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Wolfguarde

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Everything posted by Wolfguarde

  1. Wolfguarde

    How do you chat?

    Derailed. Utterly derailed :P
  2. Wolfguarde

    Birds: Interesting mechanics

    Lose with precision? WIN WITH VOLUME! >=D Also, love that line in your sig.
  3. Wolfguarde

    Never saw it coming

    1 - Stay in third person unless you're looting an item. When you have a gun right-clicking will automatically throw you into first person view, so you can zoom straight in and start firing once you spot someone. Alt+mouse drag is an absolute necessity, and far more useful in third person than first person. 2 - Trust nobody. And I do mean nobody. If you intend to scout for possible friendlies, do so when you first start the game and forgo any kind of major looting. Remain open and accepting of the very probably possibility that this method is going to get you killed multiple times before it bears fruit. Otherwise, treat everyone you meet as a possible bandit. Do not trust friendly calls, or requests for blood/help. Around 5% of help requests are genuine, in my experience. The rest are ambushes of varying size and complexity, sometimes involving explosives. 3 - Don't be afraid to camp in a good spot if you think someone is tailing you, or if you think someone else is in the area. Find somewhere difficult to see and wait. You will find as you go through the game that a massive chunk of PvP is preparation and placement. Insanely good players will be able to fight and survive on the fly, but the rest of us have to make use of what the map offers us by way of terrain and the like. And if you just want to kill people, be prepared to camp for extended periods of time. 4 - Look for aggroed zombies. Probably not as good an indicator at this stage of the game's development as it will be later/was in the mod, but nonetheless, when you see zombies haring off after nothing, it generally isn't nothing. 5 - Important: Keep your music (ingame or otherwise) EXTREMELY low. Footsteps can be detected a fair distance away if you're listening for them, especially if a player is walking over hard materials. Gunshots too. Even melee strikes, which tend to make a ricochet noise if they miss the target, though I imagine this will probably be fixed at some point. 6 - Look for good ambush spots. If you haven't got the gear to use one, or suspect someone is hiding in it, avoid it like the plague. Stay low, put buildings/foliage between it and yourself and keep an eye on it as you move away. Don't be afraid to move slowly unless the aforementioned ambush point is sending bullets at you. 7 - Unless you're willing to risk death for gear or consumables, avoid large cities and barracks. People are drawn to them like flies to crap. Find somewhere with a lower loot yield and put in the time to empty it. 8 - Invite friends to the game, get them to play with you and watch your back. No matter how good you are, two pairs of eyes is better than one. Three pairs is preferable.
  4. Wolfguarde

    Items you want to see in the SA

    Mine fields. Not an item as such, but no military survival game is complete with the completely unreasonable and unforeseen risk of gruesome death in random locations around the map. Maybe have item spawns in a ruined building in the middle, or some such. Mines are buried and spawn locations and numbers within the field are random.
  5. Wolfguarde

    Stories of Chernarus

    Love the idea. I'd go one further, though, and allow players to write in their journals - and have journal pages drop as a collectible item which can be accessed from one's own journal (basically, you're stuffing collected pages into your journal for later reference). Basically just have a 'collect journal' option or some such as an action when looting a body, which would allow the player to collect any amusing/interesting/possibly abusive content someone might have spent a few minutes of their time putting together for fun.
  6. Wolfguarde

    More reasonable combat log solution

    Too long in my opinion. I say just go with the conventional solution. Player logs out, has to wait for timer, if they disconnect the timer remains active and their sprite remains in the game and killable until the timer is up. Timer is low for non-combat logs and about 2-3x higher for combat logs. Player sprite stands and waves when a combat log occurs. Non-combat log timer should be around 10-15 seconds. It punishes random net disconnects unfairly, I know, but let's face it - you can't have a completely fair system if you want cowards to suffer for trying to escape from the consequences of their actions ;)
  7. Wolfguarde

    (SA) Chopper crash/random event idea

    I like this idea, but I think it needs a bit of adjustment, with the standalone's mechanics in mind. Basically: Chopper spawns, loot is selected from the tables - then the loot's durability is rolled, with a heavy penalty on 'soft', 'flammable' or 'brittle' items - basically, anything that would take impact or heat damage from the crash - and with all items in the crash site taking steady durability damage (or just a semi-regular durability hit) the longer the crash site is left unmolested. The player could be required to use a fire extinguisher to get to some loot, given one could safely assume most of the bodies would be on fire or otherwise unreachable due to chopper damage. Very little loot would spawn outside the chopper itself, requiring the looter to get in close in order to loot it. Some of the dead models might spawn as zombies with limited movement capacity, such as those still held into the chopper by seatbelts/broken chopper bits, which can damage the player if they come too close or try to loot one. Loot boxes should have a decent amount of durability, if they're being kept in the chopper crash loot table. *** I also like the idea of alternate crash types, which a few different people have put up. Car crashes, ships, et cetera... basically stuff that encourages you to explore places you wouldn't normally go, such as the water and small islands (namely, those without space to land a helicopter, where people are inevitably going to wind up setting up bases). It gives you a higher incentive to explore, and increases the likelihood of a base being located and therefore the risk of it being looted, provided the crash/accident/spawn sites aren't set at fixed locations, or too far apart.
  8. Wolfguarde

    We need tents!

    People are going to hoard no matter what the developers do. Loot scarcity encourages hoarding. I say this as a chronic hoarder. Making crap harder to get is just going to make those who are so inclined that much more desperate to put it somewhere safe. I agree with that first statement. However, I also agree with something another poster said about tents being more for shelter than for storage - tents the size of the ones in the vanilla game are not going to have the sort of storage capacity they did then, if you look at it realistically. Tents could perhaps be added with a small inventory as a rest/shelter structure, which can be repacked and reclaimed once placed? I'm waiting for the implementation of bases (veteran Origins player, and it was the element that drew me to that particular version of the mod), and I can see tents easily being used as an early, temporary implementation for the purpose of finding bugs with building stages/storage/save states. Again though, having said that - I would love to see pre-existing buildings become claimable, rather than or perhaps with the same sort of base placement as in Origins. Player chooses a house they like, drops their crap in its storage spaces, starts barricading it. Barricades change the state of a house to a base, preventing loot from spawning in it and saving the inventory state of its contents. Barricades are permanent, but can be torn down by players or roaming zombies - basically meaning that a person making a base in a city will have to maintain it or lose it to inactivity. Doors are lockable once the appropriate items are found to create a lock/passcode. Once barricades are destroyed, the owner of a pre-existing house has a day or two to replace the barricade before the house lock becomes destructible, then another day to reclaim their crap if it hasn't been looted before the house returns to its template state.
  9. Wolfguarde

    Birds: Interesting mechanics

    Having any sort of birds with a reaction to player proximity/gunfire would be amazing. Adding another dimension to PvP and letting people know when a firefight is going on beyond hearing range. Possibly also have swooping birds (thinking birds like magpies and the like) infrequently found in towns, which will attack the player for minor damage and make noise when their spawn location (nest) is approached. Nest locations would not be obvious, or possibly not even visible - just a random mechanic to make traversing cities and forest that little bit more dangerous.
  10. Skipped forward 35 pages expecting a continuing discussion, found a necroed thread =.= Not sure how many of these made it into the game thus far, but I wholeheartedly agree with everything except the time taken to heal broken limbs. People are just going to kill the wounded person for a respawn and go collect them. A full day (anywhere from four to seven hours real time) with limited movement functionality is going to detract from the appeal of the game. It's hardcore, it's closer to realistic than bull**** - but if there's anything players across nearly every genre of gaming wholeheartedly HATE, it is not being able to move at the fastest possible speed at all times. Broken legs should require some time to heal, enough to make a person squirm for having been stupid/reckless/unlucky enough to get themselves shot, but it shouldn't be anywhere near a full game day. Rather, make it a server-adjustable variable that admin can set manually to a minimum or maximum value if you do put it in. On a wider scope, if you wind up making this ruleset, you could in theory make it a seperate ruleset - a hardcore mode that can be selected when a server is made, completely seperate from the original rules. I very much like the look of this ruleset, but I'm looking at it from the perspective of someone who actually enjoys surviving, as opposed to a bit of survival and a lot of PvP. Apologies for perpetuating thread necromancy.
  11. Wolfguarde

    Movement feels really stiff.

    Put a foot back and pivot, you can turn as fast as you want to. I'm not going to go out on a limb and state this as a fact, but I'm pretty sure military training and most martial arts teach people to do this. Though having said that, the way things are at the moment makes PvP a bit more interesting - someone can't just flick their mouse once the first bullet is fired and put one in your head (aim hackers *COUGH*). You have to think on your feet and keep the terrain in mind when other players are around. I like that, however much I dislike the mechanic itself. Movement in general feels clunky to me though, especially where small doorways and item collection are concerned - tent doors are annoying to navigate in particular, involving lots of sliding around trying to get through the door even when walking if you don't get the angle right the first time. I'm not sure how this would be resolved, having said that. Regarding items: Would it be much of a stretch to ask for a slight auto-correction/sticky pull on your aim if you're really close to an item and it's visible? (eg. Crouching and within around 5-10cm of it with your cursor, during the day/with flashlight on the item.)
  12. Wolfguarde

    How do you chat?

    Check your key bindings in the ingame menu. I think the default button is /, not sure though. I generally do a bit of rebinding to make the actions I'm going to be using easier to reach when I start out. Also, don't bind chat to enter - it interprets the button press as a hold-to-talk, meaning you actually have to keep it held down while you're typing. Massive pain in the *** and a waste of time. Bind it to something close, or to something on the left side of the keyboard for easy access.
  13. Wolfguarde

    Easy come easy go

    Ok, here's my philosophy: When you start on a server, don't go out of your way to find gear. Go out of your way to find people. Attempt to befriend people, and take note of who kills you and who doesn't. You'll usually find the people who are going to backstab you will do it relatively quickly, if not directly after they make the call. Do NOT answer vehicle calls unless you are willing to lose the vehicle in a possible ambush - assuming you live long enough doing all this to repair one. Make a list of the people who are friendly, and keep it handy. After a few days, start killing on sight regardless of whether a person calls friendly or not - but stay open to the possibility of unusual circumstances. You will occasionally pick up friends despite using this method, and may even do so if you're exercising good sportsmanship while you play. This does not necessarily mean helping people; it just means keeping in mind that you're playing a game, and showing the appreciation worthy of a good play or ambush set by the opposition. If you enjoyed a fight, let them know. If you didn't, keep whatever abuse and the like you spill out in good humour. It's hard to hate someone who treats the people they're playing with/against like... well, other people playing a competitive PvP game. *** Regarding towns: Always a risky bet to loot along the coast. People who've set up relatively well will haunt the northern reaches of the map, but once you know which areas are popular looting spots you can avoid them and go for lower risk loot nodes. There will always be some risk to looting, but that's the game for you. The coast is always going to be high risk because of two things: New players spawn there, and those who can't (or can't be bothered to) gear up and head north will be constantly duking it out in whatever town/city you care to head for. And veteran players who are getting bored with the lack of competition or simply want to kill people without risking their gear will head back down with sniper rifles, night vision, etc, etc, and terrorise the major loot cities for fun once they're done setting up up north. Short version: Trust nobody who doesn't give you reason to. Be willing to waste a few (dozen) lives getting to know your server's playerbase and find allies/enemies. Keep in mind that you're always risking something when you head into a major loot node, and that no matter what happens, not taking the game seriously on an emotional level is NEVER a bad thing.
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