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bad_mojo (DayZ)

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Everything posted by bad_mojo (DayZ)

  1. bad_mojo (DayZ)

    Am I the only one around here....

    There's a thousand other games and mods that put you in the position of a mindless killer. Why not go play one of those instead of getting annoyed that this one is doing something unique.
  2. bad_mojo (DayZ)

    US303 You will be missed!

    Apparently US303 is going down next week. It has been my home for the last 6 months or so. I've only had issues with hackers a few times which is an incredible feat consider how much I play and it being the main hive. I just wanted to thank the administration of US303 for all the hard work they did to keep it such a great place to play DayZ.
  3. bad_mojo (DayZ)

    US303 You will be missed!

    They only allow hot linking images from certain "trusted" sites.
  4. The way I see it, bandages as an object are rather pointless in DayZ. It's only the act of bandaging yourself that is important. When bandaging, you've gotta find a safe spot and make yourself totally vulnerable until the animation is complete. Also, the bandages are literally everywhere. Which is fine, since realistically I could just tear off a piece of clothing and use that to stop a wound bleeding. So, making bandages rare or hard to find would be silly and break immersion. I think in all the time I've played DayZ, only once or twice I've needed a bandage and didn't have one. And it was just a minor wound from a zombie which healed itself over time. Not a big deal at all. Do we really need bandages? Would it benefit the game to make them go in your toolbelt and have infinite uses? Would it benefit the game to give new spawns 8 bandages but make them a lot more rare?(only at hospitals, mil spawns) Or am I totally in my own little world and bandages are a huge crucial factor in your DayZ gaming? I'll admit I don't partake in PVP so I might be missing out on their value.
  5. bad_mojo (DayZ)

    Bandages... what's the point?

    That whole tradeoff becomes pointless when bandages spawn literally everywhere. Which is why I mentioned having bandages only spawn at medical & military spawns, and giving you a bunch of them at spawn. When you're all geared up and have lots of ammo, you need less bandages. You couldn't just reduce the spawn rate and leave the new spawns with only 1 because of the ripping your shirt to make a bandage argument. You could even give new spawns more now. But, it's so damn easy to find them, it doesn't matter. I just want to see the bandage evolve. It's such a placeholder item that it bugs me. I wouldn't mind a system where you do an action "treat wounds" and it looks at your gear and applies the required treatment. If you had nothing it would take a long time to stop the bleeding. If you had only bandage, it would stop bleeding faster. If you had a bandage, morphine, anti-biotics & pain killers, it would apply what is needed. Opening the door for other types of medical gear. Splint might take longer than morphine, but if you have wood & bandages in your inventory it does that.
  6. bad_mojo (DayZ)

    Bandages... what's the point?

    I'm also wondering if there's any point to having a magazine/bandage tradeoff. If I can tear a piece of my tshirt off and bandage myself, why would I be carrying less magazines? It feels like the tradeoff is just there to add another game inside our game, queue the Xzibit memes.
  7. bad_mojo (DayZ)

    Any Servers with... or few other questions

    I don't mind it being annoying for cross map runs, my point was that there would be no other changes to most peoples game. We'd end up with the same results because most people don't run for 20minutes to get away from zombies. The stamina system already has a part in the game. You can't be accurate with a firearm if you're breathing heavy. This plays a big part in dealing with zombies, and will play an even bigger part when the walking indoors is no more. You can't just run away, turn and pop some heads. Also, you can't just run up to someone and be super accurate. Or if you ran all the way to NWAF, you'll have to take a rest if you plan on killing the zombies around the barracks with a firearm. Sure, it could play a bigger part in the game, and I hope it factors into the melee attacks at some point.(if it doesn't already) I just don't think forcing people to walk will ever be something I want to see in DayZ. Not because it's unrealistic, but because it's such a huge gray area, that leaving it out works the best in most cases. Also, I don't think considering factors from the standalone will help our discussion progress, let's just focus on what's here and what we know for sure.
  8. bad_mojo (DayZ)

    Bandages... what's the point?

    Pfft, I don't believe in him.
  9. bad_mojo (DayZ)

    Any Servers with... or few other questions

    There used to be a eating and drinking system that was to scale. People whined that they had to log in to eat and drink every day or they would die. Then it was changed so you wouldn't die, but when you logged in your food and drink would be flashing. And finally it was dumbed down yet again to what we have now, where you eat and drink based on time played, of course to keep food and drink a part of the game they changed the need to more often than real life. When it comes to realism and scaling in game, you can't simply point to eating and drinking and say if it's not perfect, everything else doesn't have to be. The point of DayZ isn't to make it 100% realz, it's to make it an authentic experience. So, it's a case by case basis as far as the realism goes. I've suggested sleep be added to the game.(http://dayzmod.com/forum/index.php?/topic/98914-sleeping/) Hopefully something happens with it in standalone. Okay, so what if we added a stamina system where after 20minutes of jogging you had to stop and walk. Would that add anything to the game besides annoying people trying to jog across the map? It's not like you'd be running 20minutes away from zombies, especially if they were made slower. I just don't see any point in a realistic stamina system for enforcing walking, it wouldn't serve the purpose you want it to.
  10. bad_mojo (DayZ)

    Two characters, same Computer, Same time.

    In my opinion logging while bleeding should be automatic death.
  11. bad_mojo (DayZ)

    Any Servers with... or few other questions

    Perhaps "hours on end" is a local idiom that you're unfamiliar with, I'm sorry I used that. To me it means many hours, not indefinitely. My point by saying "hours on end" was to bring attention to how a real human could potentially jog for over an hour. Meaning any stamina system put in place would be so extreme that it wouldn't play a part. Nobody jogs in arma for over an hour, you could, but it's not something that happens. So given the extreme distance someone could jog before being forced into walking, is there any point in putting that stamina system into play? If you're suggesting we dumb down the numbers for the sake of the game, I couldn't disagree more, that has failed in every game I've tried.
  12. bad_mojo (DayZ)

    RIP DayZ

    RIP this thread. Seriously tho, if you just assume every player you see is a cod kiddie and kill them without a second thought, you've just become what you hate.
  13. bad_mojo (DayZ)

    Any Servers with... or few other questions

    They're not undead, they're infected with a virus. Have you two never seen 28 days later?
  14. bad_mojo (DayZ)

    Any Servers with... or few other questions

    I didn't say someone could run forever. I said a couple hours jog is possible especially if death is the alternative. Every time you slowed or stopped and the zombies came upon you, your adrenaline will kick in and get you moving again. Humans are wired like that so we don't get eaten by the first carnivore that chases us. We've also got this unique ability to out think most predators. Which is why you'll never see me running away from zombies for any significant length of time in dayz.
  15. bad_mojo (DayZ)

    Any Servers with... or few other questions

    He's talking about their speed, not the path they take.
  16. bad_mojo (DayZ)

    Any Servers with... or few other questions

    You just compared jogging for a couple hours to climbing Everest and K2. Enough said.
  17. bad_mojo (DayZ)

    Any Servers with... or few other questions

    First of all, what is unrealistic about a hoard of zombies chasing you? In a zombie setting, this seems pretty likely to me. Secondly, you really need to go and play more DayZ. Try ignoring all weapons, ALL OF THEM. No hatchet, nothing. Now run around(empty server even) and try to get all the gear you need. Go to NWAF, go to Cherno, go raid a couple heli crashes. Once you do that, come back and we can discuss this stuff again. I assure you I can avoid zombies in just about ever scenario, it might take a bit longer, but it's more than doable and it's a skill every dayz player should have under their belt.
  18. bad_mojo (DayZ)

    Bandages... what's the point?

    True enough with the balance of pistol mags versus bandages. I always keep extra bandages in my backpack so it's never really an issue for me. Two in the belt, and two in the pack is more than I've ever needed. But, I also don't usually store a weapon in my pack, which a lot of people do. I'm interested to see how other peoples play styles factor into it.
  19. bad_mojo (DayZ)

    Bandages... what's the point?

    Obviously. I'm asking if the act of finding bandages is worth being in the game. Do people actually have trouble finding and keeping extra bandages? It's literally only a factor for me when I get hit within the first 5minutes. After that I always have a huge surplus of them.
  20. bad_mojo (DayZ)

    Bandages... what's the point?

    I feel like you completely missed the point of my post.
  21. bad_mojo (DayZ)

    Any Servers with... or few other questions

    Arma already has a stamina system. It's not perfect, but stopping a person from jogging (which is what you're suggesting) is silly. If death is my punishment for stopping, I'll jog for hours on end. Just like any sane human would. We have the ability to override what our body tells us and keep going. Running zombies are a part of DayZ, making the rest of the game more difficult is never going to make up for that. I don't get hit much currently, how is more damage per hit going to make anything more difficult when the zombies are even easier to avoid?
  22. bad_mojo (DayZ)

    Any Servers with... or few other questions

    I have to disagree. More zombies will not make it harder if you also make them slower. One would simply run around the pack and never look back. You'd have to add a stupid stamina system like WarZ where you can only run for 20ft before you have to walk. That's realistic right? I mean a zombie trying to eat my brains wouldn't cause my adrenaline to kick in or anything, surely I'd just casually walk away from him while I catch my breath?
  23. bad_mojo (DayZ)

    Any Servers with... or few other questions

    Dean Hall wanted the zombies to be infected humans like you see in the films "28 days later" & "28 weeks later", they provide more of a threat to the player than slow lumbering zombies. The number of zombies isn't just something they set, it's that number because the game needs to remain playable for most peoples computers. It's really not hard at all to lose zombies. Even without abusing the 'walk indoors' glitches, you can simply run around a building or object and when the zombie loses sight he stops and looks for you, you crouch and go in a direction he isn't facing, you're good. Even without breaking the line of sight, you can throw a smoke grenade, even aggro'd zombies will run after it. Or throw a can or bottle before they're aggro'd and you can distract them, clearing a path. Best way to deal with them I've found is to get a hatchet or machete and just kill any zombie that sees you. You'll have to keep a good stock of bandages and eat to replenish health, but it's really easy to loot any place at any time of the day if you deal with them one by one. My game might get slightly more difficult when they fix the walking indoors, but it's not something anyone has to rely on. You can play the game the way Rocket intended and still thrive.
  24. bad_mojo (DayZ)

    Why is DayZMod still marked as "Alpha"?

    Why does it matter how long they're in alpha? It's a community driven mod. As long as they're still working on it, I could care less what stage they're in. Also, when did the community take over the mod? December? So that's about 3 months that the community developed DayZ mod has been in alpha. You have to keep in mind that Rocket and company aren't working on it anymore, so you can't just add on the time he was doing nothing and call it development time. It just seems like you want them to stop adding new things because that will free them up to fix all the bugs you hate so much. Because you feel like there is nothing new to add to the mod. I'm sorry but I feel differently.
  25. bad_mojo (DayZ)

    aaand its gone.

    Put cursor over the new gun, select gear, move your current weapon into the pile, pickup the new one, profit.
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