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Everything posted by kapnobatai
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tried it also, same. other than that, very good fix. one thing: isn t a way to leave the character for let s say 5 seconds inert in the game after aborting in order to prevent combat logging? it s very frustrating to engage in a combat and your opponent dissappearing with high chances coming back behind you after server hopping. just 5 seconds. and relocate if player changes the server :D spawn in a tree but some km away. my 2 cents maybe for a future fix..
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hi guys, i just got kicked today, over and over for a "addmagazinecount cargo" error, 6-7 seconds after spawning in, does anyone know what s that?
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looks like a nice fix, good luck! although may be not the place to ask this and hope I ll not get tins thrown at me but: is it hard to insert the melee weapons in the scroll cycle? default, it stays attached to your toolbelt (machete, hatchet, crowbar etc)and at mouse-scroll, you have the possibility of choosing between the 3 categories: main weapon, sidearm, melee, if equipped. I know it has been talked about, but I could only find very old threads and I think it can be the perfect addition to fight with the new infection rate, viral zeds and bandits, and still keeping it real. if the loot is anyway so spreaded and a good backpack so rare, at least to have the chance of searching for items without making gunshot noises but still be able to carry a fire-weapon. I am sure this change will come someday, why not implement it earlier..because, in these days, and I think I m not the only one, as long as I don t have a slightly bigger backpack, there s not need to pickup any main weapon, I need to have my hatchet or machete in hands..
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hint: if you crouch into a low pine, the zeds don t attack you even if they come to half a meter, stop being aggro and roam away. !devs: suggestions for a quick 1.7.7.1 (before anything else, before everybody s losing interest): - fix zeds going through tents walls - fix the massive fps drop - fix zeds sight: if their sight is limited to 100m, how the fuck are they following from 200m; either are they closeing up or they should suck a dick - fix loot table do that and we ll deal with the infection/antibiotics issue I ll still play but my teammates are slowly abandon it, so I guess I also eventually will
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can someone please confirm that if infected, zeds don't attack you? 1.7.7., the zeds patch :))
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played couple of hours, with the squad. so far I like it a lot. impressions: - although I understood zeds sight s limited to 100m, once they saw you, they ll keep running, not even the crouched running through thick pines won t help in most cases - nice addition of the map item graphic. found cards and nails, did someone found a way to use 'em? - lots of zed phantoms: 1/10 of a second zed s appearance; although not dangerous, distracting - zeds doing their roaming in markets, not seeing me/us crouched at 1 or 2 meters. i can adapt to that :P - zeds knocked me down several times; guess I ll have to adapt the passing-by/through distances; nice change, before 177 I could move between them, nothing would happen, but now I ll have to be more careful - loot was very rare and cheap; markets, factory, hospital (this one was really worrying); still, lots of cans and coke on zeds - got infected; great addition of the visual indicator for infection; I find welcomed the infection higher threat, cmon, they re zombies.. - got hit a lot of times by zeds, only couple of bleed, lots of knockdowns, one infection, but no broken bones, no unconscious; found it legit so, conclusion, spent much more time escaping the zeds, spent much more ammo. I think this will surely influence the players interaction. can t wait to see in which way :)) felt muuuch more secure without the as50 threat. didn't die, so no opinion as a fresh spawn, but I think the first hour will be much harder. fine with me. can t wait for tomorrow to try the rest of the changes; congratulations to the devteam for putting up the patch! I am sure that devs will balance all the feature, this patch is a proof they re a part of the community. I am thrilled and not worried at all, great game.
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it s on! 1.7.7 in day z! long night ahead. great work, guys!
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Maybe an interesting addition, mainly for the multiplayer future of Dayz, would be a way to write notes and leave them or use a marker or paint spray on walls. I know this could lead to visual chaos, but as long these items will have a reduced chance of spawning as well as a blocked animation for doing this (proportionate with the length of the message), I think people will be cautious to use them. for example, same way you choose your chat, it may be an additional one for mark/write channel, where you can type short phrases, and, if you have the marker or the paint spray in your main inventory or toolbelt and the wall at the proper distance, a writing or spraying animation can begin after you hit enter. Finding personalized weird messages in strange places can be very interesting. server resets can delete them, though. just an idea, waiting for feedback
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Suggestion: adding writing tools/ paint spray
kapnobatai replied to kapnobatai's topic in DayZ Mod Suggestions
Not necessary the graphics, stencils or CS clan logos, but the messages people decide to leave behind seem an interesting subject to me. what would you write and where? in a post-apocalyptic world people will definitely feel the need to publicly leave messages. mostly will be TTP and rage but still interesting. dayz has an important human interaction factor so maybe this can be tested some day. thanks for replies.