bad_mojo (DayZ)
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Everything posted by bad_mojo (DayZ)
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Has anyone tried to start a group of friendlies? to combat KOS players?
bad_mojo (DayZ) replied to lord3n's topic in General Discussion
I should have put "some people" because of course you're not going to turn everyone away from killing. But there are some that will feel bad and might not do it again. It's not like I make it my mission to get killed on sight by people. I just don't really care if they do. The times that I don't get killed on sight are usually really friendly or interesting bandit experiences. So it's a win/win in my mind. -
The only Game I Enjoy just walking in
bad_mojo (DayZ) replied to crosa's topic in General Discussion
It's funny how they strive for that adrenaline inducing action, but I've had more adrenaline rushes playing slow paced dayz than any 'action' game I've ever played. -
Has anyone tried to start a group of friendlies? to combat KOS players?
bad_mojo (DayZ) replied to lord3n's topic in General Discussion
LOL wtf? I don't think Police protocols really apply to a zombie apocalypse, ya know, since everyone has a tendency to arm themselves, might have something to do with all the flesh eating zombies running around. People who shoot you if you have a weapon are just as bad as the KOS people. What's next? "He had a backpack! Might have some weapons in there!" ----- Honestly, killing the kill on sight people will just fuel the fire. They're only going to regear and come back for more. You've essentially challenged them at their own game. If you want to fight KOS, play the part of the naive survivor who doesn't know any better than to approach people. Take the death, rinse and repeat. Eventually people will get bored of killing unarmed players who don't fight back, especially when all they get is a flashlight and battery. -
Third person view removal from SA discussion
bad_mojo (DayZ) replied to lev's topic in General Discussion
Side & global chat were part of the game. Squads were part of the game. 3d markers were part of the game. 3d crosshairs are part of the game. Interaction system is part of the game. Map markers were part of the game. Tanks were part of the game. DayZ doesn't have to maintain all the parts of the original Arma. Your argument is invalid. -
Let me start by saying I like bandits and PVP, everyone is free to play their game the way they want. Those people add a lot to my game even if it's vastly different than theirs. As someone who barely ever killed in the MOD and have yet to raise a hand to anyone in the standalone, it's hard for me to understand the mind of my enemy. I want to know if the really hardcore killers out there become desensitized over time. Maybe you started by defending yourself, but after getting some blood on your hands things escalated and got out of control? Maybe you're just playing a game and don't feel like the kills even matter? My question being, does death and killing still hold weight with you? Do you react to your friend being murdered? Do you fear the bullet? Has the bloodlust taken over and you're a cold blooded killer as they would say?
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By far, the most heart-pounding moment I've had in DayZ
bad_mojo (DayZ) replied to WilliamTheConqueror's topic in General Discussion
You died. -
Yeah, I didn't really enjoy seeing a message in the servers global chat. Their admin powers aren't for insulting the players who kill them.
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Walking with weapon out makes you tired within 100m.
bad_mojo (DayZ) replied to phisher34's topic in General Discussion
I would rather see a sling attachment for some kind of bonus. I know how it works in real life. I just like the idea of rewarding putting away your weapon. We're not fighting a war, we're surviving an apocalypse. Sorry I shouldn't have included you in my previous post. I agree about walking, it needs to be tweaked. Also, vaulting over a 2 ft fence shouldn't put you out of breath. -
While the robbery system is nice it won't work.
bad_mojo (DayZ) replied to ThirdSinger's topic in General Discussion
In the MOD a server ran a colony and that's pretty much what I did. I sat around the colony, cooking food, organizing the tents, welcoming the new guys, little bit of hunting and gathering, filling canteens at the pond out back, and generally just shooting the shit with the guys on guard duty or running supplies to them & giving medical attention. Some of my fondest memories of DayZ came from that colony. Don't knock it until you've tried it. -
Walking with weapon out makes you tired within 100m.
bad_mojo (DayZ) replied to phisher34's topic in General Discussion
I guess Rocket disagreed with you guys. I actually like that you have to stow a weapon in DayZ. People do it in real life because it's easier to carry, but you feel nothing in video games, so they had to amplify the discomfort to get you into a realistic behavior. Sure, it can be tweaked a bit, but the idea is solid. -
Walking with weapon out makes you tired within 100m.
bad_mojo (DayZ) replied to phisher34's topic in General Discussion
It's rather ironic that your avatar illustrates the exact thing you're hating on. -
That's not true, you work a lot harder to survive, kills are just a click of the mouse button. I would argue that in Wasteland 100% of the people are looking to PVP so they're extremely defensive. In DayZ a lot of people are role playing a survivor, & they're easy targets if your goal is simply kills.
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fast and highly observant zombies are bad for the game
bad_mojo (DayZ) replied to Antiklimax's topic in General Discussion
Using the slightest bit of stealth in the standalone goes a long ways. You can literally crouch and watch a zombie 100m away stop his full sprint and lose sight of you. Just don't run in the open and expect not to get seen. -
Walking with weapon out makes you tired within 100m.
bad_mojo (DayZ) replied to phisher34's topic in General Discussion
I took this as a suggestion to keep my weapon on my back until I need it. Also, helps people running away from an axe wielding maniac because the guy with the axe gets tired quicker. I rather enjoy having nothing in my hands 90% of the time. -
There's a spawn point in Novy. Should title it "How to be a coward"
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Which begs the question, why don't the pvp'ers go play wasteland? No easy kills?
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Sure, in a fist fight I wouldn't want to go shot for shot with a zombie and win. But, the uninfected use weapons and act intelligently, that should not be compensated for by making zombies stronger/deadlier. Even if they weren't zombies, but actual Russian soldiers, they still wouldn't be as deadly as the human players. AI never is, and in the quest to make them deadly, game developers usually give them super human abilities like aim bot and wall hacks. Zombies driven by AI will always be less of a threat then human controlled players. Trying to change that is just going to hurt the game in my opinion.
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"dude calm down it's just an Alpha"
bad_mojo (DayZ) replied to ItsJoker's topic in General Discussion
You fail to see how "it's alpha" is sometimes the correct response. -
"dude calm down it's just an Alpha"
bad_mojo (DayZ) replied to ItsJoker's topic in General Discussion
I think a big problem is that people are reacting to the game like it's a finished product. If things are clearly placeholders and we've been specifically told they are, we don't need huge walls of text telling us how bad they are for the game and how they should be fixed. Example, how many people have ranted on and on about zombies walking through walls? It's alpha, before i even purchased the game I knew that would happen. I also know that if you go inside the hospital they don't walk through walls because that is one of the only buildings they've been configured for. It's a giant waste of everyones time to talk and talk about a placeholder being a placeholder, because it's alpha. -
Server hopping is killing this game FAST
bad_mojo (DayZ) replied to phoboss's topic in General Discussion
I suggested players have to setup a campsite if they want to switch servers and stay in that location, otherwise they would be sent back the beach. Camp site could be crafted in the wild and wouldn't take too long, but would take long enough to be a pain in the ass for server hoppers. Maybe even put a limit on the number of camp sites you can use in a 24hr period. -
More zombies will change things. Not stronger ones. Zombies should be a threat, but I never want to see one zombie be more threatening than one player. That's just not logical. If we have to deal with multiple zombies any time we encounter them, you're going to want friends with you. Currently, I can run around all alone with a fireaxe and slaughter any zombies in my way. Send a hoard of 10 at me, and I'll be wanting some backup. More zombies, means players are more than just walking lootbags, they're potential coop partners keeping your ass alive.
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Server hopping is killing this game FAST
bad_mojo (DayZ) replied to phoboss's topic in General Discussion
That's like moving to the back woods of Alaska to get away from burglars. -
I guess I can drop mine then.
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Server hopping is killing this game FAST
bad_mojo (DayZ) replied to phoboss's topic in General Discussion
People server hop because they think they know what the game should be, and when its not that, they try to make it that. If they think loot should respawn, they'll justify their server hopping by that, if they think server hopping should be blocked and it's not, they'll justify server hopping by that. Basically, people just don't want to run the maze they've been put into. If there's an easy way out, they'll take it, even if that's technically cheating. -
Server hopping is killing this game FAST
bad_mojo (DayZ) replied to phoboss's topic in General Discussion
Making characters server dependent would remove a huge feature from DayZ. Being able to join any server and keep your progress comes with its problems, but I think it's worth fighting for.