AngryMob
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Everything posted by AngryMob
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It says hardcore if its hardcore hive. It doesnt say hardcore if it is regular hive. what more do you want?
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inb4 graveyard. *grabs popcorn*
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My opinion is to focus on having many, for lack of a better term, *civilian*, grade weapons available before going deep into various modern military weapons. On the survey I chose things like bolt action rifles, single barrel and under/over shotguns, .22s, and some of the "iconics." basically I would prefer there be more mosins than m4s, in the existing gun's terms. EDIT: This. ALL this.
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Amazing how things shape up in such short time. Well done devs, well done. I hope that inventory bug gets sorted though ;) I do agree that the zombie speed should finally be toned down to a normal speed. now that they can run in buildings and path towards your current location instead of following where you were, they will be fearsome even without hyperspeed. On top of thanking you for making a game that I certainly am going to love, and have unknowingly wanted for my entire gaming life. I want to congratulate you rocket and all, for making a game that you guys have the passion for, and appear to have the freedom to execute. I'm very glad that you don't let the naysayers get to you. It's like a breathe of fresh air watching your project come to life.
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possible triple woot? good to be able to lurk again...
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I see dayz in the window! LOOK AT HOW AWESOME HALF OF THAT FIELD LOOKS!!!111!111 :D
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Big Door Features; Locking, boarding, other features for Standalone
AngryMob replied to TIC's topic in DayZ Mod Suggestions
WARNING: GRAPHIC VIDEO -
Big Door Features; Locking, boarding, other features for Standalone
AngryMob replied to TIC's topic in DayZ Mod Suggestions
As with all your suggestions, very well thought out post. love this. I've always been one of the people who believes we don't need base building, we just need to be able to make use of existing structures. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
AngryMob replied to DZR_Mikhail's topic in DayZ Mod Suggestions
you guys rez'd this topic and apparently barely even read it? you both brought up points that he deemed solved, and rightly so. this is STILL one of the best suggestions. i cant believe it hasnt been implemented in the mod, and i hope it will be in the standalone. -
I agree that the Winchester should fire 44, but i disagree about its rarity. It is considered a civilian class gun in my opinion, and therefore should be reflected as such in loot tables. Just because it is a fantastic example of a civilian weapon does not mean it should be equal in rarity to military loot or snipers, balance is for sissies. i disagree about removing snipers somewhat. IMO the removal of anti-materiel rifles is acceptable, but only if there are no vehicles that are immune to small arms fire. and to address the ghillie sniper issue... ADD WIND. its been suggested a million times. it wont stop people from trying to snipe from miles away, but that should not be the goal anyway, it will just make things more difficult. in general, i believe expanding on features and game mechanics is a much better solution that band-aiding them with removal or nerfing. you shouldn't penalize players that like to snipe by not giving them weapons that are comparable quality to assault weapons, and you shouldn't make a gun super rare just because it is OP if it is a durable and common gun. everything that the devs do should make sense edit: grammar nazi...
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often times the front ports wont be attached to your sound cards amp, so you wont get its simulated surround sound. plug them in the back and try it. if you're in the market for a new sound card then start by looking for a creative sound blaster xfi titanium. cheapish, and possibly the best card around for games. if you listen to music as well then id suggest going with sound blaster z.
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Tents should disappear on death.
AngryMob replied to jamieledgeway@hotmail.co.uk's topic in DayZ Mod Suggestions
expanding on sausageking and what chabowski have mentioned, implementing the degradation system on the tent itself could provide a non-gamey way of handling both: tent hoarding, and loot hoarding. as an example lets say as long as the tent's condition is above 76% the items inside stay in their existing condition. tents could degrade at a rate of 1%/hr, so you would need to return to the camp to repair the tents every day or so (24 hours). when the tent is at 51-75% the items could start to degrade at 1%/hr to a minimum of 75%. tent is at 26-50% and the items degrade to a minimum of 50%, and finally if the tent is at 1-25% the items can degrade down to 25%. if a tent is destroyed (0% condition) either naturally or by an axe-happy bandit, then the items can still be found in the wreckage of the tent but they degrade at whatever their default rate will be for being outside in the weather... I know that is a lot of math/gamey stuff, but the reason it makes sense (to me), is simply because the tents themselves shouldn't be invincible. they are being affected by weather and whatnot just like our weapons will be, and those tents don't look too rugged to me! the upkeep of tents and items will make for quite the challenge if you decide you want to have a campsite with 10 tents, even if you're with friends, you will have to raid multiple towns to find supplies to fix up all your tents and keep things in working order. this also helps avoid any mysterious dissapearing items and tents, or timers for not being able to get your stuff back. if you die, you potentially have no supplies to repair the tents, so if you make it back to them within a day, your first task is going to be to repair them as quickly as possible or risk weather starting to destroy your things. especially if you die when the tents weren't in a great condition to begin with! furthermore, this could open up possibilites for creating better tents through crafting. if base-building is going to be the ultimate perma-hidey-hole, it should be very difficult to complete, so having some nicer temporary storage than a little basic tent could be cool. but thats a whole new discussion :P lastly, just thought of this, a similar system could be used to degrade bodies and the loot on them, so if you died far from where you spawned, you have the decision to try and reach your body or your camp, but again, avoiding any lame dissapearing acts. -
DayZ Standalone, Freelook, Third Person
AngryMob replied to DontTrustPubs's topic in DayZ Mod Suggestions
anyone ever play Ghost Recon Advanced Warfighter 2? it was third person over the shoulder, let you swap which shoulder you were looking over, and had a decent close up angle and adaptive camera when you were in cover. obviously isnt perfect, because the character takes up too much space and the view angle probably isnt much better than first person. but it does show that third person can be made a little more limited without totally sucking. skip to about 2:20 in this vid -
i agree about pvp, the gun should be as accurate the 1000th time you pick it up as it was the first time. yourt personal experience as you play the game should drive you to be better at things like shooting and such. where i agree with doing x and getting x is for percentage based stuff, transfusions again. why is it that after ive done 1000 transfusions im just as likely to infect someone as i was the first time i tried it? since there is no way for me to get better at it in real life (zomg im so good at using scroll wheel!), the game should compensate for my actions. of course, if i die, then the game should reset this, because my character is now a guy who just washed up on the coast or came out of hiding for the first time. he doesnt know that i as a player have done transfusions before :)
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seems there are 7 variations on how to deal with persistance... perhaps a poll is in order? example: A. performimg actions (kill x people, kill x zombies, survive x time) gives you bonuses to your current life both aesthetically (beards/special clothes/tattoos) and for gameplay/gear (run faster, aim better, free compass), and all bonuses carry over to the next life B. performing actions only gives aesthetic bonuses and they carry over C. performing actions only gives gameplay bonuses and they carry over D. same as A, no carry over E. same as B, no carry over F. same as C, no carry over. G. NO persistance what exactly the specific bonuses/actions are should be a conversation for after we discuss the types of ways to do it? no? edit: my opinion about the specifics however is that the bonuses shouldn't offer much if any pvp bonuses, such as "better aim". i like dracos idea from above, where giving x amount of blood transfusions lowers the infection chance. all bonuses should strictly affect pve, or survival. pvp should come down to who has the better gear and tactics. which brings up my opinion about gear and carry over. i don't suggest there being any carryover, and there definitely should be no gear as bonuses. each death should reset your character to default and give you a whole new experience to play through.
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I was thinking about this when I watched the PAX footage a while back, and figured someone else would bring it up and I could continue to watch the forums from afar <_<, but it appears I need to make a thread to get the discussion rolling. bad_mojo did sum it up very well in the PAX Devblog thread... I love the way they have forgone loot "piles" and are now naturally scattering things around, but the new inventory system seems to defeat the purpose. I thought for sure they would make the rarest loot only spawn in the most hidden spots, it goes well with the nature of the game. I wouldnt mind the system if it only shows items that are in your line of sight, and unobstructed by solid objects, but after watching the footage, its hard to tell if it works like that. Thoughts?
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I don't think you understood my issue. Currently loot is in piles, whereas the standalone loot will be individual items scattered throughout the individual spawns in a building, car, etc. the issue is what items are included in the "on the ground nearby" section of the new inventory screen... in the PAX footage, rocket goes near the trunk of the car, and everything in the trunk shows up, and when he messes with his clothing, the hoodie he drops shows up as well. My issue is, what if there was a item hidden under the car? maybe just the tip of it visible or something. would it appear in this magical "nearby" section? same thing if youre in a house, why bother looking for hidden loot underneath the bed if standing next to it and looking in your inventory makes the hidden items show up? The whole point of the new loot system was to make it so you have to physically scavenge, makes looting more interactive and fun... and, my thought, was also so that rare drops could be less obviously placed than common items. you spend 10 minutes searching a house and find a sweet gun hidden away that the previous person missed, for example. hopefully that makes more sense.