, one I can get use to though. I don't know if its just me but bandage loot find rate is either super low or non existing, me and a friend tried to live through the very easily agroed zombies but we couldn't get near a building with out agroing a zombie, no matter if we crouched walked or crawled, we were trying to get in the building hoping we could find food, cause we were both blinking red with no food and no animals in sight but each time we came near a building of any kind, we agroed, it got to the point were we both were bleeding and had no bandages so we tried looting buildings but we could not find one, the only ones we found were from zombies and sense we'd just keep agroing zombies, we'd keep needing bandages, it went, go near building, easily agroed zombie, get hit, start to bleed, no bandages, still fighting off zombies, zombie body dropped bandage, player bandaged up while the other took out zombies, player all bandaged up, joins fighting off zombie, players tried to leave area, other player gets hit and starts to bleed, continue to fight off zombies, trying to get out of the area, zombie drops a bandage, player bandages up while other continues to fight off zombies, player does so but now other player is bleeding.... So on and so forth until one dies, sense you can no longer really run from a zombie any more with out getting hit, there was no point in us trying to run, running into the building would only agro even more zombies and we'd just run out of bullets before zombies stopped spawning. I don't know, if this was an attempt to get players to group up more and stop PKing, this was not the right way to do, it, I'm literally going to stop playing DayZ until zombies are nurfed or players are given something to balance things back out.