pillock
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Everything posted by pillock
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Only if you used piddly thin twigs, and let your fire get really big and fierce. To cook on a fire, it's best to let it burn for a while so that the flames die down and you've got hot embers. Then you'd use some fairly sturdy branches to suspend your cooking pot (they'd need to be to hold the weight, anyway), which wouldn't get burned through before your food is cooked. It's pretty naff to have to carry around a pre-fab tripod, taking up inventory space, when you ought to be able to rig one up yourself. Hopefully they become craftable later in development.
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It's better to think inside the bin with it. I wouldn't feed that shit to my dog.
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Came back to Chernarus after a long absense
pillock replied to Pvt_Larry (DayZ)'s topic in General Discussion
Melee combat with zombies is teeth-grindingly, mouse-throwingly, shit-losingly frustrating. They just zoom around you like a fucking bluebottle and are near impossible to hit. I have completely given up "practicing" this particular "skill" on the assumption that both zombies and melee combat in general will be fixed sooner or later, thereby rendering the process of getting better at fighting them a complete waste of time. Besides, they are incredibly easy to avoid/ignore, since they are so unobservant and unreactive now, so long as you don't fire a gun anywhere near them. -
That is the friendliest, most polite thing I have ever seen Grimey Rick post on this forum. Congrats to the OP.
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I've always liked that feeling of tension when you approach Berezino or Elektro after spending a lot of time up north. You've probably been ambling about from town to town fairly care-free up to that point, but as the distant crackle of gunfire gets louder, it really puts you on edge. "This is it." I hope coastal deathmatching isn't completely eradicated by survival-based gameplay balance changes over time, because it's an important and valuable dynamic.
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The balance should come from the health mechanics. All they really need to do is lengthen the time it takes to starve to death, while introducing debilitating effects for malnutrition/dehydration/sickness/injury. It should take several hours of gametime to get up to full health, and several hours to starve to death, but there should be real noticeable gameplay differences between the two. If you have to spend time and effort building your char into a hardened, healthy survivor, it gives that char's life significant value beyond just the gear its carrying. For players who don't value their char's life, and want to PvP from the off, they should be able to do that - they can find a weapon near the coast, and try to improve their inventory through robbing and murder - but if they haven't put in the time and care to stay healthy and build up fitness over a long time, they should suffer gameplay disadvantages such as less stamina, lower top running speed, less power in melee, less resistance to hits, wobblier aim, blurrier vision, dulled sound, etc. That way you have a good gameplay tradeoff.
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Cooking tripods. Why can't I just rig one up out of sticks I find in the woods?
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It was in the Q&A by Eugen. Someone asked if Experimental would be up on Wednesday, and he replied something like, "More like Friday."
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As long as it's possible to derail them...
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It doesn't really matter which we get first, does it? Assuming do get both. If we don't get bikes, it'll be because of game limitations not design decisions, I would have thought. It doesn't make sense to conclude that DayZ needs helicopters more than it needs bikes, from a gameplay perspective; but in terms of dev time to make bikes work properly, it might. But yeah, the order in which features are added to the Alpha doesn't really matter, as it doesn't necessarily correlate with their importance to the game.
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This was my favourite.
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Neither have I. AHAHAhahaHAHAHAHAAhaha.
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You should be able to clean up the guts and cook them up. Pig intestines are actually quite tasty.
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Gas stoves are the way to go. Canister is 1 or 2 slots, depending on size; stove is 2 slots, but remains at 2 slots when combined with gas canister; cooking pot is 4 slots and can hold 4 items inside while in your pack, but when combined with stove+canister it reduces to 2 slots (why, I have no idea) while still holding the 4 items inside. Even if you don't intend to cook, they save on inventory space!
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I've found plenty of stuff in Novod and a few small towns up north. The server I've been playing usually has 20-30 players on it, too. To start with I did die a few times to zombies on the south coast while finding not much of use; but then I got a spawn - lucky, I guess - up by the truck depot north of Novod, and haven't looked back since. I never spend more than a minute or two at a time foraging apples or berries, because it's boring, but I haven't had trouble finding enough cans (and chickens!) to keep me going and I've found some awesome kit along with it, never having gone near anywhere particularly dangerous like military areas. I'm enjoying this patch.
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Towns should be FULL of junk loot and very few usable loot
pillock replied to andrestor's topic in General Discussion
You're right, but that doesn't mean they shouldn't be as ambitious as possible. Immersion in a game environment comes from the ability to improvise using your own common sense, not from learning how the game mechanics work. The more players can tinker with objects they find in the world, by far the better, even if the results aren't particularly useful. It should be a strong focus for the dev team, in my opinion. -
I don't recognise the 'difficulty' problem. I've only been able to play .55 for the last couple of days and I've only done about 6 hours total, but to me it seems easier than before! (Apart from the zombies, that is.) There's loot everywhere, and much much better loot at that. I've only been to 3 towns so far, and I've got more loot than I can carry, plus 2 tents. I've got absolutely everything I could possibly need to survive, and I haven't been anywhere near a military area. It's the most fun version I've played so far, and not because it's difficult - it's because there's loads of cool gear everywhere and the crafting options are better than ever. The zombies are much more of a challenge when agroed and melee is still a complete load of bollocks, but at least zombies can now be more easily avoided than before, as long as you keep your wits about you. Yes, starvation and dehydration is still much too fast, and so are player and zombie movement speeds (MUCH too fast), but to say the game isn't improving in terms of playability seems bizarre to me. I'm having a blast.
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Wow. Nobody else has said that. Ever. I'm glad you posted this whole new thread to alert forum users and the devs about this issue, otherwise nobody would know. You have my beans.
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This thread knows: http://forums.dayzgame.com/index.php?/topic/223307-central-economy/
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Calm down. There should be room for both types of gameplay when the thing's finished. You may have to give up for a month or so if you don't like the current balance, but you can be sure that the current balance isn't permanent.
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I agree with your general sentiment - it should be difficult to find the bare necessities for survival, let alone the more high-end stuff like specific weapon attachments or rangefinders or the like. But (and it's a big but), it should take much longer to die from stuff like illness or malnourishment or exposure to the elements. There need to be effects on your character that significantly impact upon your ability to run around, fight and carry out other tasks; but they shouldn't kill you so quickly. Chernarus should be crawling (literally, perhaps) with desperate survivors, trying at once to find solutions to the short term problems of food and medicine, as well as trying to build up longer term survival solutions like self-defence, storage of loot you've scavenged and crafting tools. Getting a healthy, well-functioning character should take ages, and be really hard to maintain, but there shouldn't be so much dying-and-starting-again (unless you get attacked).
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Without wanting to use the A-word, the game is pretty far off being balanced. Edit: I do agree with everything you say, though. There is a limit beyond which it doesn't really matter what you hit a human skull with, because the effect will be the same. Melee needs to be believable in the final version, and that means people and "infected" should go down more easily.
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Except that the imbalance isn't a gameplay problem. It's actually quite a good feature, and doesn't need fixing. At all.
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The devs have already said something about allowing server owners the option to lock people out of their server for a set period (up to 12 hours, I believe) after they die. Personally, I think this should be mandatory on all servers - for at least 12 hours, if not 24. That way, when you respawn you would either have to wait until the next day to carry on playing the same server, or else switch to a different one if you want to keep playing there and then. New life, new server, new player and loot locations - it makes much more sense to me. You wouldn't be able to retrieve your corpse or gear and you wouldn't be able to rejoin a gunfight from which you'd already been eliminated. If your group wanted to keep playing with you, they'd have to switch to your new server as well, so it'd perhaps also make such groups a little less eager to start shooting, due to the increased risk and cost of losing members or being forced to abandon an area they'd been working on (barricading and camp building and such). The only problem would be for those players who actually rent servers - you couldn't really expect them to be locked out of their own place. But perhaps an exception could be made for them.
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Regarding V3S passengers, hopefully they get rag-doll effects added to them later. So if your driver's acting like a white-van-man who's just been chopped up by a pizza delivery moped, everyone on the back gets thrown about - or even off, possibly - with related injuries incurred. And generally, I hope the complexities for driving the vehicles don't stop at merely making us tap a key to change up or down a gear. The more skill and practice it requires to control vehicles well, the better.