mgc
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Everything posted by mgc
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Will they make any of the zombies faster than us?
mgc replied to Johnny Depth's topic in General Discussion
imo Z should be slow but relentless (classic Z-style). You should be able to avoid confrontation if you play it smart, but if you make a mistake and, lets say, build a fire in the wrong part of town, you will find yourself surrounded and have to fight your way out. To ensure a healthy dose of carnage, players should be encouraged to stay in 1 place and draw attention to the area (base building). The advantages of having a base should marginally outway the hazzards that come with the territory. So not like you have to rebuild your entire base every time a zombie sneezes at it, but suppose theres a dirty dozen and you run out of ammo, your base might get trampled. (Grab the beans and run Forrest, run!) -
Deans wants to bring Base Building Mechanics from Dead Linger - video
mgc replied to TEST_SUBJECT_83's topic in General Discussion
I wouldnt mind modifying existing structures. It would save a lot of work. I would however want to be able to place small enough parts so the base doesnt feel like a cardboard box. I want to be able to make holes in walls / roofs if so desired. And not just mansize holes. I want to be able to chisel out small firing holes as well. Perhaps it could be an ability shared with Z. They knocking holes in your wall, you knocking holes in their heads. Who needs pathfinding anyway when you can work your way through walls with undead strength? -
When would you fire first as a friendly? ( scenario and poll)
mgc replied to thelonewarrior's topic in General Discussion
I shoot players first if they take aim with a firearm or approach with melee weapon drawn. No response is not an issue for me. -
If youre fully kitted and it becomes more convenient to die and re-kit than to nurse yourself back to health, realism has prolly been pushed to far. I think that if i had to spend more than 10 mins on going from near death to full health (providing i have all the necessary equipment at hand), i would get bored. And thats comming from a guy who walks instead of runs.
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Damage that doesnt harm the zombies brain should imo not be able to kill it. This is why an axe works miracles but a kitchen knife should not. I liked the adrenaline idea but 3 mins is imo way over the top. Maybe 5 or 10 secs before your hand unsteadies from shock. Could be enough to save your life.
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""you're expecting the few desperate survivors to waste pocket space on ID cards and/or passports?"" Maybe i should start to use ''s.. meh..
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If at all possible, i would prefer to have a say in the layout / appearance of my base, so no cookie cutter bases pls. "there would be no need in server hopping since the fort/town/whatever you want to call it, will only stay with that server." Unfortunately that is not entirely accurate. Your base might be linked to the server, but loot isnt. "it is just ridiculous if you can save 50 M4's, the storage should be 35 slot max" No, its not. Keep in mind that storage space should take up actual space. This means that if you have a large base, half the server will prolly be waiting for you to open the doors. (mwuhahahaha...) So pls do get 50 m4's and dont forget the trimmings.
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Bounty hunters will need proof and his ears wont do. We need simple id papers we can collect from corpses. id papers shouldnt take up inventory space imo and are fairly realistic.
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Keep realism in mind. If you want to put a bounty on someones head, you should have to do that by getting the word out in game. i.e. you could spam all frequencies on your walky-talky or broadcast to the entire server from the radio tower, leave notes, write in the sand, etc. Any would-be bounty hunters would have to do their own collecting btw. (Oh, i can see it now... mwuhahahaha..) To aid in proving you actually killed the guy, identity papers or something similar would be in order.
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1 Yes. 2 - 17 Details, details. The real question is; When a bear craps in the woods and nobody is around, does it still make noise? 18 You could put leaves on that campfire to make smoke. Only devs can prevent forrest fires. 19 Meh. Just make sure he doesnt break his legs when i hit him in the head etc. 20 You can sleep when youre dead! My character manages to get some shuteye during the 20 hours a day i dont play. 21 Only the purists will use the ingame map, but ok. Have a pile of maps in the gas stations? 22 Hell yes! Z should be able to tear permanent (untill reset) holes in walls in order to get you. Pathfinding is for Players.
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Lets discuss what is 'Cheating' and what isn't
mgc replied to hannibaldaplaya's topic in General Discussion
I agree with larky here. I have my gamma almost all the way up and on a cloudy or moonless night i can only see treetops and rooflines. I literally walked into a Z the other day (night). I have to use a lightsource to be able to spot loot and because there is no lightrefraction, im limited to a 2 inch circle. but pre-alpha, so meh. I think the general idea of the gamma setting is to allow for lower light levels if desired and that all the way up is considered normal. I think the sky should be darker and the ground slighty more lit, btw. oh, and is there a hotkey for toggeling that headtorch? Turning up gamma is not cheating. Trading: I dont consider trading or gifts cheating if the items are legit (so not obtained by server hopping or looted from a corpse you ghosted.). Visionblur: I agree it is annoying. Even after being healthy for a long time, stuff is still blurred over distances of more than a couple meters. Im also aware of the headache problem when looking at a screen that is not quite crisp. It costs a lot of energy to look at a screen like that. imo visionblur should be tweaked untill we have crisp vision on semi-full health, (There might be other (distance) effects contributing to the blur btw.) and the option to turn it off should be removed once the problems have been fixed. -
Server hopping has gotten worse. (actuall analysis, not a whine thread)
mgc replied to crazykage's topic in General Discussion
The solution is simple: hopping works because locations are known. make locations unknown. -
loot respawn will only fix servers having to be reset every so often. To combat hopping, you need to make the spawn locations unknown. This measure will also make for a more interesting loot run. Itll be like a box of chocolates; you never know what youre going to get. If anything.
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Server hopping has gotten worse. (actuall analysis, not a whine thread)
mgc replied to crazykage's topic in General Discussion
There is only 1 reason hopping works: Locations are known. Randomize locations and chance of spawning and the hopping dayz are over. p.s. pvp ought not to be the main fear factor in this game, Zombies should. -
Things should magicly re appear because all the food will be eaten eventually and we will all be forced to eat brains. Did yours get eaten already? Unless there is a way to rebuild civilization (and atm there isnt), we are forced to make a living by scavenging. Apparently 40 players would only last a couple days in an area the size of cherno. Besides, how is resetting a server to make all loot magicly re appear any different? I will count it as different if you were to die everytime the server resets.
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imo, a base is a defendable structure with basic facilities such as water and storage. Players should only be allowed to attack bases when at least 1 of the base members is playing dayz. This should negate the "some 10 year old blew up my base while i was at work" problem.
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The goal after gearing up will be desperate defense against horrific hordes of zombies. Everybody seems to forget about the zombies. Poor harmless zombies. Reward? killzcounter!
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""15 minutes is very short. LOL That's enough time to go make me a batch of pizza rolls and get some tea."" Yes, but thats the minimum amount of time nothing will spawn there. Howmany batches are you willing to eat? ""We have to bury this at least 16 feet deep"" lol, press middle mouse button to use ladder.
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like i said, could be hours. edit: you know for a fact that nothing will spawn there for at least the next 15 mins.
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i didnt say it should spawn every 15 mins. i said there should be a probability of it spawning every 15 mins.
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What if loot would have a probability of spawning every 15 mins when you enter viewing range of the spawnlocation? Would you: - sit there untill it actually spawns. (could be hours) - serverhop till it actually spawns. ( you avoid the 15 mins cooldown time but no success guaranteed) - move to the next location to see if something spawns there. (no 15 min cooldown but there might be some traveltime involved) - something i didnt think of.
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If you know where your friend will spawn, roleplay can do the rest. Perhaps giving the player some control over his spawn location would be helpfull. That way u have a general idea where to be looking for him. Maybe risk shouting his name a few times in direct comms once you are in the area? lol I think all third party comms should be severely frowned upon in dayz. Its ,imo, comparable to ghosting.
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Deans wants to bring Base Building Mechanics from Dead Linger - video
mgc replied to TEST_SUBJECT_83's topic in General Discussion
Once the zombies are as dangerous and numerous as they ought to be, defendable bases and teamplay will become almost critical for survival. Or at least, thats how i imagine a zombie apocalypse. Besides, i want to be able to burry a can of beans in an undisclosed hole in the ground. You know, in case of apocalypse. Underground bases solve many obvious problems and should take enough time and effort to keep us happy for a while. Who would be willing to sacrifice realism in favor of epic aboveground bases, walls flooded with zombies and last ditch awesomeness? imo bases in dayz should adhere to realism as much as possible, preferably without having to spend more than 5 seconds to place a part.