mgc
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Everything posted by mgc
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KoS in relation to the new spawn mechanism of Zombies: Good or Bad?
mgc replied to crazyandlazy's topic in General Discussion
It is a question based on the question of how the new Z affect pvp. Is there an incentive to teaming up if being able to kill Z faster doesn't matter if they respawn just as fast? -
KoS in relation to the new spawn mechanism of Zombies: Good or Bad?
mgc replied to crazyandlazy's topic in General Discussion
Does being able to kill Z faster matter if they respawn just as fast? -
I'm starting to wonder whether ghillie is a dirty word these days. What I have in mind is not a magic suit that will render you invisible. It is binding stuff to you items in order to blend in with your environment. The quality of this improvised camouflage depends on player skill.
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Good, then there will be a lot of poorly camouflaged characters running around.
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You wouldn't try to camouflage yourself during a Z apocalypse? Deathwish much?
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Playing in The Church tonight; The Who Nicked My Beanz! Performing: Don't let go the coast KOS won't get fooled again. I can see for miles with this scope And many others! Bring your own pipsi. Leave your rotten tomato at home or get KOS.
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Hell yeah, traps! Suspended logs with spikes! And mud, need lots of mud. And a jungle. And a chopper to get to.
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Zombies Need To Get Worse Before They Get Better (READ)
mgc replied to Katana67's topic in General Discussion
Me too. I hope you agree it is necessary to have FRL for the atmosphere of the game and to combat the worst of server hoppers. -
Good idea. Have a PR person help us to "understand the reasoning behind changes" and "get a feel for whats going to happen in the future." That will give us something to write about. He / she could do a weekly Q&A with a selection of the best submitted Q. That's a full time job right there.
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Zombies Need To Get Worse Before They Get Better (READ)
mgc replied to Katana67's topic in General Discussion
""You really should consider exploring the map, learning what each building has to offer, etc."" Don't forget full random loot respawn. You shouldn't know whats in that building as your character has never been there. Even if it had, the loot will have changed. -
We are all aware this method is far from ideal. We also know the dev team wants this game to be realistic. We understand you are not a patient person that can see an alpha for what it is. we strongly suggest you come back in beta.
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If they allow for redesign of the coachwork, we can all design the vehicles we want based on a couple chassis.
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Zombies Need To Get Worse Before They Get Better (READ)
mgc replied to Katana67's topic in General Discussion
(Feed the troll) | | Mkay... You don't want to play Dayz, you want to play Bear Grylls lost in the Ukraine. Z are a tool to give players a common threat other than the other players. They have to work or this game turns into just another shooter. -
We could turn the improvised ghillie into an art form if we could bind stuff to our items in a non cookie cutter way. I think i'd turn my backpack into a bush for starters.
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Zombies Need To Get Worse Before They Get Better (READ)
mgc replied to Katana67's topic in General Discussion
Yeah, stealth is important for the atmosphere. -
Zombies Need To Get Worse Before They Get Better (READ)
mgc replied to Katana67's topic in General Discussion
What if you run? -
His aim is to force a bigger challenge by piling the good stuff on populated servers. Perhaps it would be possible to make the grade of loot depend on the amount of players. It would even fit story wise. Characters wouldn't stay in places without loot, therefor the loot is where the characters are. ""Then players will hop raid server in groups of 10+ in order to get loot"" Populations might migrate. If full random (except possibly grade of loot) loot respawn is ever implemented, I don't think it'll be a problem.
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Will DayZ SA die out to Mods just like the Mod did?
mgc replied to cywehner1234's topic in General Discussion
There are 2 kinds of mods. Mods that add to the game and mods that change the spirit of the game. The dev team must anticipate the first kind so those would be mods will be core. Eventually players will get bored with the core and the second kind of mods can be allowed to increase the lifespan of the game and provide the next testbed and challenge for Dayz ll. -
""Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")"" Why,.. why!? That's not how you swing an axe. Its supposed to be swung from a lowered position. It's not a machete. ""Eat All now supported for consumables"" Auto stop when stuffed? ""Can opener can be used as melee weapon"" Get real. ""Tactical bacon configured and spawning on the server"" Priceless. ""Defibrillator used for restarting the heart of players who have a heart attack"" We don't need heart attacks. Stay off the tactical bacon.
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I don't like the fov feature very much. Sure, there's a tradeoff but i really think bino's should fill that gap.
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The M4 can be compared to a smg atm. Fun for spraying rooms, not much else. Needs better accuracy imo.
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You ozzies have a tendency to do things upside down, no?
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Guys don't want beards. Beards happen. In fact you would have a more accurate comparison if you'd claim guys don't want beards as that requires effort in the form of shaving.
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Will DayZ SA die out to Mods just like the Mod did?
mgc replied to cywehner1234's topic in General Discussion
Obviously the sa version has to be better than the arma 2 mods or there is no point in buying it. This means it shouldn't require mods until players get bored with the core features. What the arma 2 mods do, is provide the sa team with a challenge and a testbed. Dayz will die a natural death, get reanimated by mods, die again shortly after and then respawn in Dayz ll, The road to Moscow, with a brand new custom designed engine, connected servers and countless maps and features that are yet to be glimmers in the dev teams eyes.