-
Content Count
2010 -
Joined
-
Last visited
Everything posted by BadAsh (DayZ)
-
DayZ - Zombie Eating Animation (Dean Hall Mocap)
BadAsh (DayZ) replied to ForsakenSpirit (DayZ)'s topic in Gallery
They actually frequently do it in game when they kill a player. I have seen several videos of it and once experienced it myself. And they have been doing it for quite some time as well. -
So yeah, about that new Alcatraz island............
BadAsh (DayZ) replied to darkrider400's topic in General Discussion
When I went there there was nothing but books and books everywhere. -
That looting session was painful to watch. You didn't take his gun first thing and you begin sorting rounds in the middle of the street. There was a house right next to the body, dump your backpack, vest and trousers in there, then you quickly go grab his backpack vest and trousers and gun and go inside again and do the sorting while your mate is covering the door. But it is nice to see that the zombies are really becoming a problem abd that they are really a factor to consider when pvping in cities.
-
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
I have found that the most reliable workaround for the uninteractionable items is simply exiting the building where they are to be found and then entering it again. I have tried all the other workarounds (dragging them to vicinity, staying long etc) and this seems to be the only solution that works 100% of the time. -
I made the swim with a schoolbag on my back, a shotgun on my shoulder and a broom in my hands. All of it made it intact.
-
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
I have been following what is being discussed, it was only a 3 page thread after all, it is not that difficult to follow, and I have adressed your points several times. Directly and with quotes. Please try and answer my objections instead of attempting this lame duck defence about me not following the thread. To be honest it just makes you look silly. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
I still don't get why that is a negative thing. But it actually doesn't help your case, because in your scenario everyone else would be busy checking out that town and thus everyone should be potentially running into each other when they spend that eternity checking out that inland town that everybody is forced to spend that eternity in. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
That is untrue. Novod is currently the largest city on the map, an inland city. And as I mentioned most players are actually surprisingly reasonably intelligent. They don't care about the amount of buildings they can enter, they care about what they will likely find in there. And military locations just spawn better loot. The coast can't compete with that. And of course as everyone not being a scrub knows, when you spawn close to an empty coastal town you just need to move inland to a non-coastal town in order to find all you didn't find at that coastal town spawn. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
And I say that is bs. Players do serverhop, no doubt about it, the gallery of this forum has shown several examples of it. But judging from that evidence, serverhopping is mostly reserved for military loot spawns, all of which are inland. You would have to be a special case to serverhop coastal towns for loot. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
Lolwut? -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
You may spend more time in the city with more enterable buildings, but it doesn't in anyway reduce incentive to travel between cities. Anyone with just the slightest experience of looting in SA will know that you quickly learn when a town has been looted, and that is more than enough incentive to travel to another town. I cannot comprehend it because it doesn't make any sense. If a town is looted you are indeed forced to travel inland otherwise you die. The amount of enterable buildings has zero influence on that. -
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
Steak knife, arm bands of various colours (I haven't managed to wear any of them yet, don't know if they are bugged or if it was just part of the frequent "lost connection" thing that seems to haunt this build), sweaters. Also loot spawning seems to have been decreased significantly. The coast is basically barren at this point. -
I disagree. This old timer knew what scum you didn't want to waste any bullets on. OP clearly doesn't.
-
The cells seem to primarily spawn books. I did find a steak knife in one of them (a shank I guess). But the island also has 3 of the new fangled barracks as well as an camojail building spawning their normal loot. So it will defiintely be worth the swim in the future when it hits stable.
-
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
I fail to see what enterable buildings has to do with that. The player per server number is going to increase somewhat when they are doing the optimisation phase, and as far as I can see that is the only varialbe that has any influence on how frequent you have player interactions. -
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
I am really curious about the new prison island, so I have been doing some experimenting concerning suicide, in the hope of getting a Cherno spawn. Unfortunately so far unsuccesfull, the closest being a spawn in the Eastern outskirts of Cherno, but at this point all loot in Cherno and environs is long gone, so I managed to die from starvation when I reached Balota. I continue to experiment in suicides in order to get that fabled Cherno spawn, and as I had tasks to do in real life, my most recent dabblings has been experiments in suicide by being afk. This screenshot is the position I took as afk in the police station in Kamyshovo in order to see how quickly I would die. Amazingly enough I managed to die of starvation without being molested by other players. I tried doing the same, going afk while giving the finger at the same place in Berezino police station. I checked back after 5 mins and noticed that I was bleeding, so someone had attacked me, but apparently given up on it after a few strikes and I eventually died from bleeding out after about 10 mins. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
Sorry, but that is nonsense. Of course players are going room to room when they need it.Players are encountering other players room to room in big style. There is no doubt that most of the player encounters occurs on the coast, in Elektro, in Cherno, in Berezino, just like it did in the mod, however the kill map clearly shows that encounters occur all over the map.And it has nothing to do with enterable buildings, you can go room to room and encounter other players, or you can meet them in the wilderness, the kill map clearly shows that deadly encounters (and remember friendly encounters are not even included on this map), are occurring everywhere. You are simply not making a convincing argument in connection with enterable buildings. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
I'm not sure that has anything at all to do with the amount of enterable buildings. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
The OP is certainly active in this thread, an all too rare occurrence. I would wish he would reply to my post as well. -
Why is such a drastic increase in enterable buildings considered a good thing?
BadAsh (DayZ) replied to BC_Hawke's topic in General Discussion
Every building should be enterable. We still lack that. Too many buildings are unenterable in my opinion. And enterable buildings don't decrease encounters in any way, unless you are a deaf mute. It is quite easy to recognise someone walking nearby, that you have to deal with them being in buildings just makes it more interesting than if they were forced to run out in the open around a solid brick of nothing resembling a building. The only real concern I see about every building being enterable is performancewise, and regarding that there is nothing specific to say until the optimisation phase.- 127 replies
-
- 10
-
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
Yeah, I thought it was because I was forced to play on a US server and the high ping was the cause. But I can confirm. I had to look over my shoulder every minute because my footsteps seemed to be stalking me. -
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
For want of options I was playing on a US server just now as well and it was nighttime there. I would have liked to test out a flare gun as well. It seems that light sources in general can be seen from much farther away than before, at least I noticed one player using his flashlight from quite a distance. Also it seems you have been lucky with your encounters. I had to kill two relative freshspawns in two separate encounters, as they just ran up to me and began attacking me without bothering with any communication. One with an improvised knife, the other with a machete. :rolleyes: The first I dispatched with a couple of blows with my knuckleduster, the second I managed to test out the lead pipe on. It took quite a few blows to knock him out with the lead pipe, but I eventually succeded. Blunt weapons definitely are way more useful in melee than bladed weapons (except for the axes of course). You want some knockout power rather than the ability to cause bleeding. -
Experimental Branch: 0.53 Discussion
BadAsh (DayZ) replied to boneboys's topic in PC Experimental Updates
That sure is a lot of new melee weapons: lug wrench, hay hook, ships oar, broom, ice axe, hatchet, spade, lead pipe and probably some more i forgot. All decent in combat, except for the ships oar and broom which are both rubbish and the hatchet which seems to be bugged in melee, no hits registering. That new castle is also definitely going to be the new sniperspot for killing freshies. Its got a very good view of the coastal road and anyone running there will be compeltely oblivious that anyone is watching them until it is too late. Raincoats of all colours. T-shirsts only take up 1 inventory slot. Drinking from fountains and pools seems to be bugged. The new flare, haven't found the flaregun. I haven't visited the new prison either, am I correct in assuming it is somewhere on an island way down in the southwestern corner of the map? -
It never left, but the devs are aware of it and are working on fixing it.
-
Iirc (it's so long ago) the slugs and shells was present in the game before the shotgun was, and when the shotgun was actually introduced in the game, they removed the slugs from lootspawning at the same time. So there was only the few unicorn green slugs left that some players had in their inventory at the time, and these slugs couldn't be loaded into the gun. I believe they will reintroduce them at some point in the future.