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1 NeutralAbout OldGreg (DayZ)
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Rank
Scavenger
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rico-day
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Gender
Male
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Location
Green Mountain, The Apocalypse, England
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Interests
Computer games, reading, longboarding, writing, movies, that cool stuff
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Bio
Hello I am Harry, nice to met you all. I am a sloth and I love sloths.
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DayZRP SA server recently introduced whitelisting :/ those already whitelisted on their modded server can submit their DayZ SA GUID to be whitelisted there also. I gather this has been introduced recently?
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Hey guys! I'm tryting to locate my DayZ SA GUID key so I can be whitelisted for DayZRP, however don't know how to find it. Any ideas? Thanks!
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Hey Guys, Just something I've been thinking about for a little while, that I'd like some opinions on. In DayZ SA, as we all know, loot currently does not respawn until the server restarts. I quote the wiki: Now, this said, it can sometimes be very difficult to find items. Often, if a server has not been restarted for a little while, high-traffic areas (Electro, Berezino, Cherno, NE/Balota Airfields, etc...) will all be looted, and it is very difficult to head out into the world of Chernarus with some good gear to set you going. This said, what do people think about the idea of server hopping? In the mod, it was scolded, as it was simply a lazy way of avoiding having to run from loot spawn to loot spawn - but in the mod, where the airfield may be completely empty, is server hopping a little more accepted? It seems silly to expect people to gear up on a single server, when most of it has already been looted. I, myself, do not server hop, nor do I condone it. However, knowing people that do, I have been speaking to them about their acts and felt inclined to gather some opinions on it. So... type away, DayZ forums users! -Old Greg
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How many of you can read/write russian?
OldGreg (DayZ) replied to KnightFall1856's topic in General Discussion
I'm able to translate many of the street signs on the game, but only because I have made it a conscious mission to know the Russian naves rather than the English ones. I find it adds a bit more realism if i have to actively remember road signs. I speak no Russian, other than the swear words I learnt from the Russian people at school. -
How Many People Were Killed By You?
OldGreg (DayZ) replied to colbykid's topic in General Discussion
I alternate my different lives to my playstyle - after one re spawn I may make a rule that I can only ever kill someone if it is the only way to keep myself alive, or my friends. And other respawns I dedicate myself to a cold-blooded killer who is so twitchy that he'll shoot on the first sign of trouble. I think that in my 60 hours of the game I have killed near to fifteen people. The life of a friendly guy is much preferable, as I can't help but feel bad when I kill someone unless they truly deserved it. -
To those who dislike the new combat logging timer
OldGreg (DayZ) replied to africanhungergames's topic in General Discussion
I am yet to explore the developmental branch, and I doubt it'll still be a separate branch by the time I get back to my computer - but this sounds amazing. Like some have said, thirty seconds in DayZ is nothing. I can pass over ten times that looting a single small house. Also, I would never log out in an unsafe spot whether I had the timer or not, as you are sort-of blind when you log back in for a few seconds. So, if it concerns you being blind for 30 seconds, just be careful about where you log out :) -
Explaining the nature of "Killing on Sight": A Sloth Insight
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
Do you not think that there's a definition between "good" and "bad" role play? Good role play being, for instance, choosing not to be a psychotic murderer when the rest of the community is? On the basis of "justifying" KoS, whether it be morally, in terms of role play, or in terms of what the game's rules are. Reading back on my post, it is clear to me that I'm talking in terms of "morals" - so, if you wish to argue as to whether killing someone on sight is justifiable morally, I'd stop right there, as more-often-than-not it isn't. My post was to aid people in understanding why people may KoS, and to try and help people accept it. I even make it very clear in my post that when I say something shouldn't be accepted that it is MY opinion - not once do I say "the community sees this as unjustifiable" or "the community thinks this is against morals." To sum up my whole chain of complicated thoughts on this vast matter, I say: KoS will ALWAYS be acceptable on a certain level (like you said, they've paid money, they can do as they wish), but there are boundaries on what should be accepted by the community. The nature of "Rules" is that a person, or a select few people, see things as unacceptable and wish to stop people doing those things - just because KoS isn't defined as something they "cannot do in this game" does not make it "right" as such, but more so "available as an option" - this is a sandbox, after all. My post aimed to explore whether some (and I say SOME with great emphasis, as I gave plenty of examples as to where KoS should be seen as acceptable, and perhaps even welcomed) instances of KoS are just plain game-ruining for people in a non-roleplay sense. To be killed needlessly by someone because they role play a psychotic killer, just like a majority of the community, does eliminate fun from the game. Please don't take anything I say to mean I wish for KoS to be gone, at all. They can stay, and in fact I hope they do because they do add an element of constant unrest to every player you meet; one way of putting this is that I, personally and in my own opinion, disagree with some religious beliefs - I find them needless, unjustifiable, and in some cases ridiculous - however I would never try and put rules in place stopping people's beliefs, as it is their life and they may believe in what they want - just like this is a game that people have paid for, and they may do as they wish as long as it adheres to the rules. If anything, my comments on "disagreeing" with people's KoS actions were intended to have people think about something before they do it, in instance a subjective request of mine making its way into an objective post. Before I finish this comment I'd like to suggest you approach people trying to, in all, HELP the community (which I see constantly complaining about KoS) to accept KoS, and shed some light on the subject so that they may enjoy the game, with a little less hostility. I hope people see the right side of my post, as it is no lie that you've jumped at the first instance to "defend" Killing on Ight when, essentially, that is what I'm trying to do also! I just merely disagree with some aspects of it. -
Explaining the nature of "Killing on Sight": A Sloth Insight
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
That is why I suggested they have a good think before role playing this - how many people are going to go insane in an apocalypse? You could hardly argue that loneliness causes them to kill everyone, as surely they'd then try to cherish every bit of human contact possible. By your argument, roughly 80% of all players are psychotic murderers, which is completely out of realism, which completely throws off any argument of "correct role playing" you may have. I also speak about morals in a non-role play sense, in that is killing a much less-fortunate player really worth it? I always take into account other peoples' game experiences before acting, because I want them to have just as much fun playing this game as I have had - this doesn't mean I never kill anyone, and hand out flowers to new spawns in balota, but it does mean I think before shooting them needlessly: would that player really be happy with me shooting them? More often than not, personally, I leave players alone, or put them in a situation where they must interact with them to show that I'm friendly (and most likely under-geared!). Some people play as twats!- and there will always be them - but what is the underlying reason for their nasty gameplay? Role play? Really? Or do they they just want to ruin someone's day? Please don't think I'm bashing KoS - the whole purpose of this post was to try and get people to understand and accept it. But there are certainly aspects of KoS that is disagree with very much. -
Explaining the nature of "Killing on Sight": A Sloth Insight
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
Had you read my post, you'd see that I wrote, "This is the only reason in this list that I do NOT define as justifiable, unless role played carefully and with great thought." on the topic of killing for the sake of killing. Read on from that, and you'll see I put a little situation out there for people to question, as to whether killing a certain person is justifiable, even if they're a psychotic murderer. Surely a psychotic murderer would be able to "spice up" his kills a bit, rather than just quickly zapping them down with a single pull of the trigger.. Who knows? I'm not a psychologist. Hence why I said "...carefully and with great thought." -
Explaining the nature of "Killing on Sight": A Sloth Insight
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
Thanks! I feel I should note that by "justified" I mean to ask whether it's "morally justifiable", and whether it should be seen as okay. Regardless of whether people pay money or not, I'm sure the community would rather ask people to NOT do something if it is largely found to be ruining the experience for other playing the game. -
OldGreg (DayZ) started following Imagine... and Explaining the nature of "Killing on Sight": A Sloth Insight
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Explaining the nature of "Killing on Sight": A Sloth Insight
OldGreg (DayZ) posted a topic in General Discussion
Hey guys. 50% of what I see on general discussion is what appears to be a debate about KoS, or "Killing on Sight. Here, in short, I will attempt to help people understand what it is and why people do it - and ways in which we can all enjoy the game without "banishing" KoS. Please note that most of the stuff I'm about to write is in the context of the game. Let's begin. 1: What is Killing on Sight? Killing on Sight, or KoS as it is sometimes abbreviated, is when one player kills another, showing no reasonable motive or justified reason. When someone is killed on sight it more-often-than-not happens without them knowing the killer was there, however there are other occasions when a player has attempted to make friendly contact with another, and in turn killed "on sight". Please do not mistake killing on sight with similar things such as betrayal, banditry, and KaW, or "Killed after Warning", where the player is warned (not) to do something, and killed after not following instruction. 2: Why do people get angry at KoS, and is their anger justifiable? Essentially, yes, their anger is very justified. Many people believe that if someone is to play a "mean" character, they must at least do so with the attitude of someone who has an element of mercy. From what I can see, it is the lack of chance that players are given before being killed. As I said, it is not rare that the player killed via KoS does not know they are being pursued, thus they have no means of defending themselves/reasoning with the killer. Most of the people you hear questioning KoS are those who try to be friendly - I can only assume that it is anger at the fact that the trust they bestow in other players is so easily taken advantage of, and that they feel like people do not appreciate their attempts at helping, or even saying hello, to other players. To cut it short, people get angry at KoS not because they've died, but moreover because they've died in circumstances that could have easily been avoided, they weren't given a chance, or because they were attempting to be kind to the killer beforehand. 3: Why do people KoS, and are these actions justifiable? Again, essentially, yes. KoS is mostly justifiable. Here are some reasons I have formulated as a means to explain why people KoS: A: Threat. If a player shows threat, whether it be approaching with a raised gun, they are more armed than the person, they've been seen shooting another player before, or what have you, someone may be compelled to kill that player before meeting them. If your life is in danger, it is instinct to protect it, and sometimes killing is the immediate subconscious response. B: Loot. If a player is seen to have more loot than another, or to be possessing something that another player wants, it is not rate that the jealous player will kill for that item. I, personally, disagree with this as there are many more ways of going around this, such as holding that player up. However, the thought of things going wrong for the thief usually lead them to find comfort in the simplicity of shooting them immediately, and reaping the rewards. C: Lust to kill. Some people are just plain annoying, and enjoy the idea of killing other players. This is quite a simple thing to understand, however it is almost impossible to accept. Some people, if given on other real reason, will kill for the sake of killing. Needless to say, many disagree with this, including myself. This is the only reason in this list that I do NOT define as justifiable, unless role played carefully and with great thought. It is needless. I will face you with this conundrum: if a player armed with an M4 sees another with a baseball bat on his back, at a distance, is the player with the M4 justified to kill him? As this is quite a regular occurrence I've witnessed, and even been subject of in my time on DayZ, I will leave this to the community to ask itself. 4: How can one go around not getting KoS'd? I will not give any advice of my own here, as amazing a player of DayZ as I am, however I would suggest researching into solo survival guides. Following certain tactics, such as looping around to ensure you're not being followed, approaching other players with certain precautions in place, and even staking out a town before advancing, are all a few examples of things people can do to stay alive with such avid KoS around. I hope I have she'd some light on the topic of KoS. I ask all those who do not KoS to rest assured in the knowledge that there ARE friendly people out there. However, it takes a naive mind to wish all were friendly, as it will simply never be the case. - Sloth. -
That was hilarious! Ahahaha
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It goes without saying that the zombies we currently see in the game are very far bellow expectations - I'd even go so far to say that, if one were to remove zombies from the standalone altogether, the game itself would feel largely the same, and they wouldn't be missed, if even their absence was noticed. This is something that really shouldn't be for a ZOMBIE survival game, regardless of whether it's in alpha or not. I can't help but get the unnerving feeling that Rocket will mostly "forget" zombies, and that he's relying on other players as being a hard enough challenge. Some of your ideas are a little hopeless: with the current state of the community (99% will KoS) asking people to group up and raid a town full of zombies is a big ask - everyone would have killed eachother before you even get to the town. But, yes, zombies do urgently need to be made a challenge - right now, they are more target practice.
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DayZ Urban Legends/Folk Stories
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
Here is a tale that will keep you from that wretched castle for the rest of your days - a firing squad of bandits would have been a nicer fate than having to shelter in that wretched castle. To the north sits the Guardian if Grishino, and atop it sits a caste - its menacing eyes watch over the town below it, and all who pass under the stone giant's eyes cannot help feeling watched. This castle is the Devil's Castle, and here is the story telling of why I never wish to visit that place again. The hour was late when I found myself perched on a bench, my eyes south-facing, in Grishino, watching the sky become an ominous dark blue colour as the sun retreated behind the horizon. There was no orange haze under wispy clouds that night; and in-fact, the mellow clouds that idled overhead soon began to release a pitter-patter of soft rain beside me. If I were any more tired, I would have sat on that bench all night and met a cold end, however luckily I had previously drank from a can of NotaCola, and my senses were briefly alert and ready. I quickly came to the assumption that I could not stay in town over night - a policy of mine that I have followed religiously since the dawn of the last days - thus, I made to leave. Before leaving the small town, I produced my flashlight and turned it on a dim setting. The village's small food store was only a short walk from the bench where I sat, and having not yet decided where I wanted to make camp, I thought well of one last check of the shelves that once held food and drink. I stood up from the bench, the quiet night not shrouding the undoubtably vivid noise of my clothing and gear all clanging against each other, and switched my M4A1's safety-catch off, another custom I follow while moving in places I am uncertain of. Quickly switching to a state of full alertness (something that months of surviving this harsh world had taught me to do), I glazed my eyes around me 360 degrees; not a soul in sight, aside from a few of the deal walking in the distance. Happy with my surroundings, I walked across the street to the store I wished to visit, and carefully creaked the wooden door open. Flicking on my flashlight, I brought all of the small one-room building to light; some shelves were tipped recklessly, however the shop was in a much better state than most of the other sorry-looking buildings I had seen since the apocalypse hit. I walked in quickly. Scanning the light in my hands over the contents of the once-convenience store, I was struck by the realisation that it was indeed getting very dark. Whether it was just the contrast of my torch against the white shelves and the darkness that filled the large windows beyond, I cannot tell, but none-the-less I was struck by an awful fear that I might be stuck in this town. I had to leave. Halting my search of provisions in the supermarket, I left quickly. Using the darkness to my advantage, I easily evaded the few walkers that roamed the town - their moans of pain and suffering somewhat comforted me, as I knew I was still alive, and in a much better place than them. I walked north-eastwards out of the town, as the ground was higher on that side and would provide a better scope of my surroundings. I had decided to camp nearby, as my long-anticipated plans to visit the airfield nearby were to be initiated the next day. Soon, I had left the town, and the road, for that matter, entirely. I found myself in an open space, away from trees and buildings, and able to look about, and although only elevated slightly from the town, I was able to make good judgement of my surroundings. Further north-east was the castle, and my fertile mind at this time knew nothing of the place other than it has been untouched for many years; and looking in all other directions I saw nothing but forestry. With the rain thumping harder on my waterproof than before, I made for the closest sign of comfort possible - the castle. The ascent of the steep hill was almost effortless, having been resting all day. I quickly found myself entering a thick tree-line that seemed to appear out of no-where. Surrounded entirely by trees after no more than thirty seconds of navigating the hill, I struggled to keep a straight heading. The dark of the night would mean I wouldn't know where the castle was until I was more or less in the castle itself, so maintaining a correct direction was essential. To trim a long story to a medium-sized story, I reached the top of the hill with no trouble. Only slightly disconcerted by the darkness and the faint hollow feeling that approaching the castle's entrance gave me, I found no consolation in the place at all. What I thought would greet me with a glimmer of warmth and shelter only scolded me with broken walls, fallen-in ceilings, and harsh floors of stone, overgrown with long, filthy grass. I cautiously approached the main tower of the castle, looming over me, the moving clouds above it creating the illusion that it was toppling over. Aided by not even the light of the stars and moon, the darkness made it nigh-on impossible to navigate the floor, and often I tripped over loose bricks or stumps in the ground. The cold more a threat than a discomfort now, I made to the top of the tower quickly. Thankfully, the rain was dying down, as I has hoped, and I planned to make camp for a few days on the top of the tower, so that I may create some sort of observation post that would allow me to have full surveillance of the airstrip before I made to travel there. Needless to say, I met no discomforts, other than the rather treacherously thin stairs of the tower, on my way to the top. Relieved to be out of the gloomy, dripping insides of the stone construction, I stood up proudly atop the castle. Surprisingly, I was shocked to look out for miles over the dark landscape to find not a single light in the distance - and although this would not be considered odd in the state of the apocalypse, and regarding that I had been in this apocalypse for months now, it still troubled me. I dreaded what the future may hold. However, I wish I had never thought of sleep at this time, as it was when the contemplation of making camp entered my head that I was thrown into a state of fear by a smokey hissing red light emitted abruptly from outside the walls of the castle below me. To be continued... -
DayZ Urban Legends/Folk Stories
OldGreg (DayZ) replied to OldGreg (DayZ)'s topic in General Discussion
An excellent story indeed! The last wishes of those about to die are often words that should be heeded with great care! I look forwards to hearing other contributions, and I plan my own as I type this...