newtee2
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Everything posted by newtee2
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Did rocket take all of the money and leave?
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Does any one else feel burnt out already?
newtee2 replied to scaramoosh's topic in General Discussion
Of course there is nothing really to do other than kill players, surviving is rather easy, there are barely any zombies, and a lot of features are missing. With this said however, the purchase is worth it in the long run because as more content is added the game's price will increase. Your investment of 29 dollars (assuming you liked the mod a lot) will pay off and deliver several hundred hours of content over the next three or four years as content will be added and people will create new mods and maps for the game. I would like to say one thing: Don't over indulge on the game in its current state. -
Road or not you would have bumped into him regardless. It's good not to stay on the roads when near the major cities, but up north it's okay.
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I agree third person is kind of an unfair advantage and this isn't really a third person game. I believe it ought to be rid of, but keep helicopters. Limit helicopters to civilian models and make sure that parts are difficult to get.
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Err... I thought this was a topic about our encounters with bandits, but I will tell the story of my first bandit encounter. A week or two before DayZ became immensely popular I was running from the first barracks at the NWF to Stary Sobor getting gear. After almost getting shot at Stary by two non-bandits at the military tents I decided to head north west. After enjoying a nice campfire in the countryside I decided to head towards Vybor. I stopped at a nearby warehouse that was all by itself. I hid in a nearby bush and picked off a few zombies with my M4 SD and then noticed a bandit walk past me. He was getting a drink from the local pond that was surrounded with reeds or some sort of tall grass. He was armed with an AKM and I decided I should take him out because he might have stalked me and he is a dirty bandit after all. I crouch walked towards where he was, and being afraid that he might have heard me and might kill me I aimed in the general direction of where I thought he was and fired three times and then ran. He fired one bullet and was quickly surrounded by zombies. I got the kill. I picked off the remaining zombies and the body ceased to exist. He might have disconnected or it was part of a glitch at the time. Either way, I remember my first kill.
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I do not know if this question has been answered or not: In the mod it is easy for one to find out if a player is nearby by looking to see if there are zombies in the distance. I do not know if this breaks the game for others, but it breaks it for me a little bit. How will you address this?
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I can understand hate towards Steam, at least in its early days when it was first conceived. It was very buggy and had loadsaproblems, and many ridiculed Steam back then. As for today, the most common reason to hate Steam is because it is 'forced DRM'. I can understand this reasoning.. In order to play a multiplayer game on Steam it must always be running, and in order to install some games you must have a Steam account and Steam must be running. Is this inconvenient? Yes and no.
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As I can understand one not wanting to purchase physical copies of games that require you to log onto Steam, which in turn requires an internet connection, but one not wanting to register and purchase games on steam because 'it could be gone tomorrow' is ludicrous in my opinion. Steam has been around for many years and I do not see any reason for it to go away anytime soon. VAC, Punkbuster, and many anti-cheating systems are fundamentally flawed. I agree with what Rocket states in his earlier post:
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Hitboxes and models tend to be different to my understanding.
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Hey Rocket. I believe you mentioned in a press conference that there would be servers that have 4 hour days (24 ingame hours for 4 real time hours) and 24 hour days, which is essentially real-time as it is currently in the mod. Now I was wondering how will you address the issue of food in regards to these timescales? Currently in the mod you have to eat about once or twice an hour depending on what you are doing, but there is always an abundance of food wherever you go. Do you intend on keeping the level of hunger the same and making food scarce, or do you intend on having a realistic hunger rate while making food scarce? I may be getting ahead of myself here, but do you believe that there will be some sort of demo or beta build of Day-Z at the BI booth at E3 for exhibitors to play?
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Too much whining. Suck it up and enjoy the game, you may also learn to keep your head down and not get killed too!
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I'm actually glad there hasn't been a patch in a long time. Everything has been pretty stable since 1.7.1.5
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DayZ Maintenance ~ Should be functional again
newtee2 replied to Vipeax's topic in Mod Announcements & Info
Nope. The server is paid for out of pocket, and not by Bohemia. -
DayZ Maintenance ~ Should be functional again
newtee2 replied to Vipeax's topic in Mod Announcements & Info
Just play another game for today and come back tomorrow. -
DayZ Maintenance ~ Should be functional again
newtee2 replied to Vipeax's topic in Mod Announcements & Info
So dayz is getting ddos'd again? Someone REALLY hates Dayz -
I hope they put a stop to this. I'm afraid to even play right now.
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I believe this is not the best approach. Since players duck into buildings to get a chance to pick off zombies and use his or her's ammo, having the zombies run around would just cause the player to camp inside buildings for the most part. What I'm trying to say is that the current system of zombies walking toward you in buildings is at least threatening even if it's barely threatening. Zombies just sticking to the outside when you are inside a building is not threatening in the least bit because they are not trying to attack you. I do believe that zombies attacking the player in buildings currently isn't very threatening, and definitely needs to be revised.
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I don't know if you've addressed this or not, but when I was playing 1.7.4 last night I noticed that LMG ammo was spawning way too much on various servers in places like Stary Sobor military tents and NE AF. It wouldn't hurt to look over the ammo spawn values again.
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
newtee2 replied to rocket's topic in Mod Announcements & Info
Too many shotgun shells are spawning in markets. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
newtee2 replied to rocket's topic in Mod Announcements & Info
LoS still doesn't work correctly and needs more tweaking. -
The beta offers an unheard of type of post processing AA that doesn't have a major effect on game performance. It's called SMAA and this is how you enable it: my documents/ARMA 2/ARMA2OA.cfg These two values should look like this: PPAA=0; PPAA_Level=0; Change the values to '3' : PPAA=3; PPAA_Level=3; Here's a whole page on SMAA http://www.iryoku.com/smaa/#abstract Here's a page by BI: http://community.bistudio.com/wiki/arma2.cfg#cite_note-SMAA-4
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http://pbskids.org/arthur/games/factsopinions/
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First players wanted starter weapons removed, now this. This is an example of why developers don't listen to their consumerbase half of the time.
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When I first started playing the DayZ mod for ARMA 2 a little over a month ago a bandit system, that most of you remember, was in place. If you killed a survivor as a survivor you would turn into a 'bandit' and would be assigned the appropriate skin. If you were a bandit then survivors would most likely want to kill you. This would deter survivors from killing their fellow survivors, because being a bandit makes you a bigger target to other players in the DayZ world. I was only shot once by another survivor in my hours of playthrough of that version (1.58 I think it was) and had teamed up with plenty of random survivors that did not shoot me on sight. Now everyone shoots me on sight, and I have been forced to do the same out of fear of losing my progress. I believe the bandit system was one of the better systems. This new heartbeat system (which I haven't tested, only saw in patchnotes) will not help in my opinion. I assume you will have to get close to players to find out their humanity through this system. There is no better opportunity for a player to kill another player than getting close to them, and we're talking about at most 50M or closer in this case. What the bandit system encourages: -Gang Warfare PvP. Groups of players and or clan members fighting in bandit versus survivor PvP in the world. -PvP with a purpose. it's not just some random dickhead killing you, it's a dickhead bandit! This provides better context and better role -Killing other players will ultimately result in your own death sooner or later based on your bandit skin. What the current system and non bandit system encourages: -Distrust of other players. -Player Killing with no consequence. -Staying far away from players I've heard the story dozens of times about some player giving another survivor a chance only to get killed and now that player becomes a player who kills anyone on sight. It's a terrible domino effect that I'm afraid can't be fixed unless this current system is implemented or a totally different system. What I suggest: Bringing back the Bandit system and improving it. Reward players who slay bandits in some way, and give a few other minor consequences to players who slay their fellow survivors. No consequences that involve zombies though; I've seen that suggestion before and I think it's too much. I'm thinking something having to do with hunger and thirst, or something having to do with a new roleplay gameplay mechanic that has yet to be added. Some of you, including the developers, deem this system as unrealistic. My response to this is that random player killing in a time of a zombie apocalypse is unrealistic. Bandits killing people are realistic, yes, but not everyone being afraid of everyone and everyone shooting others on sight.