bad_mojo (DayZ)
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Everything posted by bad_mojo (DayZ)
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Stockpiled weapons
bad_mojo (DayZ) replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
why does it matter that they took a bunch of rifles? People already camp and farm the barracks, at least with cases of assault rifles that'd be limited to just the basic rifles and not a bunch of sniper rifles, machine guns, sidearms & rocket launchers, I would go as far as saying this would hurt big groups with vehicles because those people usually aren't looking for the basic assault rifles. Exactly, you can already find a basic assault rifle in less time than it takes to run to NWAF. So what's the huge problem with having more of them at the barracks? It's not about making it easier, it's about putting guns where guns would logically be. Also, I never said the m14 should be stockpiled. The M14 is a marksman rifle, which wouldn't be stockpiled like the basic assault rifles would be. M16, M4 & AKS (not even the grenade launching, silenced or scoped versions, just ironsighted 5.56/5.45mm assault rifles) -
DayZ: Most Private Hives Are Not Real DayZ
bad_mojo (DayZ) replied to DemonGroover's topic in DayZ Mod General Discussion
This topic has always been a mystery to me. I can kind of see it from the "just screwing around" view. I used to play a lot of Project Reality a BF2 mod. Anyway, a few versions ago they had a training map mode. Which totally throws out the legnthy spawn times and other restrictions applied to the regular game mode. Then added a crap load of vehicles. It was fun, really fun. All of a sudden these vehicles I'd been respecting and treating like gold for so many months became disposable and dieing didn't really matter as much. But, it was a very shallow experience. I enjoy flying the helicopters & doing infantry anti-air in that game so I spent a great deal of time "training" in that map. What I found was a lot of people who didn't actually play the real game. I would ask them to go to a real server and they wouldn't want to. The pressure or fear or whatever made them uncomfortable and at the end of the day gaming is about having fun. They wanted the realism of the environment & vehicles and harshness of the combat, but they wanted it watered down so it wasn't punishing and nobody was counting on them to do well or be intelligent. It's a video game, they wanted to screw around and blow shit up. Luckily for purists like me, Project Reality strictly enforced their vanilla settings and didn't allow modification without a password on the server. I was not a happy camper back when Rocket started supporting private hives. Those fucking hackers ruined everything. -
Stockpiled weapons
bad_mojo (DayZ) replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
Thanks for the feedback. Grocery stores already have tons of food in my experience. Unless I'm trying to regain blood, I've never had a problem finding a meal, or two or three when I've visited grocery stores. In fact I've stopped filling my backpack with canned food because the reality is I can walk into just about anywhere and get a meal if I really needed it. The idea is to put more weapons than players can use between restarts. So the weapon crates are getting nearly empty by the time a populated server restarts. Nothing. Shouldn't they have an advantage for doing that work? It would be kind of scary and thrilling to go to a barracks full of empty weapon & ammo crates, knowing it was done by human hand. It wouldn't be such a huge advantage considering those weapons would be plentiful at the barracks. Why waste the space in the urals/tents? Why not just take what you or your group needs rather than hoarding a bunch of weapons you can get at any time. It's like stockpiling morphine & bloodbags, only a big group would waste their time & effort. And, it doesn't offer much of a tactical advantage, ten morphine won't help you in the same way that ten assault rifles won't, you can only use one at a time. -
Thank you R4z0r49and other devs!!!
bad_mojo (DayZ) replied to kumando's topic in DayZ Mod General Discussion
I don't even want to debate the level of awesomness needed to give thanks to community developed MODs. Thanks RAz0r49 & the other community Devs! Love the increased difficulty this patch has brought, accidental or otherwise. it's always good when new stuff is added to my free games. -
Thank you R4z0r49and other devs!!!
bad_mojo (DayZ) replied to kumando's topic in DayZ Mod General Discussion
By that logic they should stop adding anything new or developing current systems any further until 100% of the bugs are fixed? FUCK THAT! -
Thank you R4z0r49and other devs!!!
bad_mojo (DayZ) replied to kumando's topic in DayZ Mod General Discussion
Nobody is blindly praising here. The OP (and I) played the patch and enjoyed the changes. The problem is we'd have to analyze each and every complaint to determine its worth. Reading through the patch thread shows some bug reporting and criticism, but there is a great deal of straight up whining about it being too hard. THOSE are the QQers the OP is speaking of. Edit: since we're on the topic of narrow minded... That seems a bit naive. Have you seen some of the patches that "professional" developers have released for other games? Like ones that completely break games and require immediate hot fixes. Or how about the ones that totally fuck over a large part of the game because they're too lazy to fix an exploit. Maybe you need to expand your thinking a bit before making such bold statements. -
Have you ever had a good play?
bad_mojo (DayZ) replied to samzerks88's topic in DayZ Mod General Discussion
Something that kept me going early on was to assume the role of an investigator. I posted this on another forum back in August. It really kept me going. I even incorporated taking photos of the fallen as part of the story. I would make a point of getting the photo no matter the dangers. http://dayzmod.com/f...4-csichernarus/ It was a lot of fun to be honest. For me, it really reinforced the ideas of not caring about death and the gear you'll lose, but still caring a great deal about how you end up dying and scavenging the gear to help your journey to that point be as fun as it can be. Point is, you gotta make your own fun. Decide what is fun to you, and build a story around that, then stick to it no matter what happens. -
Thank you R4z0r49and other devs!!!
bad_mojo (DayZ) replied to kumando's topic in DayZ Mod General Discussion
You just state your opinion on how you think the game should be done. How is it narrow minded thinking when someone likes the changes they made to the mod? Do they have to debate each and every point of yours before you'll accept their enjoyment? I'm not saying the patch is 100% perfect. But, it's stupid to call people narrow minded for enjoying the changes and calling complainers, complainers. -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
I did some digging and found the Czech pack is roughly 65L which is 3966 cubic inches and the large Alice pack is listed as 3800 cubic inches. http://bushcraftusa....e-Pack-Capacity http://dayzmod.com/f...-the-backpacks/ Not exactly solid evidence from reliable sources, but it does support my(and many others) opinion(s) that the Czech pack is larger. -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
It should make sense. But I wouldn't get concerned with the numbers.200L is an insane amount of real life fuel for any car to hold. As is trying to pin down just how many slots = 500lbs of cargo. Ha, okay. I guess you're reading my posts differently than I meant. The post you quoted had nothing to do with losing those 4 items. It had to do with the balance of the backpacks meaning jack fucking shit in terms of dayz gameplay. But, sure, demand the developers run EVERYTHING past you(the community) and insult them and people who share their vision for dayz, that'll achieve way more than discussing your points maturely and constructively. Why should the alice pack be larger when the other one is physically larger? Why should the most common pack in the game be the second best? Why do I bother responding when you're just going to rage more and call me names again? -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Obviously it's not a fix for your 2nd best backpack becoming the 3rd best. That's just a reality of playing a game in development. It's not even like they made the best backpack not the best anymore. Sorry to be blunt, but if you are upset over an Alice pack losing a bit of stat, you need to play more dayz. Go find a Coyote pack, try the update for yourself, die, respawn, die to hackers, realize your gear is just the result of your journey, not the purpose of it. -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Right, but then the other cars should be 55-65 L? No matter what the numbers are, the humvee should have more fuel capacity than a pickup. -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
All the other cars have 200L fuel tank and humvee only has 120? FIX IT! :) -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
They added a new backpack and changed around the numbers on the other ones logically. It was stupid to have the Alice pack holding more than the physically larger chezch pack. Another reason I like the change, the Alice pack is way too common to be such a high end bag. I bet its the most carried backpack in DayZ. I could walk out of cherno with an alice pack any day of the week.(if I get to walk out) If someone is worried about losing their gear, just join an older version server and make sure you only have 16 slots filled. Then update. The stuff about the weapons, I don't think it's how you say. I had a regular empty patrol pack and it ate my winchester when I tried to put it in. It says 2 weapon slots on the wiki, so I'm not really sure how the weapon slots factor in, but I can't see how a 24 slot chezch pack would hold 40 slots of weapons. I had the new 18 slot(3 weapon) British assault pack and when I had an AK in it, I only had about 8 slots left. I don't usually store weapons in my pack, but it seems like nothing had changed other than sizes & a new pack. http://www.dayzwiki.com/wiki/Backpack -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
I enjoyed the updates. Even the epeen was nicely integrated. Although I'd like to see a half hour delay on the player kill counts. I really like the new zombie communication. A couple of zeds turn into a hoard much faster now. But, it feels like they can see you through walls again. I'll be in a building looting and hear the pitter padder of feet coming towards me. I kept thinking someone was running into my building with zombies aggro'ed. You should be able to drink using the can from water sources, maybe even have the cans spawn on the well. Have it so you can't transport water in it, but you can drink from it when you're at a lake or well. Dirty water, of course. -
DayZ Mod 1.7.5.1 Update
bad_mojo (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
My Alice pack said 16/16 when I logged in. I'm guessing I lost some stuff, I usually keep it full, and when I took something out it went to 15/16. -
http://dayzmod.com/forum/index.php?/topic/119559-admin-banned-from-us2419-appeal/#entry1145620 This is a horribly bad way to handle this situation. I'm am very disappointed in the warz(wow, I actually typed that?!?) DayZ team right now. My question is WHY? Why can't one or two members of the community be appointed to police the main hive? The main hive was the one place you could go and get some level of consistency from server to server. Now, the rules have been thrown out, so what's the point? Essentially they're allowed to disable BE and spawn in loot and take it to the rest of the hive. Great. How about non-pvp servers (oh wait, they're already doing that). Standalone better not go down the same road. I'll still play it, but this stuff is ruining DayZ for me.
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Is there a way to remove the icons from the Dayz screen?
bad_mojo (DayZ) replied to Malvarik's topic in DayZ Mod General Discussion
That works. Except it moves the ammo/weapon HUD off screen too, so you can't tell which weapon is selected or the ammo you have. So, good solution for filming, not so much for playing. -
How will we lose zombies after bugs are fixed
bad_mojo (DayZ) replied to Tacklebait (DayZ)'s topic in DayZ Mod General Discussion
Smoke grenades work great, as does breaking line of sight. Basically the stuff I've been doing all along. -
Is there a way to remove the icons from the Dayz screen?
bad_mojo (DayZ) replied to Malvarik's topic in DayZ Mod General Discussion
I've been wanting to try playing with no HUD for a while now. As long as you eat and drink regularly, there's no need for the icons. I can already tell when my blood is low or when I'm bleeding. I don't play Namalsk so temp is pointless. -
I wonder how many of you guys writing off the main hive as dead actually ever play on the main hive. It's like people sitting in walled communities saying how overrun with violence the public neighborhoods have gotten. So let's pull police funding in those areas. If they weren't overrun with violence, they will be soon. Reading these forums paints a nasty picture of the main hive. But, I play there everyday. I know first hand just how many hackers there used to be, and how many there are now. Things have gotten better, believe it or not. It's actually a very enjoyable place to play. I've never been tempted to find a private hive, the only reason I've ever strayed from the main hive has been to play other maps or mods. I'm just frustrated with a community who seems to write of the public hive as dead, while it's exactly that attitude that is killing it. If we're going to consider it dead, why not actually take it down? It's the last thing I want, but it seems like a logical step if it's being written off from high up the chain. Edit: Maybe a large private hive will take its place, with regulations and standards. Doubt it, but I can dream. Try US 303 on main hive, I've had no problems with hackers there in a long time. Not saying it never happens, just that there's a good admin to deal with it as it does.
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Smash, I know and agree with you. But, as a moderator of these forums your words carry extra meaning. People will now cite your words when they pressure server admins to break the "rules". The illusion of a punishment is no more. All doubt is gone. So, if your going to be vocal and honest about it, I'm going to be vocal in calling for changes to the system. Why can't volunteers from the community administrate the hive? Community members are already developing the game, would it really hurt to give someone the power to blacklist servers from the hive? Even if they're incompetent and only blacklist the most obvious of cases, that's better than nothing. I guess I get too worked up over DayZ politics. I need to find a new game. Edit: Also, please don't take anything I say as criticism of the mod team or you personally Smash, you're all doing a great job. I'm just frustrated at the whole situation.
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For the most part, the community polices itself. We just need someone with the power to act. Honestly it's a job that requires very minimal work. Basically they'd follow the server report and ban appeal forums and then follow up with some investigation in some cases. It's not like they have to watch every server and make sure everything is going right. The players will make it known when something is wrong.
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Perhaps on some servers, but I've played US303 for months without hacking problems. Not all the good admins went running to private hives.
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friendly fire should be an option on servers
bad_mojo (DayZ) replied to whatsmynameagain's topic in DayZ Mod Suggestions
No thanks. There's already enough server side options ruining the dayz experience.