Munchermanjz
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Everything posted by Munchermanjz
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Yeah, cooking isn't implemnted yet, just eat the rice and keep water at the ready because it does dehydrate you.
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All of you guys also need to keep in mund that as this is an alpha, there are 'placeholders' in effect. like with the current update in progress, you will get "sick" when you eat too much but it is soon to be "stuffed". It saying 'sick' might just be a temporary placeholder until they optimize and finish various things in game upon which they will change it. Just as right now the zombies are just a placeholder so that the alpha has something in it that was quick to implement until they can reine the actual thing and replace said placeholder.
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Today I learnt that there can be zombies in the wilderness. (story)
Munchermanjz replied to mcnools's topic in New Player Discussion
the deer stands I don't believe have chances to spawn them, but you might see other structures in the wilderness, some look like a feeding trough and others a large chicken coop or something. These are probably grouped into the same structure type as other buildings in towns and therefore have a chance to spawn some. There are other cases where you might find a large mob of them in the wilderness like this because another player led them there but lost LoS and they just stopped. Remember, as of yet the zombies do not respawn until the server resets so if you lead them into a forest, they will stay there until a reset or another player finds them. -
Yeah, as of right now, the game doesn't seem to recognize canteen 2 as a different item on your hotkey. You just need to take the first out of your hands by either putting something else in them or just clicking the little red "x" in the right corner of your 'hands' area. To fill the second, you can't rely on your hotkey, you need to manually drag the other empty ones into your hands and fill as you would normally. This also applies wo water bottles and canteens together. The inventory tends not to distinguish the difference even between the two types of containers so you need to manually remove the one in your hands every time. I personally will have as many as 5 canteens depending on the other gear I find and how far I intend to travel without stopping for supply runs.
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Non-permadeath server option in the future?
Munchermanjz replied to minime1000's topic in Suggestions
Get the idea that "It doesn't affect you" out of your head. In this one particular case yes. You could go off and make your little server and play your way. Then I could decide I want something MY way and go off and do that. So could everyone who posts on this forum. Do you see why it does affect me? There are things like 1st/3rd person hives because some people like it, some don't. Yes 3rd person gives you abilities to look around a corner without being seen, but it also helps in little ways like seeing if your weapon actually came off your back and didn't get put away again. Crosshairs are an in game method of tracking your aim. Yes in real life you don't have a little dot like that, but in real life you have a better perspective in which to guage your aim without it. No game can match reality perfectly so there are things like that that will allow you to get something that you just can't get otherwise. Some people like it, some don't. Overall, the point I want to make is that those things you would expect in other games to be in your options menu to change how you want it while other players could have it differently. Perma-death however, is like asking CoD to make it so players never have to reload. Or TES to allow race changes at random, or any number of things... It changes the entire perspective of the game. If theres a way for you to host a private hive and a private server, then by all means do it and have it your way, but to ask the game devs to do it for you means that they would have to appeal to everyone. To make dozens of hives with every combination of playstyle people could ever want. It affects all of us. If there are more than maybe 4 different hives, or the ability to host a hive with your own custom settings, then the amount/diversity of players playing in each one would drop dramatically and lower the overall amount of people you would end up playing with. Players who want to play the core game would lose out when there is only a few servers running that way with only 5% of the community playing on them. The significance of what you suggest would be no different than taking a game like Battlefield and applying AI units to take on the role of enemy players. You are basically asking for the ability to save your game and reload the previous save when things get bad. It would not only break the game's playability, but I would bet that (just like applying cheats to games that still have them) it would ruin the longevity of the game meaning you would put DayZ down for a different game much sooner than you would without this change. It has the potential to chain into something that would affect everyone as well as affecting you in a way you probably never considered. Not losing your decked out M4 when you die would mean it has no value to you, theres no reason to protect it. Trust me, the game just wouldn't be as fun as you think it is this way. Don't believe me? Go look up the DayZ MOD SinglePlayer mod. Play it where you can customize your starting gear, spawn whatever you want, even have the ability to make all zombies within 100meters die instantly. try it. You don't even have to make use of those features, just play it regularly for a bit and if you die, spawn the gear you had at your feet and try again. after you play like 1 maybe 2 lives you'll lose interest in ever playing again. Players need to learn to accept whats in the game and enjoy whats there instead of trying to make everything the way they want it. It just leads to game designers making changes that ruin the experience for everyone else. (this referring to all games not just DayZ) You want a way to keep all your loot when you die? Play with friends, meet new players ON DayZ make new friends. Once you have a group, your buddies can take your loot after killing whoever killed you, then give it back to you when you return from the spawn. DayZ already has a way to do what you want, you just need to be willing to interact with other people instead of only playing the lone wolf. (or only with the same people) -
I agree though. I just don't think other people understand just what you mean. I looked at the posts a second time and yeah, it makes sense. If a weapon has no sling at all, make the person drop it to their feet to do other things until they make/find a sling. Rags may not be uncommon right now, but most of my characters never have more than the first two from my shirt and that is just for emergency bandaging as a new spawn. Once I begin to find real bandages I never carry around rags or have a use for them so I like the idea in that you bring back a previously useless item. Not to mention theres no better satisfaction than adding another pristine weapon attachment to a fully decked out M4. Unlike games such as CoD or Battlefield which have to restrict attachments for balancing purposes, DayZ doesn't have that. This allows for players to really customize their weapon for their preferred appearance as well as more functionality. On another note, I know in Arma that falling into/swimming in water had a chance to drop your weapon. I don't know if the DayZ SA has that feature but if so, the better slings could also lower your chance to lose it in water.
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Is it worth buying Dayz standalone yet? [With Developer responses]
Munchermanjz replied to Blade4777980's topic in General Discussion
Honestly, to see your reply to this, Rocket, like you did, I hope you and your team not only go on to make DayZ a great game that people will play for years to come, but that you guys will go on even further and make others. Just keep at it, you have my support all the way. -
a way to reduce KOS, combat logging, ghosting, & server hopping!
Munchermanjz replied to mahreo's topic in Suggestions
Acid, the fact that you keep on responding about people saying you're flaming just means you're adding fuel to the flame. If you stop, the flame dies out and the topic can resume... just stop replying unless it relates to the original post. ...moving on, I like the idea, but the sleeping portion I somewhat disagree with. Not because its a bad idea, just because it means that when you log in you're vulnerable. I know that its a problem at times, but given that you make reloading noises and are not in control until you can actually see (which does last a bit) is enough as is. Not to mention you log in with no weapon in hand. True having to get up means someone trying to use ghosting or whatever will have a harder time of doing it, but there have been plenty of times that I have died just because I logged into a server and couldn't defend myself. It wasn't because I had combat logged or just chose a bad place to log out at, I had connection issues and was forced out on that spot. There have also been similar occasions where I had just enough time to defend myself. The point is, the current log-in process is fine. Its just the logout one that needs attention. -
Combatlogging, what it is, and how to prevent it
Munchermanjz replied to phoboss's topic in Suggestions
Great ideas, and I know you at least saw my post, Idk if you read it though. The only thing I say needs to be added is some sort of animation or action, something a player could identify as logging out. that way when you fire at someone and have to move up on wherever they took cover, you can tell right away if the guy is logging out to avoid combat, or if he really is sitting still with a rifle in your face. It would have to make him vulnerable (putting weapon away for example) so you can't just stop the logout and kill yyour attacker with deception. I also feel that the combat timer should engage if a shot is fired near you (50m or something) because even if two players are shooting at eatch other right outside the house you're in, you could directly influence said combat by revealing your location. The idea here is to prevent people from avoiding player situations entirely. I know this wouldn't be perfect and might cause a poor situation, but it would only happen (at least usually) in the higher priority areas where you could be that close to people without knowing it until a shot is fired. it means that you are in the combat area and either become a part of it, or actually have to go through the more realistic process of hiding til it passes or having to run away with the possibility of being detected. I know this could be abused by bandits just firing off random shots to try to prevent prey from logging out, but thats the point. the player who is trying to avoid the situation failed to escape their pursuers and again, will have to deal with the situation over just making it go away because you don't like it or find it inconvienient. Player interaction of any kind is what makes the game what it is and anyone who avoids it should be punished. (running away or hiding from a player isn't avoiding it, its engaging in interaction even if the one you are escaping from doesn't know you're there) -
How to fix KoS and banditry with this great system
Munchermanjz replied to phoboss's topic in General Discussion
I agree completely, They are different. Theres a lot of difference between the two and once the game is more developed, KoS will drop. I'm replying however because you left a post on my thread telling me to read this post as if mine was in any way related... it was not. I was suggesting a variant on what many people have suggested, adding a timed logout with a unique animation so people can't just disappear when danger rears its ugly head. The only relation to KoS it had was that a bandit as it stands would be more likely to kill his target over holding him up simply because somewhere between the "Hey hands up, press F2" and the handcuffing, the victim just has to press ESC and click logout to avoid conforntation entirely. I've had this happen more than once and it makes it harder for a bandit to hold someone up when killing them eliminates the logout issue entirely. Again, I just post this because it seemed you were saying my post was just another KoS whining session, like what I had to say had no validity. The only reason I included KoS in it was because it might get someone's attention to my idea and it does kinda help with the KoS problem, but it in no way fixes it. -
As fun as that would be, realistically you'd still want something low-profile since this wouldn't only happen when you try to log out to avoid confrontation. You want something more subtle and still, while maintaining that uniquness players could identify.
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I personally haven't though of a solution to server hopping, its a difficult issue to solve. Combat logging however, can be fixed by adding a delay to the logout process, a player cannot move and can die while logging out and it isn't instant. Sleepers would require the contained server. Else all players would be vulnerable on all servers on that hive meaning the hive system is rendered useless. However, unless you hosted your own server or servers limited the amount of players who could ever join that server, you'd be hurting players. Servers will only be able to support so many people at one time, and if it is full, that player would no longer be able to play the character he/she wants to until someone else quit. This means a player could be under attack and unable to log in to do something about it. Theres no way around that problem either. If you built a 2 story building ans sleep on the top floor, but could join a different server due to your original being full, then where would you be? you couldn't have the whole structure come with you, else buildings would just appear and disappear all over. Yes this solves server hopping, but it would punish DayZ players more than server hoppers do. Theres also the issue that in DayZ, a shelter isn't something a new player is expected to come by, meaning things like the soon to be added cold mechanic would kill players overnight unless they had a shelter, most of which have zombies nearby. The only safe places would be random sheds that dot the landscape, but not only would finding one just to log out take too long, but they would be a common target for bandits to kill/loot. I could add more, poke more holes in the idea but I think this is already overwhelming as is. I give you credit, it was a good though, but in practice... well lets just say theres a reason you had to say: "Rust and DayZ are both post-apocalyptic survival games, but that is largely where their similarities end." Rust and DayZ are different, too different in design once you get into the details that these things just can't be implemented on DayZ without harming both the player and the game. Combat logging and the other similar problems regarding logout could be fixed just by adding a delay to the logout process, however server hopping is a much more difficult thing to tackle. There might be a solution out there, but this just isn't it.
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Non-permadeath server option in the future?
Munchermanjz replied to minime1000's topic in Suggestions
oh and on a sidenote, people need to stop buying games for their kids who don't meet the recommended age requirements. CoD isn't a terrible game. The kids who don't meet the mature game rating are just terrible gamers. They have ruined all games. They aren't old/mature enough to be able to take on the more complicated features of games that would be great. They whine, beg, bitch and moan until game developers give in to their every whims. This over simplifies games and breaks down the complex combat systems and turns them into a rock paper scissors style that immature kids can handle. If Rocket and Bohemia give in and provide non-permadeath servers to appeal to people who want them, they give the gamer the ability to choose what their game is to be and lose all authority and power as a game creator. Instead of whining about the things you don't like because you can't overcome challenges, get in-depth until you really understand what to do etc. then stop playing those games. Come back to them later, when you have matured, and try again. Just stop ruining the gaming experience for the rest of us. And game devs? STOP APPEALING TO THE WHINERS. -
Non-permadeath server option in the future?
Munchermanjz replied to minime1000's topic in Suggestions
I understand where you come from, but know this, what you despise isn't the perma-death. You despise that sudden death. You despise reaching out to grab that can of beans, that bag of rice, that shiny M4, only to see your arm explode in front of you and watch your screen go black. You despise that instant where all of you hard work was taken from you without notice. But are these symptoms of perma-death? Perma-death is what made that bag of rice so valuable, what made you so excited to find that can opener, those nifty pristine hiking boots. Perma-death makes surviving in DayZ fun. Again, are these symptoms of perma-death? NO. Not at all. I feel just as you do. Wishing I could have a second chance. The chance to keep my gear. To die and come back as I died, ready to live forever. But to have these things is to take away the value of everything you find. You and I sir, are alike in this way. But we differ in that I realize what I despise in DayZ. I know who/what my enemies are. What are they? Bandits. Murderers. Graverobbers. I despise those who would kill first loot later. But I also know that DayZ without the paranoia of wondering if you really heard those footsteps behind you, of watching a guy lean around a corner to see you through the sights of a loaded rifle, of hearing the bullets crack the ground around you without knowing from where they come, isn't DayZ. You sir, don't hate perma-death. You hate those who kill you for the sport of killing you. Those who kill on sight. Could you have fun on a server with just your friends? Yeah. Would it last? No. That which you desire would only make you weaker. To flourish in DayZ, you must be careful. Sure, you could run into the house in front of you, loot it and be out in 2 minutes or less. But did someone see you? Could they be right outisde the door waiting? be just outside town ready to kill you after you looted the town? Yes. That paranoia. That fear. That makes DayZ what it is. You either outsmart the people who aren't there, or you die when they really are there. DayZ isn't a casual game. DayZ is Hell... and... Hell. Is. Other. People.... Even those who aren't there. -
Lots of well thought out, great ideas... I reject them all. DayZ is popular, unique, and amazing because it doesn't have those progressions. a player with 'end game' gear is just an overdressed spawn. I understand what you mean about making your character himself more valuable and better to preserve, but it just isn't needed. Food doesn't need to be less common, there just needs to be more varieties, much of which need cooking, or can go bad. Add a sort of nutrition system, not too complex mind you, but enough that eating the same thing only will lead to sickness. You can hunt for game to feed you, but you'll need other foods in order to stay healthy. condition also needs to play more of a role. a badly damaged can of beans should for instance, be leaking. It loses quantity over time, or can be found nearly empty. Eating these things also has chance for sickness. Make bleeding not as terrible and not as common. more hits to get one bleeding wound, but make them much harder to fix. slower bleed out but more materials required to properly fix it would add difficulty. Sure a new player can rip apart his shirt to help fix the bleeding, but that would should get infected 80% of the time. make it necessary to clean bandages and wounds more than just bandage and that wound is gone forever. And a huge difference? if you get shot even a few times, leave a minimum blood level where a bullet does much less damage (you are unconscious by this time) but it leaves you alive for a bit longer so a friend has a higher chance to save you. (obviously a bandit can just finish you with a shot to the head) This doesn't mean a 30 round mag into you and you still live, it just means that a non-lethal hit like 3-4 to the legs isn't a death sentence just because each bullet did X damage and you had X health which lead to 0 meaning death. and NO HUDS... EVER. Its the last thing you need. sure, there could be a few indicators on your inventory player model showing past wounds you may still need to treat, but the whole character telling you thing was clever. These things need to be less certain. Force a player to try and deduce what you need over the game telling you.
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My 2 cents about SA after playing it for few days
Munchermanjz replied to wtvr's topic in Suggestions
Gameplay should match Arma pretty nicely, its meant to. Theres a reason it says bohemia when you launch it. A lot of the problems will be fixed, they just wanted to release something for the fans, and hey, while we get to play and enjoy what is done so far, the devs get help in identifying the core issues and fixing them while still implementing new content and possibly taking fan suggestions into account. The key thing for everyone to remember here is that this is NOT a finished product, it isn't meant to be hence the page telling you that every time you start it up. The game will get better over time, especially when the servers can handle more zombies and the huntable animals. but until then, just keep on playing and make sure you report bugs, glitches, exploits and more to the devs so we all can have a hand in moulding the game into something we all can enjoy. -
For this, refer to my post on adding belts and a few other things (includes other holsters)
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Eh I'd still restrict the ability to carry two primary guns, make it so you can put a sling on your melee weapon and gun, but not allow carrying two two-hander guns like this. My solution I feel allows this with a bigger penalty, a 'back holster' very much like the chest holster, would carry your other gun, but take up your backpack slot making the few other slots your have very valuable. (pistols would likely take up too much for most people and therefore they would only use the rifles. The perma hand slot as someone already mentioned does kinda work and is balanced in that you just drop it if you switch to something else.
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Exactly, if people were less likely to just log out at the first signs of danger if it meant a higher survival chance, then it would more likely promote player interaction over simple murder.