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Your DayZ Team
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Everything posted by Survivor-Kyle
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Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
Luke met up with me and refilled my nearly empty circulatory system. Great guy, I highly recommend him. -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
I can hoof it where ever :) I just pass out a bunch. -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
If anyone is near electro, I have supplies and am in need of a transfusion myself. I'm going to be working my way north soon, so shoot me a message. "Dr carebear md" on steam. -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
PMing now... -
Bandit Camp locations?
Survivor-Kyle replied to Doyle McPoyle's topic in DayZ Mod General Discussion
I love the idea behind this. Waves of new spawns descending upon tent cities to loot their endless wares. Like Cherno, but only 1 story tall. -
I watched a rabbit save my life once. An aggroed zombie stopped chasing me and took off after the rabbit instead. True story.
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Putting the Good Stuff in OUR Hands
Survivor-Kyle replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
To be honest, I'd suspect nothing would change. Look at SoulShaper2's record. That guy dies like 20 times a day. Every respawn he grabs some morphine and heads to the next patient. He's so damn dedicated that it's almost comical. Not everyone will be that hardcore about it, but in the end, no one becomes a medic because they like having a 30-day-old character with all the gear. -
Putting the Good Stuff in OUR Hands
Survivor-Kyle replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
If I didn't know that you were there, sure. Our job isn't to be their guardian angle. Granted, I'm not going to actively/knowingly lead you to them, but if you are stealthy and pull it off, you out played us; more power to you. Our job is to deliver (in most cases, for free) medical supplies to players in need. If they are careless and get killed, that is their DayZ story. I don't differentiate between bandits/survivors when I get asked for help. If I smell a trap, I set up a remote site or bring one or more friends along. In the end, the medics are essentially carrying only what you asked them to bring (maybe a hatchet and/or pistol for zombie killing). We do that so that there is less reason for backstabbing. In the end you are only wasting bullets, because a medic will bring you essentially anything you need, for free, without the need for orchestrating an elaborate ambush. The FreeLoaders concept seeks to expand that beyond just medical supplies (although, I doubt we will ever be running anything of high value). -
Want to make a difference in DayZ?
Survivor-Kyle replied to Survivor-Kyle's topic in DayZ Mod General Discussion
I do respect the bandit player's ability to organize and mobilize. Our advantage is that Survivors' greatest weakness, our willingness to trust people, is also our greatest strength. The number of people working to improve the wasteland (The Whitelist, RMG, Reddit Rescue, Freeside Trade co, Zub trade zone, Fort Friendly, etc) is greater than the number of bandits willing to devote the time/energy into disrupting us. We can simply recover from their disruptions, like we always do, and move on. Each of the Carebear groups is working fine as is. All FreeLoaders seeks to do is allow them to work together more efficiently. If/when we are able to succeed, Awesome. If/when they disrupt us, things are just as they currently are. I think that, as I pointed out in their thread, it's actually in their best interests to make this work. As they come to realize that as well, it'll further remove wind from their sails. -
Good luck with this. The carebears all know about it now and they're going to crash your party and start hugging people and giving out free medical supplies. It'll be awful.
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Want to make a difference in DayZ?
Survivor-Kyle replied to Survivor-Kyle's topic in DayZ Mod General Discussion
But their plan is to completely disrupt our network and then replace it with their own, bandits only, network. Bandits trusting bandits to bring them morphine because they broke their leg and don't want to lose their GPS and NVG? I'd love to see that exchange. Plus it's a lot of work--to bait a medic, set an ambush, coordinate everyone to be in place and out of site, then spring the trap-- to get what, a blood bag, 1 morphine injector, and a coyote patrol pack? The reward on it is too small to be sustainable. Beyond griefing for the lulz, there is no point. -
Want to make a difference in DayZ?
Survivor-Kyle replied to Survivor-Kyle's topic in DayZ Mod General Discussion
It's short sighted and the nature of bandit players will make it collapse on itself. In the end it'll just become another small bandit pack that is hunting survivors. In a cat/mouse game, the mouse always gets the first move. -
Putting the Good Stuff in OUR Hands
Survivor-Kyle replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
If you are just out for gear/loot wouldn't you be better served FOLLOWING a medic, but not engaging him. After he heals the other player, stalk them [the patient] for a bit and take their stuff. That way medics would lead you right to players who actually HAVE something worth taking, but the medical staff would have no idea that they were also delivering death to the subject. As long as the medics don't become aware of the situation, they won't change their methods, and you'd have an endless list to feed from. -
Putting the Good Stuff in OUR Hands
Survivor-Kyle replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
I also want to mention that the idea for FreeLoaders is not exclusive to bandits. I actually want to pilot it with a bandit group (or two) once I get the network running. The majority of what happens in the FreeLoader model happens with dropboxes (tents) that are scattered across the map and across multiple servers. Players who are aware of the locations (network members) swing by them and pickup/drop off supplies when they are in the area. Often times there will be no personnel near a drop site. Should reports start coming it about fatalities at a given site, it is scrubbed and moved to a different location/server. Again, nothing in that requires a player to be (or not to be) a Survivor/Medic/Carebear/bandit. Everyone needs medical supplies. Most people up north HATE having to make the trip south/east to a hospital. Creating additional medical sites INCREASES access to meds, for everyone. Running guns/ammo south just gives players something to do when they are returning to the cities. Plus, in a strictly role-laying sense, I suspect that arming the population centers is what would happen in a zombie apocalypse. I'd postulate that encouraging/helping/not-hindering this free flow of gear could actually HELP bandits out. 1) More (and faster) access to medical supplies for your group 2) Better armed survivors = better firefights = more entertaining game play for everyone 3) It gives you something to do other than shooting noobs in Cherno I appreciate your desire to organize something, and thereby create your own end-game content, but I think that you are selling yourselves short in all of this. You'd be putting a lot of time into getting nothing that you couldn't just ask for and get delivered for free. You'd also be reducing the likelihood that new players would venture into a firefight with you. To each their own, and we will carry on either way, I just figured I'd point out some stuff you may have overlooked. -
Putting the Good Stuff in OUR Hands
Survivor-Kyle replied to G0V3RNM3NT4L's topic in DayZ Mod General Discussion
As the guy organizing the thread that has been linked, I'm struggling to follow your logic. You want to organize a group to forcibly take the medical supplies that we intend to freely give out? Why not just ask for them, a medic would bring what you needed and you get those same meds in either case. But in your version there is a tricky and elaborate process involved, and you waste bullets. Medics usually carry only the most basic of things (like a compass) plus the requested meds. So you want to stop the distribution of medical supplies, and then set up a distribution network of medical supplies? Are you going to rely on bandits to stop banditing and start medicing (but only for bandits), and you expect that players will trust an admitted bandit to rush to their aid when they are injured and vulnerable? Again, you want to stop groups like Freeside Traders, and then make (Not)Freeside Traders (the bandit version)? To be perfectly honest, organizing these networks and groups is a lot of hard work. It sucks, because you end up spending all your time dealing with other players, and you end up never getting to play for yourself. It takes a special sort of person to do that. I'm not sure how many bandits really want to put in that much effort; it'd really cut back on your banditing time. -
The Difference Between A Good Bandit and a Bad Bandit
Survivor-Kyle replied to alienxxi's topic in DayZ Mod General Discussion
Went to their clan's private barracks (read:tent city) where an infinite number of tents self-replicate with NVG's, M107's, ammo, and ghillies? Others, the griefers who congregate around Cherno/Electro, I suspect just spawn the gear themselves so they can get their slaughter on faster. -
The Difference Between A Good Bandit and a Bad Bandit
Survivor-Kyle replied to alienxxi's topic in DayZ Mod General Discussion
A bad bandit is the guy who was shooting at me tonight in electro, near the fire station. He must have fired 20+ shots at me and missed every time. I had a giant grey polygon artifact obscuring my vision, I'm pretty sure the game wasn't rendering him on my screen (just like half of the map), and I only had 2k blood left, so I was ready to pass out at any time. I assume he either ran out of ammo or retreated from combat due to my 1337 running skills. That was a bad bandit. -
http://dayzmod.com/forum/index.php?/topic/3910-need-medical-assistance-we-can-help/ and http://www.ratedmgaming.com/helpme
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I just have to vent (griefing complaint thread)
Survivor-Kyle posted a topic in DayZ Mod General Discussion
[disclaimer] I got griefed today and it just really got to me. I'm going to rant about it, because I just need to get it off my chest. [/disclaimer] 1.7.2.3 has been really unstable on my system and so it took me over an hour to finally connect to a server today (lots of loading screens, etc). Once I get in I get teleported to a random map point. Whatever, I'll go from here. 5 mins later the server reboots, and won't connect, so I move to another one. I start out as a fresh spawn on the coast (okay...) I start inland and realize that this server is not rendering buildings. They exist, I just cannot see them. So I moved to another server. By this point I've been trying to play for over 2 hours. Upon connecting I am greeted by another blank coast and new character screen (I have yet to actually die, I just keep getting the new spawn screen). I'm just outside Electro, so I dash into town and hit up the hospital. From there I run into the church. Suddenly I notice another person in the church with me (he may have just logged in, or the game may have just not rendered him prior to that). I call out friendly and tell him I have nothing to shoot him with, because I've just spawned. He does the salute and wiggle, and we trade a few words over direct chat. I told him that the hospital was clear and that I'd broken a window if he needed anything. I started toward the door, still watching him, and then he shot me in the face. WHY? Why do you have to shoot a fresh spawn with NOTHING. The next spawn for me was bugged again so I said Fuck it and shut it off. I spend most of my time at the hospital visiting my kids, and so I have very little time to play the game. I can tolerate the bugs and, hell, I even LIKE it when a bandit shoots at me from a sniper spot or sneaks up on me and takes me out SEAL style; it adds to the game. But shooting a freshly spawned player just because, after having a brief conversation with them... I just don't get it. It fucking sucks, man. -
Faint everytime I spawn on a server.
Survivor-Kyle replied to Shizukage (DayZ)'s topic in DayZ Mod Troubleshooting
It happened to me on 1.7.2.3 as well. I was definitely not in shock or bleeding, logged out to answer a phone call, and was greeted with a 5+ min hourglass when I returned. -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
reconnect to the server, it will give your basic local in the bottom corner. -
Want to make a difference in DayZ?
Survivor-Kyle replied to Survivor-Kyle's topic in DayZ Mod General Discussion
Minor Update: The concept is not dead, I've just been tied up with constant trips to the hospital (IRL), where my twins are. They were a bit too eager to meet me and came a few weeks early. They are well, but they get priority on my free time :) I'll try to get the steam group up and running in the next day or so, definitely by the weekend. Stay tuned! -
Need Medical Assistance? We can help.
Survivor-Kyle replied to Dr Wasteland MD's topic in DayZ Mod General Discussion
I'll be starting a new medic in an hour or so. Depending on where I spawn, and how it goes, I may be able to help a few if you in cherno/electro. That said, your chances of survival are monumentally improved by crawling to a safer location. -
Am I unlucky or do Admins just always hoard stuff?
Survivor-Kyle replied to coltonlong's topic in DayZ Mod General Discussion
Admins have basically the same abilities as a regular player. There is no magical admin "find ural" button. -
Mr.Hacker People will flee the server in terror.