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cstew84

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About cstew84

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  1. Patched: Zombies can now glitch through all the walls and floors. :D
  2. BFZ or Zeroing, is where you use a target to improve your accuracy by changing the front and rear site posts on an M4 or AR15 rifle. Really applies mostly to Rifles IRL. In the game, using the Page up and Page down keys to adjust the distance you are shooting and tracking. Until guns physics are perfected, this doesn't really apply.
  3. I've done all of those before. Ran into one guy last night. He could have destroyed me and the 4 guys I was running with, from a distance. He didn't though. We sat a talked with this guy for 5 minutes and made trade offers back and forth. There were 4 of us and one of him so we were a bit more cautious. Cuffed him and let him go at the end of the encounter. Maintained security on the building. Did what everyone says should be done in this game. My idea gives the individual player a place to go and find other people in relative safety (KEY WORD: relative). I don't think there should be any zones where you can't get killed. This is still an immersion type game and if you shoot or get shot at, you should feel it. This should not be a game where no one trusts anyone and no player interaction happens. Defeats the whole purpose behind the game from what I see. I for one don't blame the game for my deaths with the exception of the time where my character wound up plunging through a wall and falling 4 stories to my death. Missed out on the bug that let you fall with no consequence. This game has such a vertical learning curve that it almost discourages new players from joining. There isn't s system in place at this time to help new people learn the basics of the game. Spots to talk with experienced players (NOT THE FORUMS) would help new players learn the game. Someone swoops in and decides to shoot at the MIL camp, its game on all over again. Duck and cover, kill or be killed, or whatever you want to call it. There needs to be a system in place to help new players, group experienced players, and maintain game immersion without any outside sources (Forums, teamspeak, iZurvive, etc.). I don't see an aidstation as a crutch but as a tool to use. Any tool can be broken though and so can my aidstation.
  4. Works in the movies. Why not in DayZ? Best explanation is server lag/desync. Sucks, but it happens. I have been on both ends of this though. Had a guy show up, pop off a shot at me, I chased him and my buddy wound up killing him. Like, a minute later, I finally got hit by him and heard the gunshot. In the same encounter, I popped off three shots at point blank while he was either logging or already dead and none of them registered. Still a lot of server-side issues IMHO. A long way to go before we have a perfect game.
  5. @Window Licker The biggest problem I see with having a a "Player Run Safe Zone" comes back to that trust relationship that is seriously lacking already. Finding a group of people running together and helping players isn't unheard of. Personally, me and my group avoid people if we can. ESPECIALLY in large groups. If you roll up on a National Guard/Red Cross/UN type unit, it gives you a piece of mind. Plus a much smaller chance of being looted, locked up, poisoned, bagged and tagged, shot, beat, maimed, just all around violated. The NPC approach would have to restrict player interaction much the same way that Player run safe zones would. Brute Force. YOU screw around in the safe zone, you pay. Players would do it to players. We can't expect them to add in NPCs and not expect them to treat us similarly to the way we would treat each other. Everyone is paranoid, everyone is on edge but, these guys have a job to do. They HAVE to help. Until you start messing with them. Pull an ax and take a swing at someone, the guards tell you to stop. Kill someone. You die. Attack the NPCs. You die. Or you get abducted by the Unit and dropped without all your gear in a random place in Charnarous. Again, it can be done with player groups, but to take the paranoia factor out of it, make the group only able to act within a certain set of parameters. Can you overrun the camp? Why the hell not! Bring enough firepower and you can take them out, get some better supplies, and move on before the next group of NPCs shows up. I don't see this game having a long life if you can't interact with people without having to go to the forums to coordinate or using a third party chat program to work on tactics. I use teamspeak with my friends so we can do just that. Radios and camps for coordination would add a WHOLE new dynamic to the game. One that I don't think is ready to be implemented... yet!
  6. Another solution: Find a spotter. That's how most long range snipers do it in real life. Applying real world logic to a video game. I MUST be nutz.
  7. I, for one, am inclined to agree with OP on this matter (to some extent). While I agree that the idea of multiple safe zones would kill the survivor-esque feel of this game, I think having a random (singular) safe zone appearing in smaller towns would accomplish the task of increasing the human interaction perspective. -They added the radio and transceiver in the game so people could talk in-game but, its ineffective when there is no way of knowing who is on what frequency. Give everyone a random location to head to so they can initiate contact and communicate more often then a single one time poor interaction where everyone is on edge. Make the location randomized and also temporary. They setup, stick around for 30 minutes (real time) and then they are gone. Can't be followed so that someone can just stalk the safe zone (only ONE per server) and its never permanent. Now, add in NPC medics to bring your character back up to health (provided you have medical supplies), we'll call them "Trained MedicsZ" (hell, throw a Z on the end there and keep everyone happy), and they will restore your character's health only as far as they can with the supplies you have. If you play on your own, you can't get an IV or take blood from yourself or even give yourself a transfusion. Now you have a SINGLE place to go (if you can find it) where you can get patched up. "But how would you keep people from camping/sniping/grieving this location?" What trained group of people would travel without their own security? Seriously. This would wind up being a National Guard type unit which moves about and helps the player. Like any normal player, they would be vulnerable to attack. THE INSTANT they are attacked, they attempt to locate their assailant, and kick everyone there out. If you get found, you get killed. Pretty simple, if you're going to take on a military unit and not expect to die then you have some huge cajones. Say you are looking for the people leaving the camp when they teardown and you manage to find it and stalk them before they teardown. That's on you. And its on whoever is in getting treated or trading with the military type unit for supplies, or talking to other players, etc., etc. Once they NPCs leave and the temporary aidestation is gone, its back to DayZ the way it is today. -If you spawn too many safezones at one time, then no one will try to interact with anyone else. But if you have one and are able to talk to 2 or three other individuals on the server, then you've increased player interaction that much more without putting anyone in danger and creating more paranoia. And once the interaction is done with or the time runs out on the camp, its either group up and play or go your own way. You want to Lonewolf the whole time, cool. Come in, trade some gear, go about your way. You want to build a small army of followers or an intricate network of survivors that work together, now's your chance to make it happen! "Everyone is flooding the camp on the entire server, Stew!" Fine. FINE!!! If you find a radio, and its tuned to a specific frequency, and you find a map, and receive specific grid coordinates, you get to play with the group. Otherwise, too bad, so sad. You're only playing the parts of the game that you want to play at this point and can ignore the existence of these safezones all together. I think the inclusion of safezones will increase player interaction but, in order to do it right, you have to make it difficult to find and limit the amount of time for interaction. Make communicating between players easier using the radios strewn about the cities using the transceiver to broadcast a message (up to the player to do it). Give people the option to interact on a friendly level and they will. Broadcast warnings across the radios throughout a city about people to look out for. Broadcast meeting instructions across the airwaves to bring people in. Will it always be friendly. NOPE. This is one of the foundations of the game though. When the shit hits the fan, who can you trust. The guy next to you, the one you meet in the streets, or the voice on the radio asking for your help.
  8. cstew84

    Least Bandity Apparel?

    I'm still trying to figure out why people equate Camouflage gear with someone being a "bandit"? I see that gear as having the most uses and advantages (TTSKO jacket and pants set gives you 12 slots for storage, a tactical vest gives another 8, mountain backpack gives 35) as well as being some of the most protective gear in the game. Take a hit from a zombie while wearing military gear in full pristine condition, you are more likely to survive the encounter. I actually got shot by another player at least 3-5 times with all pristine gear on and managed to survive. In my opinion, being hero/bandit, in this game, is all determined by your play style. My friends and I (about 4 or 5 of us) tend to run around and use the game as more of a test of our abilities to survive the game instead of going out and hunting other players. We move from place to place practicing Land Nav skills and map reading ability as well as maintaining positive control of our surroundings. We clear buildings and move tactically to avoid having to shoot anyone. We've actually helped a few people who were just starting out in order to try to make sure they get a good experience out of the game. We wear the gas masks to help protect our faces and occasionally wear the colored masks if they're around. Until there is a 100% identification system put into place to determine who is or isn't Player Killers, there won't be a way to determine who is friend or foe. My advice, stay vigilant, watch your surroundings, and trust no one. Apply these basics to your game and you'll stay alive. Let your guard down, and you pay. The only times we EVER KOS, is after we've had the same thing done to us. Otherwise, we will leave you alone. Unless you have a nice Mosin. Then you might be boned. :D
  9. Finding it hard to believe that the gear you were carrying prior to the latest patch is causing the issues. Up until this latest patch, my friends and I have hardly ever had to trade out any of our gear. Granted, I've been killed by some serious glitching that threw me through walls and dropped me off buildings and through the floors. I will try to see if I have any gear with outdated textures in my bags but I do believe it has something to do with the new weather effects. Ran around with no problems while it wasn't raining, then, the rain came in and I couldn't move. Had to log out before I got killed by a Zombie because it glitched through a wall while the rain dropped my frame-rate. I will gladly wait until the the next patch to see if there are any improvements but until then, I'm going to hang it up. Maybe leave these patches on the experimental servers a bit longer before they introduce them. I realize that this fixed a bunch of issues for some people, but now we have a new host of problems which might keep people off for a while. Might be hanging it up for a bit until this issue gets resolved.
  10. cstew84

    Night servers at night is crazy!

    I get the "Ultra-Realism" part of this game and can appreciate it to a certain degree. The big problem I have is that the game is close to unplayable at night since you typically can't see more than a few inches in front of you. I know the Gamma Exploit and have to use it just to walk around and not get knocked off by the other players in the game. My flashlight works and I know how to use it, same with the headlamp. I agree with the post earlier that even with the Gamma Exploit, the game is still enjoyable and gives it the Night of the Living Dead feel with only a few small areas with lights that give you some washed out colors. With more zombies being introduced into the game, the constant threat of zombie death is still there. Now, setting foot in Elektro or Chernog means you have to weigh whether or not to shoot anything since one shot brings 2 or 3 more zombies to your location. Then, on top of that, you have KOS players who don't even give you a chance to surrender anymore. The game is hard enough without being able to see. Maybe give us a break and give us a night mode that is just washed out instead of pitch black.
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