Jump to content

rickyriot

Members
  • Content Count

    1577
  • Joined

  • Last visited

Everything posted by rickyriot

  1. rickyriot

    I grew tomatoes!

    I grew some the other day. Didn't really need them as I had an almost full backpack, but the loot was located in houses next to a greenhouse so I thought, "why not?". Didn't take long at all, and interestingly it seems they grow at the same time regardless whether you use fertiliser as I had prepared 3 slots before realising I needed to fertilise before hoeing, so I had half my tomatoes planted with and half without. I spent some time investigating the rest of the town (not more than a few minutes) and when I came back they had all fully grown. I took as plant (which said 13 tomatoes) but when I looked in my inventory there was only one in my bag (I only had one spare slot, mind) and none sitting on the ground which was a bit odd. I decided to leave the fruit for some other suspecting traveller and move on. Lo and behold the next town I was killed and spawned pretty close to the previous town. "Tomatoes!", I thought, and made my way to them. There had been no more than maybe 10 minutes but they were rotten by the time I reached there. I am guessing that fruit has as small a window of opportunity like cooked meat before it gets burnt.
  2. rickyriot

    Chernogorsk vs Novodmitrovsk

    ..tilde wave.. ..tilde wave.. ..tilde wave.. ~
  3. rickyriot

    Chernogorsk vs Novodmitrovsk

    Well if you want to be a pedant about it then we should stop calling it the Chernarus map and start calling it South Zagoria.. ;) Which in this case I believe that Chernogorsk should remain the capital of South Zagoria.
  4. rickyriot

    Chernogorsk vs Novodmitrovsk

    Except it doesn't exist, in fact I don't think it has ever existed (I could be wrong here) other than some printed Arma material.
  5. rickyriot

    Has anyone found themselves locked in yet?

    With persistence now active, perhaps broken doors if you have to manually break out of them. Which, conversely, could lead into the barricading mechanics to fix them.
  6. rickyriot

    Is It Possible?

    From all the chat you'd have thought that bikes were going to be release long before vehicles. However with each release vehicles have come closer and the mention of bikes has dissipated.
  7. rickyriot

    What about..

    Discussed a little, here.. http://forums.dayzgame.com/index.php?/topic/215289-has-anyone-found-themselves-locked-in-yet/
  8. rickyriot

    Chernogorsk vs Novodmitrovsk

    Cherno I think should stay the capital, if only for legacy reasons.
  9. rickyriot

    Has anyone found themselves locked in yet?

    Punching doesn't seem the most obvious of mechanics to handle that. After all, in real life, if you were to come up against a locked door you'd put your shoulder to it rather than punching. That said, it's good to know you can't be completely trapped.
  10. rickyriot

    Is It Possible?

    I don't like the idea of tanks, and dislike the idea more if there is no way to defend yourself from them; tank traps, IEDs, trenches, etc. I'm not even sure I like the idea of there being that many vehicles, although I realise how useful they are. Any updates on the bikes, yet?
  11. I am sure I don't need to explain what the edge of the map looks like, but for those who have never ventured there (and who knows there might be), here is a thumbnail.. (click for bigger image - although why you would need one is beyond me) Ok, so now we all know what it looks like, what is your opinion on it. I'll admit I don't have any in depth knowledge of the game engine that gives me an insight into how easy it is to change what happens here. Perhaps the "hard edge" that we have now is both the most efficient way of dealing with the edge, or perhaps it's the only way to deal with it. For me, though, I find it a real breaking of the fourth wall moment when I encounter it. Of course there is always a trade off between realism and practicalities, but I would like to think there are better options than what there is now. I've listed some options in a poll but if you have a better idea please add it into the thread. Now, of the options two of them (water/mountains and cliffs) are based around stopping the user accessing the area beyond the map which, when aircraft are introduced, may be a problem while two of them relate to a repeating algorithm to generate a repeating landscape and I'm thinking something like the way Minecraft can do it from one seed. Anyway, let's see what is the most popular option, or what innovative ideas others can come up with.
  12. rickyriot

    What to do with the edges of the map?

    I do agree with you, but I find the hard edge worse just now. I'd much prefer being stopped by mountains than just an invisible force field which I find the worst cop out in game development. Obviously DayZ/Arma go with the "into the void" idea rather than the "the void is impassable" one. I added in two options of an algorithm that generates repeating landscape based on a seed system (a la Minecraft), so perhaps that would suit you better. I also agree with the issue regarding aircraft. That puts the fly in the ointment of having ground object creating a barrier.
  13. rickyriot

    What to do with the edges of the map?

    I understand why people might want to see it turned into an island but doesn't that go against the backstory? My preferred option would be cliffs with maybe a deep ravine that can't be climbed down into and out of. Perhaps turning Grozovoy Pass into some sort of heavily fortified border post so you could turn that into the one passage way out of the area, allowing for further map expansion (or new maps) later on.
  14. rickyriot

    What to do with the edges of the map?

    Yeah. because the weed wouldn't make you paranoid.. ;)
  15. rickyriot

    0.51 Magazine Rarity

    Carbines fecking everywhere. Only once did I find a carbine mag (military barracks) and as sod's law would have it, I didn't need it.
  16. rickyriot

    What to do with the edges of the map?

    I would do that in the forest or on a hillside, at least there you have a view. In "purgatory" there's nothing to admire while you have a smoke. I suppose you don't need to worry about someone creeping up on you though.
  17. rickyriot

    Experimental Branch: 0.51 Discussion

    It's true that the 1PP servers are less populated but then that's because people like to play in cheat mode because they aren't very good at the game.
  18. rickyriot

    Experimental Branch: 0.51 Discussion

    I'm going to be honest, the stable branch is now at such a playable level that I am tempted to stop using experimental servers, the only major jump I can see is the introduction of vehicles, but until then if the experimental is going to reduce the number of 1PP servers I can play on and introduce possible new bugs I'm not sure if it's really worth the time remaining on the exp branch.
  19. Not sure if many of you have run into this, and apologies if it's already been mentioned, but sometimes I find myself with a little pile of zombies at a doorway which I am unable to walk over nor vault. While this isn't a huge deal as the zombies will disappear fairly quickly this method might also work for other player bodies if they trap you in a room - something that happened to me at a barracks, and I just ended up logging out and coming back later once the body had gone - as obviously player bodies have a much longer persistence once dead. Anyway, crawling is the answer, as can be seen below... 1) Doorway blocked: 2) Crawl, crawl, crawl: 3) FREEDOM! (Said in a broad Scots accent) As I say, this might work for player bodies too, but I've not actually tried it yet.
  20. rickyriot

    Zombie door blockers - solution

    Ah, now, that does make sense.
  21. rickyriot

    Invisible zombie is attacking me.

    I had this bug months ago.
  22. rickyriot

    Zombie door blockers - solution

    I realise DayZ is now some way away from Arma, but it had the lift and carry option. I do seem to remember one of the devs (rocket?) going on about putting this into the build at some point so you could drag your buddy out of the line of fire to perform triage. Who knows when it was said, mind, might have been ages ago and it's been dropped.
  23. rickyriot

    Zombie door blockers - solution

    I didn't realise the "hide body" option had gone until I encountered this. I honestly don't know how long it's been missing from the options. In terms of realism, it's a bit daft to be able to make a body sink into the ground, so I am not so sure I want the option returned. What would be nice though would be, if you have a spade, the option to bury a body. It's good to be able to hide your tracks. Of course the option to drag bodies and stuff them into wardrobes would be even better! :D
  24. rickyriot

    Zombie door blockers - solution

    Yeah, vaulting didn't work. This is twice it's happened in the latest build (zombies this time, player before that). Obviously zombie bodies clear themselves quite quickly, but I spent maybe 10 minutes trying to get past a body in the doorway of the first room (the blue tiled 'bathroom') of the barracks with no luck. I didn't try crawling then, just with these guys. I wouldn't count myself as a novice at either DayZ or games in general so I did all the usual tricks of running and jumping, jumping at an angle, trying to glitch the wall/door while jumping, etc. Crawling was my, "oh, go on then, I've tried everything else". Absolutely no resistance, clipped straight through with ease.
×