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Everything posted by Monkfish (DayZ)
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I've just had a quick squint through your posts and have come to the conclusion that you're just an argumentative troll here to piss and moan about all manner of things that don't match whatever ridiculously high standards you have set for a game in the early stages of development. If you dislike so much about the game, why don't you just fuck off and make your own? :rolleyes:
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I like it!
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I, for one, am glad that you are not Dean Hall. :rolleyes:
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Hell yes. When bases/tents/camps/whatever are implemented, leaving some water traps near them would be a great way to ensure [relatively] fresh drinking water.
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The ammo box is fine as it is. Currently, you get 6 extra ammo slots for the four that the box takes up, making it quite valuable for ammo storage. The penalty for this is having to drop the box on the ground or holding it in your hands to access it. This is both authentic and balancing. Any changes to make it 'easier' to interact with (like dragging it onto a weapon to reload the weapon, or being able to access it without having it in your hands or dropping it) would not be authentic and would unbalance their use.
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Look, Archimedes, I realise you're struggling with some basic logic, so I'll try to explain things as simply as I can, but given it seems your brainbulb is about 5W and probably broken, this might be difficult, ok? - Combat loggers were a problem. They'd log at the first sign of trouble, or even during combat, to avoid dying. This was because your avatar would instantly disappear when you logged out. Poof, no more logger to shoot at whilst they logged into another server, bandaged and carried on living (which they probably wouldn't have done had they stuck around to get shot at some more). - This was fixed in a recent patch. Now, if you log out, your avatar sits down on the ground and does nothing for 30s before disappearing. This is regardless of whether you're engaged in combat or not. Even though the player is now seeing the menu, their avatar is still sat on the ground in the server they've just logged off from. It is quite clear from this that if someone logs off during a firefight, their avatar will sit down utterly defenseless and will likely die. The player will then log back into any server and find themselves back on the beach having died. Knowing that logging will result in your avatar sitting down defenseless for 30s is quite the deterrent. - Your solution, which is to teleport someone involved in combat away from the scene of the combat, is barely different to the original problem. Instead of "'poof' they've gone to a different server to survive", it's "'poof' they've zapped off to some random location on the map that may or may not have someone there to shoot them". This is inherently flawed. Firstly, not only does the person shooting at the logger see their avatar just vanish into nothing, the logger is taken away from combat and immediate danger to a location that only has the possibility of there being more danger. Because, you know, who's going to camp at a random location that, by your own admission, takes ages to get to for the remote chance that a logger will suddenly appear there? TL;DR: Your idea does not fix any problems and merely presents the previous problem in a different manner. The current system, whilst not flawless, is a damn sight better than either and I have explained why above. This is simple, Archimedes, if you think about it for more than a second without being blinded by your own awesomeness, or something. :rolleyes:
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You want to teleport a combat logger away from the combat as... punishment? I don't think you've thought this through... at all.
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AK-74M already confirmed, so I imagine we'll be seeing that one before either AK-47 or AKM (assuming either even make it).
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Do you even read, bro? There is no logout timer that the player can see. When you log out, your avatar sits on the floor for 30s (even though, to you, you're back in the menus) irrespective of location or current circumstance. Your avatar can be killed during those 30s and, if it is, you log back in as a Bambi. This is to tackle combat loggers. Additionally, there is a login cooldown timer applied if you log out of a server and log into another one in quick succession. This is to tackle loot farming and ghosters. These have been in since the latest patch and seem to work reasonably well.
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Binoculars need to be implemented
Monkfish (DayZ) replied to SmileyArg's topic in New Player Discussion
This. Without the zoom it would be difficult to see someone much past 200m or so which is NOT how your eyes work. As I posted above, the 'zoom' simply makes up for the lack of visual acuity that is inherent in first person games. -
Think about this: Persistent containers (backpacks) have been confirmed by Rocket in Sacriel's YouTube stream and will be coming soon (possibly in the next Experimental build, I forget). Backpack spawns are going to get another reduction, but any backpack dropped by a player will persist through server restarts (which will eventually only be for maintenance reasons once loot/zombie respawning is in anyway).
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update 0.36.115535 - disappointing!
Monkfish (DayZ) replied to timedance's topic in General Discussion
Yeah, and I'm tired of hearing people bitch about the [lack of content/fixes in] updates, despite the fact that we're barely two months into Alpha, get updates pretty much on a weekly basis, and the devs are split into teams based on jobs and complete these jobs at different rates and priorities, hence why most updates feature "useless" items whilst lacking in major bugfixes. TL:DR; Everyone needs to understand what Alpha and development processes entail and quit their fucking whining. <_< -
Binoculars need to be implemented
Monkfish (DayZ) replied to SmileyArg's topic in New Player Discussion
Don't think of it as a zoom, think of it as a representation of your visual acuity. Your vision is a smidge over 180 degrees, but you can still see a lot of detail at the bit you're looking at, even if it's in the distance. Given the limitations of how games display the world to you, having a 'zoom' is the best compromise that gives a reasonable FOV (without making everything look like you're looking through the bottom of a jamjar) whilst still being able to see reasonable levels of detail on distant objects. Bino's should be included and be of a similar power to the long range scope. Maybe a bit more. -
Update Rev. 0.36.115535 (Experimental branch)
Monkfish (DayZ) replied to Hicks_206 (DayZ)'s topic in News & Announcements
Awww yiss! I'm sorry, what? -
Thanks, this saved me finding which video it was mentioned and linking it. Why have theory when you can hear the plans out of the horse's Rocket's mouth?
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Uh-huh. Three steps, eh? What about 1) press hotkey for weapon you want 2) press right mouse button? This will equip the weapon and immediately raise it up and look down the iron sights. That's only two steps. Also, if an issue you have is pressing a button for a weapon and getting a can of Pipsi instead, perhaps you shouldn't have cans of Pipsi in your hotbar next to your weapons? Jus' sayin' cause, you know, this is a simple fix for a simple problem. My hotbar is; 1 - Melee weapon 2 - Weapon 1 (Pistol/Revolver if I have one) 3 - Weapon 2 4 - Empty 5 - Empty 6 - Empty 7 - Compass (if carried) 8 - Map (if carried) 9 - Rags/Bandages So yeah, no errant cans of Pipsi there. At worst, I'll pull out a different weapon to the one I have or want. Woo.
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Timers not needed and spoil authenticity and immersion. The longest you should ever wait to die when unconscious due to blood loss (as of next patch, which fixes the no-death-at-zero-blood bug) is a smidge over 8m30s. This is based on falling unconscious at blood level 500 and bleeding out at a rate of -1blood/s. If you're bleeding out faster than that then you'll die sooner. Unconsciousness would last longer if it is shock induced and your shock value remains higher than your blood until your blood drops lower than 500, but it would only be a matter of minutes. Having a higher blood level would safeguard against this anyway.
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Anemometer. You could very legitimately find them in the control towers at the airfields given that they are often used as a backup. They're delicate and highly calibrated though so I would expect them to be easily damaged/ruined and exceptionally rare in pristine condition.Source: I used to fly gliders and regularly used an anemometer on the airfield to determine if the wind was outside flying limits.
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Yep! I was about to post that CPR, heart attacks, checking pulse and proper use of the defibrillator are confirmed. They may even be in the current experimental branch (or due in the next one, I forget).From what I gather though, the health system will be quite complex. Exciting times! :D
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Holding breath is already a thing, although I'm not sure how much it affects shooting accuracy (if at all).
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Analogue input for slow walk gives me an idea, thanks! I'm also planning on making my own TIR, not only to free up having to use the ALT key but also for immersion. I tend to play on 1PP servers and being able to look independently of mouse movement would be such an advantage.
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I've now got lean bound to the pedals on my wheel and unbound the keys. This both avoids accidentally double tapping lean and also allows graduated leans (It also frees up two more keys to bind to something else (Q being PTT in SteamChat/TS)). I only wish that the lean was a little more pronounced, it doesn't seem quite enough to lean around a corner effectively.
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I've fallen foul of both of these issues on more than one occasion. The other movement problem I have had several times is accidentally pressing V instead of C when wanting to transition from a crouch to standing. What happens is the player stops and does the slow vault animation which is really damn annoying when you're out in the open. To remedy this, I've set the vault key as 2xV so that I have to double-tap it to vault. Single taps now do nothing. (I love that DayZ/Arma allows double taps of keys, it effectively doubles how many keys you can bind to actions)
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Wow such anger. Much alpha. Very misunderstandings.