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Content Count
2010 -
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Everything posted by BadAsh (DayZ)
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The game generally needs more revolvers. And this one should be on the top of that list. And yeah, they should definitely not use that Arma model but make a new one, because that is one messed up reproduction.
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They are a several places on the map. Here is another one in the forest near Zub (you can see it between the thigh and hand of the statue): I didn't try to shoot it though.
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[Experimental 0.44] Zombies are fixed?
BadAsh (DayZ) replied to scriptfactory's topic in General Discussion
I also noticed that they don't respawn instantaneously anymore, and the zombie body actually stays on the ground for a considerable amount of time. Yesterday when I found myself in unlooted Cherno I decided to have some fun with my shotgun and 100+ shells (they seem to be everywhere), and while the shots did attract all nearby zombies within a long radius, as soon as I shot those the flow stopped. Only when I moved around in the city did new zombies appear. And yes the pathing seems somewhat better, though they still walk through walls and have troubles walking up stairs. In terms of being a threat I do think the previous zombies were better. It seems they are testing whether making them more difficult to kill in melee can somehow balance the lower number of zombies. And they can be an annoyance now if you only have a melee weapon (especially one of the lower tier weapons), but on the other hand it is much easier to dispatch them with guns now, since they don't enter the eternal respawn cycle of doom. Anyway, they are obviously working on zombies, testing out various parameters and tweaking them to see which ones are optimal, and I am all for that. I just hope they will become more of a threat again when you use firearms in high populated areas. -
Cherno and Elektro is dead. Yesterday I was on the 100 player server with 92 players, and I found Cherno pristinely unlooted. I moved up the coast and Elektro showed signs of looting, but there wasn't a single player there at the time. Not until the small spawn towns did I see other players. It seems the action is occurring at Berezino and Svetlo now.
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So binoculars has been added to experimental: Here is the view without binoculars: Same position as viewed through binoculars:
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My thoughts on latest experimental build
BadAsh (DayZ) replied to nexventor's topic in General Discussion
That ashwood stick, is that something lying around or is it something you get from trees? I haven't encountered it yet in any loot spawns at least. -
Melee is now a Joke in Experimental- Fists more effective then Fire-Axe
BadAsh (DayZ) replied to hannibaldaplaya's topic in General Discussion
If you manage to sneak up to a zombie and hit them with the axe before they aggro, they still drop from 1 hit with fire axe for some reason. But as soon as they aggro it is the 4-6 hits. Hopefully they will be changing this again. It is indeed interesting to experience, but I do think it should be possible to kill zombies with 1 well-aimed hit with an axe. -
Despite Night's flaws, it can produce good experiences!
BadAsh (DayZ) replied to hannibaldaplaya's topic in General Discussion
I have the highest hopes for nighttime in this game as well. But there is no going around the fact they need to fix gamma exploit before it is viable in any way, and it should be viable. A zombie game without nighttime is just ridiculous (and that is unfortunately what it is at the moment, with no public recognition of this problem from the devs). -
What's the current hacking status like in DayZ:SA?
BadAsh (DayZ) replied to RadikulRAM's topic in General Discussion
Hackers do exist in this game. It seems you jump to conclusions as usual, because my post was not a denial of that fact. I haven't personally encountered any hackers during my 140 hours of SA, but I have seen sure proof of hacking in various videos. Still doesn't change the fact that your statement about that poster couldn't have played "on servers with actual people on them" is pure bullshit. But I don't really take any of your statements at face value, because with only 30 posts under you belt, you have still managed to post more crap on this forum than even the Indian love wizard spammer. -
That is just the animation. It will play whenever you reload the SKS, has nothing to do with the actual reloading of the gun.
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BS. Third person view has been implemented in lots of games without this exploitation possibility. Also, what are you talking about "No one in their right mind camps a corner". Everybody and their grandmother seems to camp corners in airfield jailhouses or ATCs, or at Elektro firehouses or anywhere else where you expect a lot of players to pop up. That the current 3PP implementation is buggy is no excuse for anyone to say "fine let's not fix it, anyone who doesn't like it can play hardcore". As it is currently implemented it is clearly buggy and incomplete. It has very little to do with playstyle. It is like saying "LOL you don't like gamma exploitation, well play daytime then, because this playstyle is obviously not for you and why do you even bother complaining about it etc ad nauseum".
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http://forums.dayzgame.com/index.php?/topic/185198-meanwhile-in-ukraine/
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The one problem I have with NIGHT...
BadAsh (DayZ) replied to hannibaldaplaya's topic in General Discussion
The one problem I have with nighttime is the gamma exploit. We can begin discussing light sources after that is fixed, because they aren't really essential until then. -
Anyone noticed that they have changed zombie spawning? When you kill a zombie the corpse seems to stay on the ground and no new zombie pops up out of nowhere?
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This seems to occur to me only when there is some desync going on. As soon as it disappears the options return. I haven't experienced it outside of that. But the eating process is behaving a bit strangely. It takes a very long time to "Eat all" a can of beans, but theres no munching sounds, and it is not until some time after the eating animation has stopped that the "You have eaten all the beans" message (and its health effects) appears.
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"the run" ((what would you have done?))
BadAsh (DayZ) replied to ganked's topic in New Player Discussion
Nothing shameful in doing the runaway. It will let you live to fight another day. Even King Arthur knew this: -
Testing the throwing and physics in new experimental update
BadAsh (DayZ) replied to Lexta (DayZ)'s topic in Gallery
I found a rock in a corner cafe (because where else would rocks be found?). I did contemplate picking it up and using it as my primary anti-zombie weapon, but decided on keeping the hoe instead. -
And you can actually open the visor for eating or "airing out" if it should get too hot. Gas masks though...
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What's the current hacking status like in DayZ:SA?
BadAsh (DayZ) replied to RadikulRAM's topic in General Discussion
It seems a lot of your opinions are indeed very simple. -
I got healthy on my "Regular" exp character. But I have problems with my hardcore character, his damn energized bar wont go light green, whatever he eats it stays dark green and he just gets stuffed instead. But anyway I can confirm healthy status is still in the experimental branch. Apparently sodas and fruit and vegs have been nerfed/broken, though.
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It does. But I haven't been finding anything but shotgun shells, 9mm ammo and .22 ammo with that character (my other experimental character has tonnes of acp ammo though, but no mag).
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Falling damage should definitely ruin some stuff. The impact of falls from very short heights by the human body (as well as backpack and other stuff) equals several tonnes of pressure. That should be reflected in stuff getting damaged.
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That is not what is happening either. Getting shot in the arm will ruin your shirt, but not the backpack. Backpack only gets damaged by direct body shots (or direct backpack shots). At least that is what has happened to me last time I tried that. It seems there is more differentation of damage than when they first introduced the system, and it will probably get more specific over time. Anyway I like it, basically for the reasons already stated: It is realistic to a certain degree that stuff gets ruined by bullet or melee damage, and it incurs a more lasting damage from gunfights than we would otherwise see, making the "die and run back to your body" scenario less rewarding, and thus making death from gunshots much more penalising. And it also serves to keep down the prevalence of many military items, as most of the players collecting them basically run out to shoot and get shot, making DayZ much less militarised than it could have been.
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It serves as a decent can opener.