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Everything posted by rickyriot
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The Mysterious Case of HOLYSHITTHATSALOTTAGUNS
rickyriot replied to hannibaldaplaya's topic in General Discussion
But, yeah, I know what you mean. It's either feast of famine with DayZ. When this loot "bug" (or whatever) happens I am like a kid in a sweet shop unsure what to choose and trying to find the right ammo/magazine under all the loot. -
Does coal (and by that I presume you mean charcoal) give you any energy? Before this build, on the experimental .49, I was stuck in an orchard. Unable to travel because I was near death, but I could stave it off by searching for an eating apples (each rotten one was met with an exasperated sigh). No idea why I bothered, but I managed to keep at a consistent near death level for about 2 hours. Thing is, in .50, it's nowhere near as harsh and I've been able to find food fairly easily even on populated servers. Many people overlook tin cans hidden in corners and under tables. What *is* annoying is being really hungry and finding a tin of food but nothing to open it with!
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how has the dry wells affected your gameplay
rickyriot replied to kermo50's topic in General Discussion
I'm sure it's already been mentioned but as you can drink direct from (non sea) water then it's not had as much of an effect as it could have. -
A single screenshot to describe the current 0.50 build.
rickyriot replied to saamohod's topic in Gallery
Action -> Wring item. -
As someone who has predominantly played experimental...
rickyriot posted a topic in General Discussion
I find the amount of loot available in the current stable branch highly worrying. Not in an "all this loot is making the game too easy" way, but because I am now so attuned to the fact that if I find a single tin of beans I automatically go into paranoid mode expecting another 10 heavily armed people all to be fighting over the scarce resource. So.. seeing this sort of stuff spooks me the f*ck out. -
As someone who has predominantly played experimental...
rickyriot replied to rickyriot's topic in General Discussion
Just a few more crazy loot images. These don't seem to be different to what others have experienced. It does freak me out though... -
I remember the fun of a heli crash on the mod with loads of people all zeroing into the location making for some "fun" encounters. In SA I've passed a few supposed crash sites but yet to find one. Are they random spawns?
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I don't agree with regular wipes, but considering the amount of loot currently available I think that it'll need to be reduced (or the bug fixed) and a wipe applied to reflect that.
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As someone who has predominantly played experimental...
rickyriot replied to rickyriot's topic in General Discussion
I thought the devs might be ramping up the loot in order to see how the persistence and the 'hive loot economy' would deal with lots of loot. I was in an army barracks and it made me ridiculously paranoid. Guns, everywhere, military loot, everywhere. However, like bees to honey, it means these sites would be hot as the proverbial potato and I was very keen the get the feck out of these so I could relax. -
I don't think snares are persistent. I laid one down and was waiting at a distance to see if it was going to work. I needed to log out but never came back until a day later. Snare was gone. Now it's perfectly possible for someone to have come along, seen the snare (perhaps with a caught rabbit) and thought, "bonus". But I was pretty much in the middle of nowhere (down the SW of the map) so the chances of someone spotting it must be pretty bloody slim.
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I think you should, it might stop you being a whinging c*nt.. :) Really? Damn, and there was me expecting OpenTTD fully implemented in the DayZ engine.. :rolleyes:
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Don't really care about the run animation, I don't play lamecore so I don't notice it other than the shadow. As for the view/movement locking, I've not suffered the problem. Only real change so far I've noticed is that the hopping zombies can be taken out fairly easy using a fire extinguisher. Took me 4 swipes to kill it, first one was a knock down head "shot", with 3 other swipes taking it out once it came back round. Whether this means the hoppers are weak to the extinguisher is strong who knows.
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See the locking movement, btw, perhaps going into the controls and removing any double tap keyboard configs? I did that from the very start of SA, leaving only the turbo run from [W]x2 as the only double tapped control still set. I am just finishing up my update download and will tell you in an hour or so if I suffer the "movement lock".
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Railway poles are the interesting one for me. They are so wonderfully ambiguous. Either they have been added purely for aesthetic value or for some purpose. If it's purely aesthetic, it seems a lot of work for no real return, nobody cared about there not being poles before now. If however they are there for a purpose, just think what that purpose might be... [rumourising intensifies]
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Unofficial Release Notes from Reddit: http://www.reddit.com/r/dayz/comments/2i0txm/unofficial_050_110_changelog/ For the lazy..
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Just to clarify, I am a long time mod player and bought SA the minute it was released on Steam. Since the very early stages of the alpha I've never been killed by a zombie. That might sound like a boast, but it isn't as I am sure there are many out there who are in a similar boat. However I just want to congratulate the devs in making a game that has finally killed me. Twice, in fact, in a row! Obviously some of that was down to my own stupidity (nay, complacency) and assisted by being on a server that had been raped off all it's resources but it's still a bit of a milestone. So, well done devs, you've finally managed to get to a stage where the zombies in a zombie survival game need some level of avoidance. Before some smart arse points out how easy it is to avoid zombies now, of course it is, it's just that previously there was effectively zero chance of them killing you, now there is at least some chance of them doing enough damage to kill you off. I say all this without a hint of sarcasm, I genuinely mean it. Well done.
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Well done devs. No, really, I mean it...
rickyriot replied to rickyriot's topic in General Discussion
Both fairly straight forward to be honest, with both of them revolving around finding myself bleeding to death from zombie attacks and not finding any rags/bandages to patch myself up. In the mod I was a very close combat player, whether it's against a person or a zombie, so the hitbox (both yours and theirs) has been a bit of a nightmare in SA but it's definitely improving. -
I've got a bit of a soft spot for the Blaze. When it was first introduced, some months back, it was easily the best weapon out there in terms of easy to find, levels of ammunition, accuracy and distance. I was taking out people in fields over 400m away with relative ease back then. Wouldn't touch it now though. I just look at it like I look at old computer games, sure they might occupy my time for an hour or so, but I'll be damned if I want people seeing me using it.
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Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
Has anyone used the side chat in the latest patch? My mic is fucked just now and rather than engage in long winded discussions on side chat, if the person looks friendly, I will raise my hand and then put into side chat "no mic, sorry". However twice I have done that and twice the game has crashed to the desktop within 30 seconds or so. It may be completely unrelated and I realise nobody else uses side chat, but I am merely doing so as a temporary stop gap. -
Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
Ok, thanks. My football manager season is developing into an absolute whopper so I have something to keep my mind off waiting for an update. -
Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
So.... not run Steam for about a week and did so last night which picked up a ~400Mb DayZ update. Is this a fucked update then? Do I bother playing it or is it going to crash? -
Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
Certainly I had lots of accidental duping of loot, sadly all those dupes were broken gun flashlights. Also if anyone was ever in the need for a gas stove then the experimental build is where to be. -
Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
the good... this patch is an improvement. the bad... just a shame the exp servers are fucked. Still, onwards and upwards, eh? -
Experimental Branch: 0.49 Discussion
rickyriot replied to haknslash's topic in PC Experimental Updates
I got stuck in a similar location. I was fully armed and had tons of loot. I spent ages trying to run at walls and jump to see if I can get out. I then started firing through the walls to try and get attention and used up all my ammo. I decided the only way to solve it was starve myself so I dropped all my food. I then decided to try once more and aimed for the bit where the steps lead up into the building. If you judge it right you can jump out through them and I was free! I was just celebrating my success when I realised I had wasted all my ammo, and all my food and drink was now in the foundations of a building I couldn't reach! :lol: -
Experimental Branch: 0.48 Discussion
rickyriot replied to Super_Duty's topic in PC Experimental Updates
There isn't. There is an exploit, or at least was an exploit, where you could broadcast globally. Not sure if that has been addressed but I've not come across it in a while so maybe it's been closed off. I'm not sure why the message shown when kicked said global, as it was definitely direct I was using.