pillock
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Everything posted by pillock
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I murdered a chicken with a screwdriver once. Then realised I had nothing to quarter it with, and had to leave it behind. Still, the chase was fun!
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You got caught out by a classic distraction move by the evil murdering deer population of Chernarus. One of their number poses as harmless wildlife while the other sneaks up on you with sharpened antlers ready to attack.
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Why should you expect to be able to travel the whole map in a single play session? If you spawn at the coast, you should be required to spend time searching for supplies at the coast before you start to make the journey in land. In the future, there are going to be a be larger server populations, more zombies, and dangerous animals to contend with. By making travel between towns an actual challenge, it adds depth to the game and more decision-making for the player. When you finally make it to the western side of the map, it'll actually be an achievement (unless you've been lucky enough to stumble across a working vehicle near the coast).
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You have to place rabbit snares with the middle-mouse/use button, not just chuck them on the ground from your inventory. Even then, I've never caught anything!
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I'm old and I suck at it so I play on empty servers.
pillock replied to Butifnot's topic in General Discussion
I've got a very iffy internet connection at the moment, and it severely restricts my choice of servers - most of them fail to connect. I did manage to get on one yesterday called "Hop Team Server" or something, but it turned out to be populated only with 6 members of one clan, and they kicked me as soon as I spawned in (haven't got around to reporting the bastards yet, since I'm pretty sure they aren't allowed to do that on the public hive). The only other one I could connect to in the entire world was completely devoid of both players and loot. There was literally nothing anywhere I went, except for zombies. It wasn't much fun, but it was the only server I could play on, so I stuck around. It got me thinking: I was able to forage berries and apples for food, and pick up wood from the forest floor, because these sources aren't 'loot spawns'; presumably I'd have been able to find feathers in chicken coops as well, but I didn't try that. I'd also just read the devblog which mentioned plans for improvised blades and other crafting methods to allow for the "hermit" playstyle. If I'd been able to craft some rope (out of grass or whatever), find some flint in a stream to make a knife or hand-axe, I might have been able to craft a bow and arrows out of purely environmental not-loot pickups. Then I'd have been able to hunt for food and hide to make clothes and a bag. The only problem would have been lighting a fire: once you've used up your T-shirt rags, you can't craft a fireplace unless you can get hold of paper or more looted clothes/bandages. As it was, I fought one zombie too many and ran out of bandage material; but the gameplay will change dramatically when it's possible to survive successfully without relying on any urban loot spawns at all. That way, all the cowards who, right now, stick to low population servers so as not to get killed by wannabee-commando-types when they go to towns to look for supplies will be able to play in higher population servers and survive off the land without such a risk. Once that's the case, in terms of gameplay options, I think loot spawns should be factored according to server population, so that you can't just go on a low-pop server and have free reign over all the loot you could ever want: if you're the only person on a server, then there should be hardly any loot in there spawning. -
Thanks. I've just noticed it says "sword animations" in the stand up notes as well... It's not something I think is particularly important to the game overall, but more variety is always nice!
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What sword? Did I miss something?
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The thing is, DayZ doesn't simulate the situation very well with the current health mechanics. In reality, getting into a fight is a major risk; in DayZ, it is not so much. There's a can of beans in the middle of the room, and two starving strangers facing each other? They would much better off sharing the beans than fighting over it, because fighting carries a major risk of serious injury, even if you win. And carrying round a broken arm or a fractured skull is not a worth the extra few calories you'd get from half a can of beans! When (if?) DayZ gets more detailed injury systems implemented, it might change people's attitudes towards each other in game. (It might not, but I'd hope so.)
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IS THIS A NEW THING!? I am running out of pants...
pillock replied to harley001's topic in General Discussion
Cargo/hunter pants have 6 slots, yet take up only 4 in the inventory. Therefore, they are valuable items for increasing carrying capacity. Might be the reason? -
Clearing this up: DayZ is NOT years afterwards
pillock replied to bobotype3334's topic in General Discussion
Obviously yes. -
Time to reduce run speed with vehicles inbound?
pillock replied to Bororm's topic in General Discussion
I'm not sure that you're intending to be racist, but this is nonetheless a monumentally idiotic comment. I think you should edit it out. -
I would load the mags into the guns and fire off all the ammo. (Then fill the tents with tomatoes, obviously)
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You should have gone and grown as many tomatoes as possible, then replaced everything in their tents with hundreds of tomatoes.
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It's actually much more likely that horses would get used as pack animals, rather than get ridden, I think.
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Places I've found invisible loot in this type of house: -Next to the wardrobe by the front door (usually tools or handcuffs or map or somesuch) -On the fridge (food) -Next to the window by the fridge (clothes) -By the stove (Clothes, food, tools) -Under/on the kitchen table (food) -In the bedroom by the TV (food, tools) -Bedside tables (ammo, tools, food)
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I've never actually tired to sprint while carrying a rifle slung over one shoulder, but I'd have thought it would fall off pretty easily (unless you hold it in place, in which case you can't sprint properly)? And yes, they should sort out the inventory so it's more believable - ie. searate pocket slots and getting rid of magic tardis boxes, cargo pants and vests.
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Time to reduce run speed with vehicles inbound?
pillock replied to Bororm's topic in General Discussion
I don't really mind when they reduce the speed, as long as they do reduce it. Sooner is better, I guess, but it's not a massive issue. And yeah, when they do, the notzombiesbutinfected need to be accordingly adjusted. I think players should be able to sprint (short distances) a bit faster than the top speed of a notzombie. -
Depends what you mean by "eventually".
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I don't think DayZ is viable without it.
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Where tomato greenhouses close to East coast?
pillock replied to Paxom (DayZ)'s topic in General Discussion
Olsha (sp?), just up the hill from the Svetlo petrol station, has loads of greenhouses. Loads. There's a whole allotment area on the north-western edge of the village. -
Increase player interaction by non-trivializing "civilian tasks"
pillock replied to Evil Minion's topic in Suggestions
You aren't likely to be doing this. I think it was in one of the Twitch live streams, Hicks specifically said that player-built structures are likely to be limited to make-shift wooden shacks and shelters: "Players aren't going to be laying foundations or anything like that." -
Lamping will be a thing!
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DayZ EXP is about to become V3S Demolition Derby. Mark my words.
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I think they should add spaghetti plants. Also a good source of carbs and can be grown in different climates and soils.