bad_mojo (DayZ)
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Everything posted by bad_mojo (DayZ)
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Yeah Joaby! You wouldn't to sound like yourself. @OP cry us a river about the bugs in this Alpha.
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To Whoever left the ATV on the bridge in Vybor
bad_mojo (DayZ) replied to Asylix's topic in DayZ Mod General Discussion
Wow, you really showed him, taking the ATV that he LEFT ON A BRIDGE. Stop acting like you found some off-map tent city with NVGs for your whole bandit jerk ciricle. -
Zombie movement thru buildings
bad_mojo (DayZ) replied to Mikenessable's topic in DayZ Mod Suggestions
Death is your only salvation. -
Did you happen to read this thread you're posting in? And BTW I'm not talking realism, I'm talking proper tactics. You should keep firing bullets into a body once it has fallen. Just because that coincides with real life doesn't mean every little thing associated with my suggestion needs to be 100% true to real life. If we worry about disconnecters or exploiters all the time, this mod will get nowhere. Those issues need fixing on their own, we don't need to change (or not change) every part of the game with those cheaters in mind.
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Little girl crying in the corner of a building, but when you approach her she ends up being infected and tries to eat your face. Having zombies inside buildings not make noise until they're disturbed. Hoard of zombies crammed into one of the small buildings. Silent as well.
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Right...which is why my previous comment didn't end at "remove the respawn option" Are people regularly starting off and getting stuck in the first building they see? You need morphine anyway, putting the suicide item in the hospitals/military would make it easy to come by. If it goes in your belt there's no excuse for not having it. Doesn't matter anyway, since no matter what they did people could just run up to the first zombie they see and let it eat their face. Unless maybe, a cooldown timer per life. If you die within 15minutes you have to wait? But then people will cry about beach camping or "accidentally" clicking respawn again AND NOW GOTTA WAIT 15FK'IN MINUTES!!!?!?!?!? I have the best idea, get the server admins to enforce some rules about not doing this. It's pretty easy to spot right now. BAN!
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Rocket, I'd really like to know what you think of this idea. Your input is priceless
bad_mojo (DayZ) replied to KField86's topic in DayZ Mod Suggestions
One of the things that really got me interested in DayZ when I heard about it and watched some videos was the complete lack of the system you are suggesting. And It's not because I'm a loner or don't enjoy squad play. I'm actually a very team minded player in most games. It got me interested because without any type of group system, clans and groups of friends don't automatically have the upper hand. Not having these squad/team/group tools actually creates a community. And not in the sense that "Oh look at us, we've got hundreds on our side and a big website with ranks and all that" but in the sense that the guys beside you, are irreplaceable. When you play games like BF or COD, you're thrown onto a team/squad by a system. The other people expect teammates. They don't care if you quit, they don't care if you die, they don't care if you suck ass most of the time. It's all... very empty. It lacks any emotional attachment. Then you have a game like DayZ where just seeing someone who isn't a zombie seems like a huge accomplishment. And when you meet other people who just want to team up, it's better than most "team" games out there. When someone teams up, it's because they want to team up. Not because they "just want to play the game" and teaming up is part of it. People who "just want to play the game" and kill on sight have their place in DayZ, no need to counter-act their lack of social skills by adding group systems. Anyway, I just wanted to say that because you were implying that I and others who criticized the idea were doing it because we disliked teamwork. Or didn't know the greatness that could happen with groups. I have a vision of what DayZ will become, in my head I picture massive groups of survivors playing together simply to survive. People who see these groups would be intimidated and either join or flee. When two groups crossed paths, things would (realistically) get very chaotic, the lack of team skins and comms would create some interesting gameplay. I can envision firefights ending with the survivors of one side surrendering and joining up. What's stopping this from happening now? Well, it's a bunch of things in my opinion. First off, the mod got really popular and a lot of people are being dragged into the game by their friends or whatever, and not fully understanding the idea behind the game. Second, clans and communities are trying to circumvent the DayZ setup. 3rd party voice software really hurts the community, if people aren't on your teamspeak, they become inferior. You worry too much about linking up with people simply because they're on your teamspeak. Finally, I think the biggest problem is the lack of difficulty. I can easily go everywhere and do everything all by myself. I've lived for 20+ days and am pretty bored at this point. Close to 700 zombies kills, no murders, bandits killed, etc. I said I was disappointed not seeing a group holding down the airfield on my servers, because at least that would be something. Live or die, it would have been memorable. Anyway, my point is if I can run around by myself and go everywhere and get everything, why do I expect other people to want to group up? If the game was extremely difficulty in some areas like the airfields and cities, it would really increase the natural formation of groups. Areas just outside Electro and Cherno would become rally points for new spawns, grouping up to try and hit a hospital inside the city. just my .02 -
Or just remove the respawn option and add a cyanide(poison) capsule that goes in our tool belt. If you want the option to suicide some day, pick one up at the hospital while grabbing morphine.
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1. Logical loot 2. No starting weapon 3. Ammo more scarce I agree with all three of those. That was a HUGE wall of text tho. I think the new arma2 beta fixes will help with #3. We've got bullet tracking in next DayZ update. So, no more keeping rounds in your mag and reconnecting with a full mag exploit.
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Bumping isn't allowed. http://dayzmod.com/forum/showthread.php?tid=1734
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Eww, not me, I've lost connection too many times in this game to support that crazy idea.
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2. I suggested this a while ago too. I agree servers need individual positions, new server = spawn on beach. The problems with 1 and 3 are... what is the punishment for alt-f4? I mean it's nice to say "You can't alt-f4" but it's not true. People can do whatever they want on their end. Even if arma blocked alt-f4, there are other ways, shutting off your PC, or binding the end task to another keystroke. So, given you'll have to put some kind of punishment for alt-f4'ing, how do you tell if a person has used alt-f4 in a exploitative manner, or just had their power go out, or internet go down? Or simply lost connection.
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I agree with this one. But I'd rather see no pack at all.
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Rocket, I'd really like to know what you think of this idea. Your input is priceless
bad_mojo (DayZ) replied to KField86's topic in DayZ Mod Suggestions
I've never run into large groups holding down the airfield or town. And I'm disappointed about that. No groups, why wouldn't a bandit infiltrate your group and murder you all? -
People DC, change server, move behind you, reconnect & kill you !!!
bad_mojo (DayZ) replied to white-rino's topic in DayZ Mod General Discussion
Cool story bro, but this section is for suggestions. -
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Why painkillers (Starting gear gripe)
bad_mojo (DayZ) replied to DinkyDogg's topic in DayZ Mod General Discussion
You should have titled this "Why not morphine" and posted it in the suggestions section. I would rather no supplies at the start except a bandage or two. -
Enchantment system too!
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Where is this "Green Mountain" you speak of? I'm a glutton for punishment. Edit - Never mind, I found it, off I go :)
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The game in its current state is far too easy. If I can run around by myself and thrive, why would I risk it all and be friendly? Boredom in my case, but a lot of people resort to player killing. Protecting their sense of security, they're not afraid of zombies, just players. If we had a game that was impossible, or at the very least extremely frustrating for one person, we would get better results. PVP has a place in the game, but it shouldn't be the safe call for lone survivors. There are tons of ways to ramp up the difficulty, I'd like to see more zombies, less loot, smaller backpacks(or increased item sizes), morphine made like transfusions, zombies run indoors, no nvg/thermals, less ammo. To name a few.
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Solar panels to recharge during daylight only? I do like this idea about having to conserve and ration your usage of the NVGs tho.
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I posted in another thread about adrenaline, it should give you increased stamina so you can sprint longer. And it should be triggered when your character gets too close to the zombies. He already screams when you get too close, it's only natural to assume his adrenaline would be pumping.
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Kill the bandit, then they can't kill you. I'm against all unintuitive/unnatural/unrealistic game mechanics in DayZ.
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Trade and loot sharing is already possible just by using verbal communication. Private comms might be nice, but I would want it to still broadcast over direct, as if you were talking into a radio, people around you still hear you talking.