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POLL: Should recently-rendered-unconscious players be able to immediately respawn?
TheWalrusNet replied to Grimey Rick's topic in General Discussion
You can be unconscious for a heck of a long time before you wake up and get instantly shot. i've spent literally 10 minutes sitting through two unconscious timers just to wake up and recieve a bullet to the brain anyway. Lets not forget DayZ is a game, we already have log-in timers whenever you have to rejoin a server, the game is already a slow-paced game what with all the running around between towns and such, we don't need to sit and watch the word "you are unconscious" for 10 minutes too, or we'll be spending more time staring at black screens than we will be actually playing the game. If people want to try and survive it they will, like I did. Some people want to just respawn and jump back in the game without wasting further time Not to mention, leaving the server while unconscious kills your character anyway. If this wasn't the case im sure it'd be host to all kinds of exploits. so if you couldn't respawn while unconscious i'm pretty sure people would just leave the server to die. It's a good idea but the extra time constraint isn't needed. If you want someone alive to mess with them, you'll need to sneak up behind them and handcuff them, not knock them unconscious. 9/10 times the unconscious player will get executed, have everything stolen and nothing left, or may even just get their legs broken and left in a field miles from anything else that can help them or let them respawn -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
TheWalrusNet replied to SmashT's topic in General Discussion
I've been using guns as with the recent melee bugs + frame drops it's really dangerous to melee them. But .22 weapons aren't silenced yet (only audibly, they still attract zombies) and currently it seems if you use any kind of firearm on a zombie, the new zombie it spawns to replace the one you killed still "remembers" you firing the shot, and will aggro you again, if the shot attracted 8 zombies, most of the time you'll be re-killing those 8 zombies until you get back out of the spawn area or resign to melee them. I think this is also the case when melee killing a zombie while sprinting, they can remember the sprint sound. This used to be a bug a while back when the zombie respawn was off the hook, and it feels a lot like it did then so i *presume* that's what's happening, i can't be sure though. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
TheWalrusNet replied to SmashT's topic in General Discussion
On my geared character (hardcore) they barely ruin anything and just scratch me, on my un-geared normal character they've ruined every new item of replacement clothing i've worn and almost always make me bleed/break an arm or leg on each hit, it's really strange -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
TheWalrusNet replied to SmashT's topic in General Discussion
So, today a zombie came over to me, broke my leg, fractured my other leg, and broke both of my arms. Just a single zombie, all of these were consecutive hits, and he ruined all items of clothing i owned. I was laughing too much at the instant leg-break to stop it from breaking just about everything else. Dunno if zombies have been buffed or not, but i find their current brutality more hilarious than infuriating. Though i have been one-hit-killed by a zombie twice during moments of frame stutter, but can't be helped really. Anyone else been tortured by the new/not new zombies? Share experiences! :) -
[Discussion] Melee, Zombies and Item Swapping Issues
TheWalrusNet replied to terra_young@hotmail.com's topic in General Discussion
It said in the patch notes that this is a bug, not an intended feature the location that all melee weapons hit is off, so they look like they hit somewhere, and actually hit somewhere else. It's extremely noticeable with fists, you have to hit up and to the right of a zombies head for it to connect (into empty space) - take note of where they're bleeding from and you'll see. I'm sure it'll be fixed along with persistence next week, for now just shoot zombies, and I recommend ditching your fire axe for a splitting axe - the fire axe is so out of sync you can barely get a hit at all, the splitting axe seems to be the least affected melee weapon, it's (pretty much) the same and in fact seems to be one-hit killing zombies sometimes, I rarely miss with it -
Foregrips - What Should They Do And How Should They Do It?
TheWalrusNet replied to Katana67's topic in General Discussion
I've always seen the CQB buttstock as slightly useful, well, more convenient than anything. Say you're following a guy into a building, you both have m4's, yours has full pristine Magpul parts and shoots pretty much 100% accurately, his has a CQB stock and other terrible attachments, and thus very little accuracy. you both meet each other at either end of a corridor, you fire a burst at him, but in the panic your aim is slightly off to the right, you miss every single shot. He also panics, his aim slightly off to the left, but because of his wacky dispersion values he hits you 5-6 times, even though his aim was completely off. Alternatively, if you didn't panic, and your aim was not off, you would hit him every single time, but i'd assume if CQB guy's aim wasn't off, the same would be true anyway in close quarters, it is unlikely he would miss any but a few shots too. It's all theoretical, but that's what i'd assumed the increased dispersion was implemented for, not simply as a trade-off to the turn speed of the weapon, you would be more effective in close-quarter engagements not due to weapon advantage but perhaps not needing to fire so accurately, your quick turn speed and high spread allow you to fire at a whim, not taking to time to line up shots first. -
I haven't played since the AKM was still on experimental, but when it was, I found it was almost perfectly accurate, and extremely hard-hitting. So going on that, i'd take it over the M4 no matter what you plan to use it on, as from my experience it was just better in every way
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Zombies are too hard (defending my opinion)
TheWalrusNet replied to JosephHabib's topic in General Discussion
I don't find them too difficult or too easy, I find them extremely annoying though, in their current state they only really infuriate me. They're easy to deal with, but as soon as I go into an area like elektro or cherno I lose about 10fps in these places, not a big deal to me, but it makes hitting a zombie directly in the head a considerably more difficult task by comparison, as i'm not used to the framerate it drops to. There's a high tendancy to make a tiny slip fighting them here and get your jacket and everything inside instantly ruined (worst case scenario.) All the melee weapons on stable seem too weak, and stopping to dispatch even a single zombie can take a while if your frames have gotten low. Although on experimental melee damage seems much more reasonable and even with that slight change, they don't seem too bad. On stable they're just irritating -
True, and i agree entirely with what you said, that if it's difficult to get a chopper then moving from A to B quickly isn't so bad. All of these issues can be balanced, and a complete removal of the feature isn't necessary when something can be done to remedy these problems, for instance high fuel usage, and perhaps making the only way to get the sheer amount of fuel needed would be to go into high traffic areas (higher spawn rate in cities/military bases perhaps?) making using the helicopter at all very high risk, and with limited areas to refuel, perhaps that would even restrict them to flying in a certain radius around the closest refuel point they spawn near, dramatically increased fuel usage isn't exactly realism but it's a good compromise for balance
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This. This is how they can be balanced, if the clan controls a chopper that can be damaged by small arms fire, it can easily be taken down, they'll be forced to use it in low-traffic areas and even then they'll need an experienced pilot in order to get them in and out quickly without being shot down. Choppers were the most exciting part of the mod for me, (not flying them, the tention of having one overhead looking for you, wondering if your gun was strong enough to take it down) and it seems unfair to remove the whole feature without even TRYING to balance it, just because some people got killed by a helicopter a few times in the mod. probably a fraction of the amount they were killed by players with normal guns. or should we remove those because the fact that they kill people can never be balanced?
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2 questions regarding latest EXP. update
TheWalrusNet replied to timedance's topic in General Discussion
We found a crashed heli directly outside Novy Sobor, around about 100m from the town square, there seems to be no marker for this, so it mustn't include every crash site -
There's no need to miss out on an entire feature of the game because the mod didn't do it very well. We don't need to say "NO" to helicopters, we need to say "YES" to more balanced helicopters. No Mi-17, only heli's that can be damaged by small arms fire High fuel consumption, not necessarily any more difficult to find a working one though No weaponized heli's, which is up for debate i suppose, but they shouldn't really be armed. Unarmed helicopters make more sense anyway When they get round to adding player camps, they'll probably make a way to conceal them from the skies (if heli's are in by then.) If your camp happens to be a campfire in the middle of the woods with a tent full of guns, you should expect helicopter pilots to be able to see it from miles off. In my experience from the mod, I've not once been killed by guys in a helicopter, and i've shot down two. They don't give you incredible map control, i mean what do I care if some guy has finally managed to make his trips around the map not take hours, it usually doesn't affect me. When loot respawning is in, it probably won't matter at all. The smaller helicopters were giant flying "SHOOT ME!" signs, and you had to work hard to get one. I think they were fairly balanced already.
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Has anyone accidently shot their friend?
TheWalrusNet replied to maxotaur's topic in General Discussion
I've never shot one of my friends (disregarding accidental axe-maulings), but when rolling in a group of three, we found one of those hacked unlimited clips, one of my friends decided to try it out by shooting at a wall, my other friend rounded the corner and the first friend, instead of looking over to him, just turned towards him, never ceased firing, and not only killed him but ruined every single item in his inventory. His excuse was "I thought he was a zombie." needless to say we ditched that magazine straight away xD -
I've seen a couple threads about the spawn-in timer, does anyone else think it's a bit too long? I just joined a server that had a terrible connection, couldn't use any items, so left and rejoined another and got a 500 second spawn timer (around 8 minutes.) With timers like that when all you want to do is change server, It's hard to want to play at all unless you're lucky to get a good server first time. I understand why it's there and It's useful and all, and i know they changed it so that when you join the same server it doesn't apply, but it seems silly with all these servers that insta-kick you on join, or with terrible connection even with good ping, etc etc
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The random dispersion is a (presumably temporary) measure to simulate the attachments. An MP stock is more comfortable IRL, but you cant notice that through a videogame, so they decrease the dispersion of the weapon to simulate greater accuracy as a result of it being more comfortable. With the amount of guns planned, it'd be far too time consuming and imo, pointless, to include seperate optics for every single gun. they will have to generalise a lot of attachments but in time this will change. I highly doubt the Mosin was ever intended to recieve the LRS, but im sure it was MUCH quicker for the devs to add an attachable scope for the mosin, than create an entirely new gun with sniper optics, im sure when more long range rifles are added that are intended to have a LRS on them, the compatibility with the Mosin will get removed Basically, a lot of stuff is placeholder. With only a really small selection of guns in game, they have to include a wide variety of attachments so that we can use these guns in any situation until there is a proper alternative. EDIT: Also, stocks such as the CQB buttstock DO affect how quickly you can turn with the weapon and how much room you need to make a full turn (e.g corridors) Bipods do decrease sway and accuracy when deployed + user is prone, but they significantly reduce accuracy when deployedd + user is standing, to simulate the increased weight having an affect on the user's accuracy