Jump to content

Imbalanxd

Members
  • Content Count

    194
  • Joined

  • Last visited

Everything posted by Imbalanxd

  1. The Makarov was not a defensive mechanism against players, it simply was not. Its incredibly low damage coupled with atrocious accuracy meant that in order to down any non AFK player would require at least 4 magazines to be fired. Anybody who has a proper weapon and whose soul intent is to kill you is going to, and was going to, even in the last patch. The Makarov was only a defence against zombies. An incredible defence. I would even say the best defence, easily the best weapon for killing zombies in the entire game. Far too good, and it made zombies irrelevant. That is the issue that was being addressed. And it has been addressed.
  2. Imbalanxd

    Adjustments to fall damage needed

    You can easily fall 5 feet in DayZ and take no damage. Just run off the small plateau outside the glass warehouses, that's roughly one meter high, and you don't even stop running after that fall. What's that? It doesn't seem like a meter drop? Well that's because you are too used to counter strike and COD I'm afraid. What you consider to be 5 foot drop is like a 25 foot drop. Consider the deer stands, which are a good 4 meters in the air. Falling from that height would cause considerable damage without substantial bracing. And guess what, you can't brace in this game. As far as the game is concerned, you simply ran off from that height, and kept running in the air, and then slammed into the ground.
  3. Imbalanxd

    MP5SD6!

    The M4A1 and M4A3 SD versions are far superior. Even though they are only "suppressed" to zombies, they kill so quickly it likely won't matter for PvP. The nicest part about the MP5SD6 is that it can hold its ammo in the secondary weapon ammo slots.
  4. Imbalanxd

    Helicopter Crash Sites

    I've found 5 or 6 crash sites. None of them have ever had any lootable items. I heard there was a bug where any loot spawned with the crash site would despawn shortly after if not collected.
  5. A friend I was lanning with claimed he was being shot at from the bottom of trump tower (the name we give to that really tall stair building next to Cherno Apartments/Hospital), while he was at the top. I emerged from the treeline North West of the apartment buildings in order to get a good shot at the offenders. However, turns out the people shooting him weren't at the base of the building they were... North West of the apartment buildings. They ambushed me while I had my sniper gear equipped, so I got pretty owned. Had a DMR, MP5SD, M9SD, Night vision and GPS. Spawned nearby and managed to flank around them, even though I had had a makarov. As soon as I began firing, *poof*, they disappeared.
  6. I know its an alpha, and I'm sure these issues will be addressed soon, I'm just looking for any tips or tricks for improving the consistency of my vehicles and the items within them. Many items that I have, mainly weapons, are being duped when I move items between my fleet of vehicles. I'm not trying to exploit, and I am regularly saving the vehicles using the scroll menu, but it keeps happening after restarts occur. Furthermore, less beneficially (depending on how you look at it), the state of the vehicles is not being saved. Whenever I get a new vehicle, I park it in my base of operations and shoot out the wheels. However after every restart, the vehicle is good as new with absolutely no damages. Are there ways of improving the consistency of vehicles between restarts?
  7. Imbalanxd

    ALT-F4 or just plain DC'ing....cheating?

    People play this game as if its COD or BF, as if its something to win, and the highest score is the best player. What they don't realise is, in a game like DayZ, you are playing in order to die. Its supposed to be a realistic simulation of what you would do and how you would act in the given situation, and the most meaningful part of each life is the way in which you die. Its essentially a warriors death, and every time you disconnect you increase the chance of dying to some bug instead.
  8. NO Someone can be directly responsible for a death without being attributed with the kill. Penalise resource expenditure, not banditry.
  9. Quite often I've seen and experienced a bug that could potentially explain this. Sometimes, when a player is killed, I'm guessing that central server doesn't have a chance to update before they disconnect and rejoin. This results in them spawning in exactly where they died, with all their gear and all their zombie kills, as if they had never died. I obviously don't know the inner workings of the game, but if this bug is a consequence of high server load, the more people that start playing, the more this will happen, and the more deaths will be "nullified". Even if its only 5% of all deaths, it would be enough to steadily increase survival time. I've properly died about 10 or 12 times, and its happened to me twice.
  10. Imbalanxd

    Kill on Sight Solutions?

    Your suggestion doesn't punish for killing, it punishes for looting. You can kill without looting, and you can loot without killing, so essentially it does not accomplish what it sets out to accomplish. This game strives for realism, so lets think about this realistically. If you have a gun with tons of ammo and you can kill every zombie around you without trouble, and you see someone walking around who could potentially A. have something you want B. kill you in the future, what reason would there be to not shoot them on sight? The only conceivable reason is sympathy, being a carebear essentially. And that's fine, but you must acknowledge that in such a world, those people would probably be the first to die. If you were concentrating, you may see why its so obvious that you should just shoot the person on sight. Its because equipment is abundant, and the zombies aren't a threat. If you had ten bullets, and you knew it would take about 2 or 3 to kill another player, you might think twice about doing it. If you knew that firing your weapon would attract 20-30 zombies which actually posed some sort of threat, you would think twice about doing it. The player element is already there and working well. If you fire your gun and kill a player, and there is another equally skilled player in the area nearby, chances are he's going to kill you. The problem is evident at every level of play, no matter what you are doing. When you go to Starey, or the NW Airfield, or Cherno, are you afraid that you might starve while scavenging? Are you scared that you will run out of ammo during your search? Are you nervous that you might alert zombies in the area? No, the only thing a player is ever scared of is other players. You are going to have a hard time imposing believable penalties on players when chances are, there is nobody else around for miles and miles.
×