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Everything posted by yorkmorgan
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Agree, I also think not being able to store large melee weapons easily would help to balance them, atm there is no reason to carry anything other than a fireaxe, and seeing as they're so common, it makes all the other melee weapons redundant which is a shame. Yes a machete would be less deadly than a fireaxe, but it would be so much more practical to carry, and the game should reflect that.
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Long Range Scope (Standalone)
yorkmorgan replied to joegburgess@gmail.com's topic in New Player Discussion
I feel your pain, 130 hours and have never found a single one, curse me and my non-exploiting disposition -
Dayz defines putting rope through a burlap sack as crafting so yer that's kinda exactly what I meant by crafting...
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Where the heck is the long range scope?
yorkmorgan replied to yorkmorgan's topic in General Discussion
Thanks. maybe the dayz gods are just not in my favour... -
So it is true at the moment that if a bandit takes all your gear you couldn't give a toss whether they shot you or not (unless your far into the north or grouped up with friends, but in those cases the chances of being held up are pretty small anyway). Is this a problem? I think the success of this game lies in the heightened emotional response it evokes compared to other games, it can be terrifying, hilarious, joyful and everything in between, and it achieves this by getting you attached to your character, so if you start to not care about your character, as happens after many hours of playing, then there really is a problem. Many veterans of the game talk about the nostalgia of feeling invested in their characters, it would be good if the game could sustain this investment. Now most people's 'solutions' involve skill trees, which could not be more inappropriate for this game, it works great in skyrim, but I don't want to be able to reach level 100 at opening canned beans with a screwdriver. The only way they could possibly work is if they were so subtle as to be practically undetectable. Beards are a fun idea but not really appropriate for the ladies, and how would you distinguish a 10 day beard from a 20 day, a 50 day from a 100 day etc. I believe that just displaying simple number, your average lifespan, next to your name, would both work at incentivising people and be fair, here's why: 1) In a survival game its the only number that should matter: The game doesn't care how you survive! You could kill every player you see, you could make friends and help your fellow man, you could sit in trees all day eating berries, you can do whatever you want too and as long as its a successful survival strategy, you should be rewarded. This is why lots of players hate KOS whining, it works as a survival strategy, so don't knock it! The game should reflect the fact that survival is the only goal by making average lifespan the only stat. 2) I think that most players would care about their stat: Us gamers tend to be competitive, and I would guess that the typical Dayz player is even more so than average. What I like about the game is that quick thinking, patience, knowledge and skill are much more useful than in your average online game and really do make a difference. I think that competitive players tend to appreciate this as well. Therefore I genuinely think that most players would try much harder to survive if they knew that others would be able to judge them by their average time survived, and if this was the only stat, as I think it should be, they would try even harder. What do you think?
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Agree Completely.
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Hi, I know most peoples major complaints are with server hopping and combat logging but mine is with the huge number of servers with 1-10 players in. People just join a server where they can saunter about leisurely through any military area, whistling to themselves, flashlight on, getting the best gear with nothing to fear, because its just them and maybe 4 other guys across 225sq.km. That's 45sq.km each. Its obvious that people do this very deliberately by the long lists of underpopulated servers. In itself this is no problem, if people like playing in very sparsely populated servers that's fine, but I would guess that the vast majority, once they are geared like an SAS paratrooper, switch to full servers and light up the place like they're on a hunting ranch, with little fear of death as they can just join an empty server when they spawn and do it all again. Personally I think this is the worst gear exploit at the moment, its not exactly server hopping because you can get all your stuff in one server, but at least if people server hop though populated servers they still face an element of danger. The only solutions I can think of are: 1. Lock characters to low population servers if they join one. (So that people that legitimately like playing in low pop servers are not discriminated) 2. Cull back the number of servers so that the ratio of player numbers to servers is reasonable, say ~ 30. ( I don't know how this could be coded for so maybe just stick with the first suggestion) EDIT: I do not mean only have 30 servers, that would be insane, I mean that if there were, say 10000 players in a particular region then there would be (10000/30)=~330 servers, so that (players/servers)=~30, sorry if I didn't make that clear. I'm interested to hear what people think about this; is this even a problem for you? Is it a legitimate way to gear up? Do you have any suggestions for dealing with it? Cheers.
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Ok, so I've had an idea for a whole new loot category that has absolutely nothing to do with me just starting Breaking Bad... we have civilian loot, we have military loot, we have medical loot, lets add laboratory loot! By this I mean chemicals, instruments, equipment and so on. For example, you can make a bomb using a flare and a butane tank but you could make a really great bomb if you added a strong oxidizing agent, say hydrogen peroxide (found in a school laboratory) or some sort of fertiliser (found in the industrial areas). And you know all those gas masks and ventilators that have no functionality at the moment? Well you could cook up some chemical weapons using household chemicals (found in bathrooms and supermarkets) with some rarer chemicals (found in school labs and hospitals) over a cooking stove in a beaker/cooking pot (depending on if the chemicals are acidic etc.) and have yourself a test tube full of a volatile poisonous gas. The system would fit in really well with the whole crafting mechanic and the damage system of the standalone (the time cooked for/the damage of ingredients/the vessel you react in, metal or ceramic or plastic etc., could affect the 'damage' eg. quality and effectiveness of your creation). Awell as the obvious offensive possibilities: Poisons, flash grenades etc. there are medical ones, antiseptics, and other things, homemade flares and glow sticks. You could even add in a new building specifically for high grade lab loot (IN THE NORTH!!!) 'The Chernarus Research Facility' or something. I just think the possibilities are really cool and it would be something to do in the end game when you've got all your military gear and food, and heck the dev team are swimming in money at the moment, im sure they could put some people on it. What do you guys think? Note:Obviously the implications of using real chemical names and being completely scientifically rigorous would be cumbersome (and irresponsible: teaching a million people how to make homemade bombs and chemical weapons!) but making up chemical names and leaving 'lab books' with 'recipes' (low power ones around schools and bedrooms, medical ones in hospitals, military ones in military areas and special ones in 'the research facility') would get past this.
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haha, I couldn't use the beans but the empty can might a nice nail bomb container... I like the mad scientist idea, we could start the 'mad scientist society' and run around Chernarus in lab coats and gas masks throwing homemade bombs around.
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DayZ Sound Design Test - Part 3 Final Added
yorkmorgan replied to fortran's topic in General Discussion
Have to say, these clips have opened my eyes (ears?) to the importance of a good foley artists to game immersion. I must ask are there any legal restrictions limiting the volume of bullet sounds. I ask as I recently fired the 5.56mm SA80 and 7.62mm Lee Enfield and after years of gaming was amazed at the sheer volume (and this was with ear defenders) firing a real gun makes, your gun sounds are seriously by far the best I've ever heard (the indoor Mosin being my favourite), but im just wondering how loud your allowed to make them? Is there any way we can start a petition or do something to get Dean and the devs to see this guys work, if he did this in a weekend im scared to think what he could do in a year... And just a few suggestions, It would be cool if wearing headgear caused all the sound effects to go through various filters, like wearing a bike helmet could cause severe attenuation and filter out particular frequencies. Heavy blood loss could have a similar effect as the brain stops functioning correctly. Finally as I said before, bullets are really, really loud. Ear defenders should be included in the game and repeated firing of high calibre bullets without them should cause tinnitus. Thanks again for those videos, they deserve more views.