dshakor
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Just an idea about pain killers. And offered in the spirit of the realism factor this game aims for. Why not have a multiple use (ammo for want of a better word) capability with pain killers? I mean, you get a box, not a single tablet. Unless my guy is overdosing on painkillers every time he starts to shake it makes little sense that a whole box is used with each consumption. Any chance of them having like 4 uses per box? Could also randomise with the loot. Some boxes are full, some only partially.
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Arrowhead inventory system: re - Backpack
dshakor replied to dshakor's topic in DayZ Mod Suggestions
Ugh ok then guess what I have been using when playing OA/CO has come from having ACE installed. Sooooo... new suggestion to the devs. Any chance of speaking to the guys from ACE about adopting their system....? :p -
Arrowhead inventory system: re - Backpack
dshakor replied to dshakor's topic in DayZ Mod Suggestions
No I am sure that layout is standard in Arrowhead... I do have ACE on my install though but I have played it without ACE initially and am sure it had it. Still, now you mention it I guess I should check it out without ACE. I think that ACE only adds medical supply slots to that inventory, which are housed between the primary inventory slots and the secondary weapon slots below. Will check it out later and report back. -
Arrowhead inventory system: re - Backpack
dshakor replied to dshakor's topic in DayZ Mod Suggestions
Yeah to give people who have not yet tried out Arrowhead as a game an idea of what I mean. Here is a screenshot I found of the inventory. http://i.imgur.com/g6pAY.png Note the second list on the bottom left. This is your ruck. Top left is the usual list of items out of the ruck and also in loot/gear piles. When you move anything out of the ruck it goes to your main inventory slots on the right if there is room. If not then it goes nowhere until you make room. It is much easier to use and I am surprised DayZ devs have not used it off the bat. :) -
Is there a chance that, since you have to have Operation Arrowhead as a requirement for the game (well, Combined ops actually but that IS Arrowhead :p ) that the dev team would consider swapping the current inventory system to that of Arrowhead instead? One of the biggest confusion factors for new players is how to manage their backpack contents given that the original Arma 2 inventory system is pretty awful when it comes to the backpack management system. Arrowhead's backpack system is much clearer by comparison, giving you a separate list of contents for the pack you have and uses a weight system instead of a slot system for equipment stored inside. Moving stuff to and from the pack is much clearer and checking your pack is easier at a glance when your pack contents are not listed in and among the whole inventory list on the left when you open your pack. The only way currently to get a clear look at your pack contents is to open it when viewing a loot pile, drop items into a loot pile to shuffle stuff around risking it being swallowed by the earth anyway. tl;dr Can haz Arrowhead inventory system please? ;)
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This is a feature in Arma 2 which has carried over to DayZ. I guess some servers have it enabled, relating to difficulty settings the server has selected.
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Making my way to Stary Sobor from the south, kind of fresh character but with a Lee Enfield at least. Check a couple of buildings on the way in. Draw zombie aggro. Ran to the large red warehouse, climb ladder to weight up options for escape while prone on the catwalk. Notice no zombies followed me in (pre-ability to lose zombie aggro). 'Maybe they are directly under me?' *Push E to lean-look over rail....* Derp-roll and belly flop to the floor. Splat. :p All the way down my guy was horizontal like a plank of wood. Me sat still at the keyboard the entire length of the fall, like 'Wat...'
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Don't you know...?
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Infected Detection behavior is not as intended
dshakor replied to rocket's topic in DayZ Mod General Discussion
Looking forward to this next fix. Might I suggest this be stickied here or across all forum sections? ;) -
The heartbeat thing and murders
dshakor replied to Tegla (DayZ)'s topic in DayZ Mod General Discussion
I think they still want to keep the uncertainty factor in play when looking at another player, otherwise they would not have removed the bandit skin. This is meant to be a sixth sense kind of thing like hairs standing up on the back of your neck when you know something is there without looking. But that is kind of hard to simulate through the computer for now. :p But yeah it sounds irritating. They could make it so that bandits don't get the effect at all in range of other bandits. Kind of adds a risk element to being a bandit if you cannot detect being stalked by others. Live by the sword kind of thing. But only making it so the heart beat happens when you look at someone diminishes the point of having removed the bandit skin at all because it is a positive detection method. Imagine if you spot like 2-3 lone wolf-like people in and around your area and begin hearing the heart beat. You have no idea if only one or all of them are bandits and the uncertainty adds depth. If you can simply crosshair over them to wait for a heart beat then there is no depth to that since you can be 100% sure who is and is not a bandit. Just my opinion, anyway. -
My current character has a bandit skin... not sure why. I have only played for a week now and only had one pk and it was not enough to make me a bandit before obviously... So yeah guess I got the 'kill me on sight regardless' skin even though I did no dirty work. :p
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Guys, are frag grenades part of the mod? Because I found one in a loot stash pack (not on a body). I have seen reports of some people looting a weapon or two before that are not part of the mod and have been hacked in somehow. So is this the case with grenades or is it a glitch that they are in? Or a new feature I missed in the update notes recently? Just would like to know in case I get killed and someone loots the grenade, knows it is a glitch or exploit and reports me or something.
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Yay for food fix. Though I admit I do kind of like the need to kill zombies for food just a bit. Maybe think about it in future and limit food spawns to major settlements and specific buildings as a regular thing, rare outside of that. Everywhere else you have to scavenge off zombies where you can. Since it is now feasible to hide from them and de-aggro yourself if you get in over your head. But... other goodies... kind of irks me. In my experience hotfixes should be all about the fix and not add new stuff since you can maybe break something else. Which frequently happens. Not telling you how to do your job, man. Do it if this is not going to break anything. Also... if it is giving us baseball bats, a new melee use for hatchets or a Duke Nukem kick attack then by all means, good sir. Ignore my misgivings and proceed to shower us with goodness. :p
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The phrase 'up a tree' seemed very apt now. I would have to expose myself to any other snipers in the area to pick off the zombies, and doing so would be loud and messy and maybe draw even more in. This is a substantial town in terms of size to it would draw zombies, survivors and bandits regular all looking for their choice of meal. And here I am just looking for a water pump I no longer needed now. There is no reason to stick in town and after making this kind of scene I am best far away from here for the time being. I switched to the Makarov and started headhsots all round. More zombies came so I shot them too until there were none left. I looked around to make sure no one had heard and was coming to investigate. It all seemed clear so I risked a trip down the ladder and began to sneak out again. I figured I should check the church in any case, just so I know if there is a pump there should I need it in the future. On my way there I was cornered by more zombies and hid in a shack. I was hungry too so I opend a can of pasta and ate it while the zombies passed. I snuck out again and went round the corner to the church. The yard was empty and there was no pump. No one was inside either but I did not go in all the way. I had no desire to be backed into a corner in case someone was out hunting me still. I made for the road out, though a farm, and crawled around a little looking for a clear exit, always looking behind me. No one was there. Another snarl and I didn't wait for confirmation that a zombie had spotted me. I stood fast and ran into the field. I would get away from the town and then take out the zombies once I was out of ear shot. I trailed maybe three of them with me and turned with my Makarov and unloaded on them. They all went down quick. Nothing else was following me and I was getting tired. It was near mid day now. (Late at home, more like 11:30pm after a long day out of the house) So I needed a safe place to log out. The thing about this game is you don't have to worry about progress loss. You can log out on any server, anywhere on themap, and your character state is stored off that server. I suspect locally on the PC or on a central server fun by the developers and the server software uses a kind of cloud system to acess it. Either way when you log in you are exactly where you left, no matter what server you log in on. And you have all your equipment too. And stats. Everything. Just a different crowd to play with. So I found a small barn outside the town along a dirt road, sitting by a farm house that was locked up. The barn had two levels of loft accessed by stairs so this was perfect to hide in and log out. I could log back in not likely to be around a player or any zombies. I moved behind the pile of hay still on the first level loft and logged out. After this play through I had another go this morning and ran through the woods from the barn, followed some power lines, and on the outskirts of another town I needed the toilet so I hid in the forest and came back to a death screen. I dunno what happened, toilet is right round the corner from the computer and I heard no shots or zombie beatings, but I lost all my progress so far. (edit to original* I since hear the terrain can glitch out and crush you so guess this happened) My second play through was harder. I have lost about 2/5 of my blood early on as nearly every zombie was hypervigilant. I nearly ran out of ammo and found no more, I could not get into the small town I started near to loot aything and was nearly out of water and food. I was not happy. But I was having fun still. I then found a feed house with a water pump outside, two crossbows and ammo inside, two winchersters and ammo and also another Enfield. Then I found a hatchet to gather wood for fires on cold night. I found matches too, so I have nearly everything to live off the land. I found more ammo finally and also some more food and drink. Still got the basic pack and still got a Makarov. I only need a hunting knife to gather meat... The point is, I am enjoying sticking to the theme of the game which is surviving and finding supplies. The moral dilema I posed earlier when I shot the only human being I have seen so far in the game while on the roof because I thought he might be the guy who tried to shoot me is what makes it a really good game. I just don't know what his story was, only mine. And as such it makes each play through very personal. I like to think my first play through I got a really good overall sense of everything the game has to offer. Dodge zombies, a brush with an unsavoury player, the moral aspect of not taking the chance with the guy on the roof, making judgement calls on what weapon to swap to, being elated at finding something as simple but vital as a watch, having to bandage myself up, and so on. -------------------------------------- OK that's it. Not going to make a habit of posting stories or anything here, though I thought about making a blog diary for this game. Will see... This is essentially about 2-3 hours gameplay in all but I decided to release it here in chunks each day to give people time to read it. Hope anyone that did read it (sorry it is a bit long) enjoyed it.