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6 NeutralAbout kwhy (DayZ)
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Machinima live stream w/ Rocket going right now!
kwhy (DayZ) replied to VaultDweller (DayZ)'s topic in DayZ Mod General Discussion
taken from video... possible bandit/hero scarfs based on humanity.... dogs...trainable to hunt other animals. maybe track players. grouping mechanics maybe eventually. -
Third person vs First person view
kwhy (DayZ) replied to Rising (DayZ)'s topic in DayZ Mod Suggestions
you can adjust the fov in 1rst person and turn off the head bobbing. I'm old school so I like 1rst person because it doesn't allow you to see over walls, corners, off roofs ect and that for me is more realistic. (edit -> to see over walls roofs ect without exposing yourself) The only grip I really have about 1rst person servers is that they are very rare. Expert servers are rare now (1 or 2 in the US) and they are typically not full. I'd personally just like to see more servers with Expert on.... you casual players and your 3rd person wall hacks :) -
I'd like to see more maps and here was an idea I had awhile back on how they might link them.... http://dayzmod.com/forum/index.php?/topic/17346-dayz-map-expansion-go-big-and-go-home/page__view__findpost__p__172403 as long as you have enough servers hosting each map I think it would would work. This would also allow you to keep servers around 50-100 players therefore the ratio of players per square footage might be better versus just making the maps bigger but not being able to up the player size.
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How much would you pay for a standalone?
kwhy (DayZ) replied to Zexis's topic in DayZ Mod General Discussion
I'd pay $30-40 easily for standalone off Steam using the same Arma2. My guess is the standalone is going to be much like how Iron Front Liberation 1944 was done. Now for a standalone with the newer Arma 3 engine or something completely different then I would not have an issue with a full $50-60. -
yes this is sad news for the hardcore no 3rd person players. Now with US Hardcore 1 + 2 going that now drops down the count of Expert servers in the US to like 1 now. I think there was a new LA server added recently but haven't logged in to try it. Really slim pickings now.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
kwhy (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
I think I've figured out why this new patch is causing infected to agro farther... Rocket programmed the infected AI to use 3rd Person! :P -
you can select a new theme at the bottom of the page. IP.Board (white background) IP.Board.Mobile (white background mobile) DayZ (the black background + red) I don't mind the black background/ red text on my PC, but on my Xoom when I scroll it is really difficult to read. The Same thing happens on the Tribes Forum website and COD BO. Black background / blue text / green text.
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DayZ map expansion. go big and go home
kwhy (DayZ) replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
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Raw meat in a deer stand?? Bizarre
kwhy (DayZ) replied to MrQueebs's topic in DayZ Mod General Discussion
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didn't see this thread till after I posted the same idea. don't bump this.. http://dayzmod.com/forum/showthread.php?tid=25572&pid=226152#pid226152 I'd say remove it now. my summary... ..I don't really see its purpose since the boards don't reflect a lot of questioning how Arma 2's game engine deals bullet damage... ...I'm sure someone will say it is needed for DC, but that is a whole other problem that will eventually probably be delt with by a despawn timer... ...at least make it an option? I've seen enough videos online now that show this is being used as crutch.... ...confirm the kills yourself by either moving to the body or seeing blood pouring from the poor sobs head. I'm sure you guys striving for kill counts will be able to go online at some time and see these stats. WW2online (Battleground Europe) does this and works brilliantly for that game and if you think this game is brutal try playing that sometime especially before they had any mobile spawn points. if anything I think it should be turned off in Expert or at least made an option for servers to choose.
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Remove Murder Count Debug Monitor
kwhy (DayZ) replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
heh. my bad. eating lunch and didn't get to your message today. I'll bump yours. -
Even though this is an Alpha I don't feel like the the Murder Count Tally in the corner is needed. I doubt that anyone really is using this to debug the game versus just using it as an easy CONFIRMED kill indicator *so now we can move on*. I don't really see its purpose since the boards don't reflect a lot of questioning how Arma 2's game engine deals bullet damage. I'm sure someone will say it is needed for DC, but that is a whole other problem that will eventually probably be delt with by a despawn timer. Since this game seems to strive for some realism and while some servers set the option to remove kill messages (expert mode) which IMO is the way it should be all around then how about removing the Murder confirmation kill from WITHIN the game or at least make it an option? The point I'm trying to hit on here is that your not magically going to know if you killed someone from a shot especially from a long distance every time. There should always be that uncertainty that the player might still be alive or you missed especially if your not equipped with a scope or binoculars and didn't confirm an exact hit to the head or body ect. I've seen enough videos online now that show this is being used as crutch especially with squads trying to gun down someone from a long range. Once they confirm the kill by the arcadey count message or server message then they will move up. It shouldn't be that easy, there is always that chance that maybe the player is still alive or you missed so you need to keep your guard up and confirm the kills yourself by either moving to the body or seeing blood pouring from the poor sobs head. I'm sure you guys striving for kill counts will be able to go online at some time and see these stats. WW2online (Battleground Europe) does this and works brilliantly for that game and if you think this game is brutal try playing that sometime especially before they had any mobile spawn points. if anything I think it should be turned off in Expert or at least made an option for servers to choose.
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Simple Solution to Loot Farming via Server Hopping
kwhy (DayZ) replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
For me the only people that really seem to be effected by this are hoping servers in hopes to just immediately be able to run and grab. I don't see how a *loot penalty* that would happen when logging in before 30 mins on another server would really hurt anyone that is legitimately playing this game especially since your also giving them the option to move 1500m or wait the 20 mins. So whats the jog speed in DayZ or Arma like 5 m/s (found off google for Arma 2 The jogging speed is 5.5m/s in ArmA 2 OA 1.52?) 1500m / 5m/1s = 300 seconds * 1min/60 seconds = 5 mins. so thats like 5 mins of jog time? (someone chime in if this is wrong) so either sit still and wait 20 mins or jog for 5 mins and your clear to grab whatever you want. For me this is a no brainer, but I also don't see why people really need to be logging into 16+ different servers each night unless they are gaming the system in the first place. -
Logging with players near us or near players shouldn't be allowed
kwhy (DayZ) replied to gizm0's topic in DayZ Mod General Discussion
How about when you log in you agro zeds within a certain range based on your proximity to a town/building/loot/zed ect. So the farther away you are from from towns, loot areas, and hot spots then this *login agro range* would be extremely small or almost non existent, BUT still possible. If you log in inside the barracks, a building, in major towns, middle of zed pack, ect, then the *login agro range* is extended due to your proximity of being in or around a hot area. Once you login the range is caculated and anything in the area within that calculated range should pull just like shooting a loud gun. Then add in the 1 minute DC hang around feature so you won't be safe to just drop connection without risking 1 min of your player just sitting still and possibly being killed. You could even have it so the zombies stop the agro or move to another alert status once the player is dead or disconnects just so surrounding players aren't penalized by some griefer just logging in/out to start an agro train. The way I look at it is when you log out your character is going to sleep and your chance of being detected should go way up especially if your inside a building in an infested area because your letting your guard down. Sure you may be hidden, but look at it as if during the time you logged out numerous zeds may have checked this area and now know you are in there. Bottom line is that players shouldn't be able to just log in/out of hot zones without some sort of consequence. This penalty still allows them to fight off the swarms, but it alerts the players around too that something just spawned in the area.