walkerbait421
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Everything posted by walkerbait421
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I've seen more friendlies since 1.7.1 cycle. I'm always friendly when I am a fairly new spawn unless you point a gun in my face. I've not much to lose. Had some great fun helping others out. I won't shoot someone unarmed, that's just not fun at all for me. But once I have invested some time into a character I become paranoid and survival instincts kick in. Basically shoot on sight, unless someone is an obvious non-threat (i.e. heading out of my area). I also don't go out of the way to chase people down... If I have a way out of a gunfight I take it (unless its a sniper/bandit in which case I throw caution to the wind and do everything I can to take them out). I think there are lots like me.
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Good advice. IMO when you're new spawn you don't have much to lose, so take the risk and get as equipped as you can early. Once you have some decent gear gtfo and stay out, everything else you can find in safer low-pop areas (albeit more slowly).
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Hotfix Build 1.7.1.5 Rolling Update
walkerbait421 replied to rocket's topic in Mod Announcements & Info
Summary: 1.7.1.5 is awesome. Ran through 1.7.1.5 for an hour (fresh spawn). Didn't find any issues. Zed aggro is real good, definitely more sensitive than 1.7.0, but not extreme... perfect. Spawned in cherno, found lots of pistols within minutes. Guns and ammo everywhere. Not having gun at start is not that annoying. Found at least 6 people in cherno, lots of friendlies, most running from zeds, helped some out. One girl came around a corner with an M4 pointed at my face though, I had to shoot and got great loot (felt a bit bad about that afterwards but it was survival instinct all the way). No FPS issues for me, no server issues (latest beta patch was a bit of a pain to d/l with the intermittent auth prompt - it worked after about 10 refresh/retries). All in all it looks pretty solid to me. -
Hotfix Build 1.7.1.5 Rolling Update
walkerbait421 replied to rocket's topic in Mod Announcements & Info
1) Install the beta files into your Program Files\Steam\steamapps\common\arma 2 operation arrowhead\@Dayz\addons folder (create if you haven't already) 2) In your arma2 operation arrowhead folder (as above) right click on the Launch Arma2 OA Beta Patch shortcut. Leave that up and ready, you will need it in next steps 3) In steam, bottom left button: + Add a game (non steam app) 4) Copy the text from the beta patch shortcut's target and start in fields (both fields copied over accordingly) 5) Restart Steam 6) Run the new app 7) Go into Expansions, make sure you've enabled them, most importantly @Dayz 8) Restart the new app, you're ready to play, wth steam overlay -
No, beta patches are not applied in release distributions.
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
walkerbait421 replied to Tigerr13's topic in DayZ Mod General Discussion
Quick feedback on 1.7.1.2: Only a slight inconvenience experienced before finding a side-arm, and had some nice friendly encounters and teaming-up which has been pretty much non-existent for me in 1.7.0. Some had weapons already, some not, but things generally seemed a bit less hostile around the coast. I like this new dynamic and focus on survival straight away. Melee is fun, although I ended up with broken bones quickly after some zed swipes which resulted in long crawls to the hospital. Next time I hit the hospital first thing. Night time seems about right, with moon/gamma I could make out enough to travel without light source (barely). Zed aggro seems good, I could easily navigate silently through towns only aggroing them when I got up close to hatchet them. Easy to get them to de-aggro via LOS block, and I wasn't aggrod at all when crouch running inside a building like before. Like the new sounds. I had some graphic glitches that I've isolated to 1.7.1.2 (vs. 1.7.0), when looking at certain parts of certain building models (it seems). Other than that, had the bugs/issues others have reported regarding melee ammo and server crashes, but all in all I think the update is awesome. I don't agree at all with the suggestions to eliminate these changes. They add new depth, challenge and fun to the game. Thanks for letting me test! -
This is a fantastic game!
walkerbait421 replied to Snow (DayZ)'s topic in DayZ Mod General Discussion
A big +1 -
Hotfix Build 1.7.1.2 Rolling Update
walkerbait421 replied to rocket's topic in Mod Announcements & Info
Do you really want forward development to stop? All these new features are exactly what the community was begging for, and the list still seems very long. I for one feel privileged to get the chance to give input and influence development and am glad that things aren't locked down yet. Please keep adding stuff on whims. -
Anyone playing less or completely stopping until the new DayZ patch comes out?
walkerbait421 replied to hazychestnutz's topic in DayZ Mod General Discussion
Took a break for 3 days now, waiting until the patch... -
So.. Have All The Clans/Groups Hid All The Cars Away On Every Server
walkerbait421 replied to Nickprovs's topic in DayZ Mod General Discussion
Have seen a few cars but nothing unoccupied in about 3 weeks of play on dozens of servers and covering every inch of the map. I had a chance to steal a car at a gas station when a car rolled up with 2 guys for a refill mission, but blew it. It seems to me the organized groups/clans/server owners have all the cars off-map and the rest of us are out of luck to find a "new spawn". I've also heard there are only about 50 servers with vehicles and the devs aren't adding any new servers atm. So my suggestion if you want a car: Play on older servers (lower numbers), camp gas spots near the borders, and explore off-map. -
20 words or less: Super-Low Humanity Detection
walkerbait421 replied to rocket's topic in DayZ Mod General Discussion
YES As I understand it the survivor's own heartbeat is what they are hearing, simulating tension when they've picked up on subtle clues that another person is dangerous. -
I haven't much experience with it but I like that it's there. Would be nice to see compound bows/arrows as well (bows having quick reload time). Agree bolts take too much inventory space to be a worthwhile loadout - perhaps if there were 3-5 bolt quivers you could load.
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20 words or less: Spawning without a weapon
walkerbait421 replied to rocket's topic in DayZ Mod General Discussion
YES The pros outweigh the cons and I think this would add new dynamics and strategies for the better. Worthy of an experiment at least. +1 for starting with nothing at all. -
Sounds like this new feature: http://www.dayzmod.com/forum/showthread.php?tid=7483
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Confirming this problem as well as the work-around, which as mentioned is to move around while in the gear menu clicking "pitch tent". It seemed to work best for me when walking vs running. As long as you have about 3x3 meter clear and relatively flat terrain. However, a related problem: The tent pitch animation would start and finish, but the tent would not be pitched. Still in inventory. After 2 tries it worked, but the tent remained in inventory. I pitched a 2nd and 3rd tent before it finally came out of inventory. The 3rd tent was packed and put back in inventory. I pitched it again (came out of inventory) a couple times in different areas of the map so the 3rd tent seems to be operating normal, although it does occasionally fail to deploy despite the animation. US 24 1.7.0 and 93616.