flevius
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1 NeutralAbout flevius
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Woodland Warrior
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Adults Looking For Others (Females Included), & Mod Feedback
flevius replied to ZombieX's topic in DayZ Mod General Discussion
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Sorry, i searched for "rain noise" and got no results.
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It seems like rain should impact how well zombies can detect us, particularly the noise levels they can detect. Adding a modifer to the code for the audial detector would be pretty easy. Something like: if (_raining) then { _audial = round(_speed * dayz_surfaceNoise * _scaleMvmt * 0.75); else _audial = round(_speed * dayz_surfaceNoise * _scaleMvmt); };
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Yeah it's annoying. Weapons have a random chance to have 0-3 mags with them when you find them.
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OMG Y AM U A BANDIT??? tactical breathing, stress, condition grey and verisimilitude
flevius replied to not interested's topic in DayZ Mod General Discussion
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As far as I can tell from poking around in the code, ammo for the FAL only spawns with the weapon. Kind of like how AKs were until recently.
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So I've been poking around in the code a bit and came across a few references to a special rocket class of survivor. He doesn't get extra inv slots or anything; just a different skin, which I've attached (BAF_Soldier_Officer_W). If you come across someone with this skin in game, make sure to salute him for making such an awesome mod, and then go upside his head with your hatchet for all the times a zombie spotted you from half a mile away through walls and ran over to knock you out with 1 hit and start munching your face.
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The morphine/broken leg situation sucks
flevius replied to flevius's topic in DayZ Mod General Discussion
I see where you're coming from with the broken leg simulating a number of injuries/conditions that could befall the player' date=' but having the penalty for the condition be having to crawl everywhere isn't realistic. A better mechanic that would build the tension and desperation gradually would be to have the player's max blood decline gradually, say by 20 per minute. You'd have 10 hours to live, but the last 5 or so would be with shaking/blurred vision/fainting etc, plus you'd be more vulnerable to attack and whatnot. As it stands, I can survive forever with a broken leg, provided I'm willing to crawl everywhere. Broken legs could still be a thing, just a more unlikely occurrance. In my case, I did get some morphine before heading north, but I'd been surviving for 7 days. I actually had 3 left on the day this all went down, but used 2 on a friend and one on myself before this legbreak. In any case, it shouldn't be REQUIRED for people to go to a dangerous place (hospitals etc) before heading inland. While it's true that you don't lose anything by taking the risk before you gear up, you do lose your life, and this is a survival simulation. I didn't have anything that great when I crawled for hours trying to get some morphine; I did it cause I wanted to survive for one more day in the apocalypse. I even killed an animal with my hatchet and detoured for like 20 minutes to get to a water pump on the way to keep myself fed/watered for the ridiculously long crawl. -
The morphine/broken leg situation sucks
flevius replied to flevius's topic in DayZ Mod General Discussion
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There's a bug currently that allows people to dupe wire. I think it'll happen a lot less when that's fixed and they can't have infinite fences. I would like to have more/different tools to collect, tho, so a set of wirecutters that can destroy barbed wire would be sweet. Even better if you could also use them to cut a hole in regular fences, though I guess that may not be possible.
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So yesterday at staroye i got hit by a zombie with 12k blood and he broke my leg. I didn't have morphine since that's now only medical loot. I spent several hours crawling to the tents at stary sobor, only to get killed by some cunt when i finally reached a medical tent. I'm all for the game being realistic and being difficult, but this is silly for a few reasons: 1. Morphine doesn't fix broken legs. A cool mechanic for fixing a broken leg would be like combining wood and bandages to make a splint or something. When morphine was relatively easy to find plus people started out with a few of them, it wasn't a big deal. Now it's almost impossible to find anywhere but medical loot spots, of which there are few. 2. Getting swatted by a zombie shouldn't break my leg so easily. It's actually pretty hard to break someone's leg. 3. Since there are few medical loot spots, they're pretty much always under the control of bandits. I don't have a problem with bandits controlling the places to get the best weapons like the barracks and military tents, but we NEED morphine because of how easy it is to have a leg broken. I was on my 7th day, and this was like my 4th or so broken leg (I did have morphine earlier from a hospital but had run out days ago.) I was on a nighttime server with like 8 people on it when I finally found the medical tent and crawled in, and STILL there was some dickhead there. Possible solutions: 1. Make it a lot harder to have your leg broken. Maybe add a sprained ankle mechanic that restricts you to walking speed for a few hours if you don't get morphine or something. Reserve broken legs for things like falling out of a deer stand. 2. Make morphine easier to get. Adding it to farm loot would work, and be realistic. Morphine (and other even stronger opiods) are used in veterinary medicine. 3. Make the cure for a broken leg something else, like the wood/bandage combine into a splint. Combining things and constructing things is a cool mechanic in the game, and I'd like there to be more of them. I really like the steps needed to make cooked meat, for example. 4. Make the morphine autoinjector a reusable tool. Not 100% realistic, but not too bad if it's renamed a morphine kit. It would still be tough to get, but you'd only have to brave the bandits for it once.
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Some highlights from the latest Arma2 Beta Patch
flevius replied to SystemiK's topic in DayZ Mod General Discussion
I've only done it once, but didn't get a fill icon til i was deep enough to be treading water, and lost gear in the few seconds I was out that deep. -
Some highlights from the latest Arma2 Beta Patch
flevius replied to SystemiK's topic in DayZ Mod General Discussion
[93958] New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext Can we pretty please get this turned on in Dayz? We have to swim to fill our bottles anywhere but a pump, and dropping stuff on the shore before you do is by no means a safe way to keep your gear. -
There's a thread with info about medics you can contact to come save you here: http://dayzmod.com/forum/showthread.php?tid=4581&highlight=medic
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Ah yes' date=' the classic "killing freshly, unarmed survivors" argument. Gotta love those. Yeah sure, never mind the endless hunt for better loot because staying in one place and killing newly spawned survivors is so much fun! Never mind that freshly spawned survivors don't have anything worth a damn on them. Never mind that you would be wasting precious ammo for nothing. Never mind that you would have to eat and drink. Never mind that you would attract hordes of aggro zeds with your big mean, intimidating machine gun. The same people who bring up this totally stupid, dumb red herring of an argument must be the same that were part of the makarov survivor spamming on shore epidemic. Either that or they just started playing yesterday and think things were better with spawning weapons. You don't have any idea, ANY IDEA, how frustrating those makaroni knights were. No idea. [/quote'] How does making people spawn without a gun make them less frustrating? The folks who would take their newbie gear into cherno or electro and try to gear up by killing someone with better stuff will just find a gun first and do the same thing now. I don't have a problem with people spawning without a weapon; I just think it opens up the possibility of hilarious situations like hatchet wielding maniacs patrolling the coast. As far as the rest of your argument though, once you're geared up you don't really need to go on an "endless hunt for better loot." Ammo is hardly precious when you can refill your mags by relogging. Right now, you attract about the same number of hordes crawling slowly through an area as running and firing your gun - but running you at least have a chance to lose them before they smack you once and make you start spurting blood. You'll have to eat and drink no matter where you are, and the coastal towns are just as good a place to keep yourself fed and watered as anywhere else.