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Everything posted by BeefBacon
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I really like this idea. As someone has mentioned, however, it would mean that some players might get trapped should they choose to log off in a building and find it locked when they log back in, so there would have to be some sort of system to prevent this. I'd suggest a system whereby doors become unlocked within a spawning player's vicinity, but I imagine this could be exploited. But yes. Certainly the more useless items like crowbars and hammer would become significantly more useful. Breaking down doors should be extremely loud (unless you're using a lockpick) to the point that it'd attract zombies. Zombies should also be able to break down doors. Additionally, doors that have been broken as opposed to picked should be broken meaning that they can no longer be closed. This means you can't just lock zombies in a room, let them break the door down, kite them and lock them in again. It'd mean that, unless you want to fight them, you have a limited amount of time to loot a room or building before you're swarmed with zombies. Lockpicks should therefore be quite rare, given their value. Of course if barricading (nailing doors shut, specifically) is implemented down the line, one would be forced to break it down.
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I don't think DayZ needs aircraft, but I certainly think the game would benefit from them. I wouldn't want to see Apaches and side-mounted miniguns, but I think transport choppers that can be fired from by inhabitants would be wonderful. A well-placed shot by virtually any firearm - bar stuff like .22s - should be able to take out the pilot or damage the rotor. Certainly they shouldn't be flying tanks. Fixed-wing aircraft I'm not too keen on. The map seems far too small to accommodate them. On the other hand, airstrips and land that can be used as airstrips would suddenly become extremely valuable as a place to fortify rather than just as a place to loot, so I could certainly get along with single prop light aircraft, 4 seat max.
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Hm. I thought that might be the case, though it's a bit of a shame. Would suck to be shot in the leg and then have your gun break.
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I'm so nice I suck at being bad. Obviously. Now, about the ending. It took me a minute to put two and two together. By that point I'd already clicked respawn. I suck at DayZ.
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Hopped in a helicopter training simulator a few years ago. Had a helicopter interior, hydraulics to simulate banking, the whole shabang. Wasn't difficult. Of course I didn't need to worry about pre flight checks, and I imagine the startup sequence was simplified, but actually flying a helicopter isn't something that requires that you be taught from birth. Pretty sure I landed it as well. I'd like to see helicopters. They shouldn't be especially tough, and certainly shouldn't be gunships, but I think they'd add a lot to the game.
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How is that goofy? It looks like any other helmet to me ;D worn a bit far back mind, like a beanie. Don't think that's quite right.
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I've seen belt ideas before but this is certainly the best proposed one. I like the idea of being able to store specific items while also having a couple of slots for other items. Would mean we could carry important items like hatchets far more easily. Could maybe alleviate a small amount of weight when the weight system is introduced as well - or even apply a penalty so there's a bit of a tradeoff when given access to free inventory slots.
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If you're scraping the bottom of the barrel it implies that you made a choice due to some constraint. Let's say you bought a crappy car. somebody might say 'you must be really scraping the bottom of the barrel' implying that you didn't have the money to purchase a batter vehicle. Equally you might be forced to employ somebody not suited for a certain job because they were the only person available. That would also be scraping the bottom of the barrel. I think you meant 'scratching the surface' implying that a lot of content is ready to be implemented and all we are getting for now is the preliminary placeholders... so effectively the opposite of scraping the bottom of the barrel ;D I hope to see hunting expanded. I'd also like to see more animals since I tend to either see vast herds of cattle which can spot me prone from 500 meters or I never see anything. Tracks would go a long way to alleviating that, and would mean players would have to actually hunt animals rather than just seeing them, going 'oh' and then shooting them.
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Pressing P brings up the list of players currently on the server. Currently the only way (that I know of) to check your ping is to bring up this list and to click your own name. There are two reasons I bring up the player list. One is to see how many players are on the server, and maybe give it a quick scan to see if there's anyone I recognise. The other is to see if my ping really is at 600 or if it's just the server being funny. Now, in the latter case, I truly do not give a sweaty bollock what bambipwner69's ping is. I really don't. But whenever I press P, there it is. Bambipwner69's pristine 25 ping. I then get to find my own name in a list of 50 which is constantly changing position every time I want to check my ping which, in my case, is quite often. So all I ask is that there is either an easy way to check one's own ping (and if there is already then I apologise, and please tell me how to check it) or that when pressing P your own name is the one that is highlighted rather than the top player on the list. Faster ping updates would also be nice, but not necessary. It seems that there's a good 20 - 30 second lag which can make it difficult to tell what exactly might be the cause of the high ping.
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Gamers are dead - Kotaku DayZ promotes misogyny and racism - Polygon Cool video - The incredibly handsome BeefBacon I was playing last night when a server announcement informed us that there was a hacker on the server. I ran into a shed and logged off like a big puss puss. Can't say I've ever had problems with hackers in the past, but I wasn't willing to risk losing my AK74 and MP5 to some twat.
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Seem to recall the devs giving a resounding 'NO' on subjects like this, but I may be wrong. In any case it gets a resounding 'NO' from me. I've had plenty of friendly interactions and I've had plenty of non-friendly interactions. The player represents the mental condition of their character. If I'm playing alone, why should I have to go find somebody to talk to or risk going mad? Doesn't being sick and wet already carry enough penalties without also going nuts? Cooking canned food should provide slightly more food - perhaps instantly restore some blood or health, but I don't see why it should improve some ill-defined 'morale' stat. Don't even get me started on how on earth you quantify the ill effects of killing other players. If someone rushes me with an axe, I don't want to kill them in self defence only to go mad immediately afterwards. If you define murder and killing in self defence as different, what variables can you use? How can those variables be reliable? -Being around other people is fun. We don't need morale -Sitting near a fire dries out clothes, warms us and allows us to cook food. We don't need morale -Dry clothes keep us warm. We don't need morale -Warm food should provide other benefits. We don't need morale -Warm drinks - same thing. We don't need morale -Logging off in a tent could, I suppose, provide a temporary buff to stamina upon logging back in. We don't need morale -Being alone for a long time can be boring. We don't need morale -Being outside in the rain for a long time makes us wet and therefore cold (unless we have access to a rain coat, but I don't think that any item should provide 100% water resistance). We don't need morale -Hunger, thirst and cold (besides making us hungry, thirsty and cold) should have added debuffs. The hungrier, thirstier and colder we get the slow and weaker we become. This means a hydrated/energized player will be better off than a player with stage 1 hunger. We don't need morale -When we are sick, we are sick. We don't need morale -What about killing in self defence? We don't need morale -Being tired, presumably, will make us slower amongst other things. We don't need morale We don't need morale.
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I'd like to see guns spawning with a random condition - anywhere from badly damaged (not ruined) to pristine, with a preference for worn and damaged. I fail to see the point of toy guns and such. From a distance they might look real, but I don't think it'd take very long for people to be able to identify which guns are real and which ones are not. Ruined guns, of course, could be spawned, which would be fine if ruined guns could be restored to a working condition. However, as far as I am aware they cannot be repaired so it seems like a poor idea. It'd just clutter up the loot tables.
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I'm very much on the fence concerning 0.55. On one hand I feel as though there's not enough loot, but then I come across a small village full of food. I've never found so much food in my time playing DayZ. 0.55 marks the first time I've found an AK74, grenades, flashbangs, SMERSH vests, high capacity vests, stab vests, press vests, various weapons magazines, you name it. The coast is a wasteland and then loot distribution is wack, but I've had more fun with 0.55 than with any other version. Twitch streamers and the like paint DayZ as a PvP where you need to loot weapons. To some extent it is, but the PvP is what a lot of players came for. Once the game becomes more difficult (occasional piles of loot and SMERSH vests in sheds aside) they get upset. Some servers are emptying, yes, and that may well be because people dislike 0.55, but I don't see that as any reason to pander to what is, frankly, the lowest common denominator. DayZ is a survival game with PvP and PvE elements, not a PvP game where you have to eat every now and then.
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Well. Yeah. I think you hit the nail on the head there, buddy. I'll admit, I only read your bullet points where you said that Russian military weapons should be common and civilian weapons should be rare. In real life, sure. That might be the case. But this isn't real life. This is a game where if AKMs were more common than shotguns and rifles, it'd have a negative impact on gameplay. You could argue that some weapons don't strictly belong, sure, but speaking from my own perspective; I really couldn't care less. I don't know one end of a gun from another. I expect that the devs are filling in the gaps. Remember that originally we had, what, an M4, a Mosin and a shotgun along with some pistols? As the weapons list expanded we got more rifles, more assault rifles and more shotguns. I don't doubt that by the end of development the weapons list will be so diluted that you won't have to worry about finding weapons that don't belong because they'll be suitably rare. For now, however, these guns fill a niche in the same way that the Mosin fills the role of sniper.
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It's a neat gun, I wouldn't mind seeing it. Having said that, the AUG probably fills whatever gap the L85 would - though that's no reason not to include it. There are UK assault vests, so there's precedent for British weapons. I wouldn't mind seeing British army uniforms and other equipment. Maybe only spawning at crash sites.
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So.. when are we going to actually shoot people who aren't still?
BeefBacon replied to infiltrator's topic in General Discussion
Yup, I have this problem too. Tried to shoot a chap with a repeater. Perfectly lined up. Fire. He does the electric slide out of the way between me firing and the bullet landing. He only moved about half a foot, but it was enough. He then proceeds to leg it into the forest with all the loot. -
Armored, silent, ninja, stealth zombies + no loot = win?I
BeefBacon replied to Insane Ruffles's topic in General Discussion
I didn't call anybody a crybaby. I said they're crying - that is to say whining about the current state of DayZ. That they agree or disagree with me is irrelevant. I happen to believe that the level of loot in unlooted towns is near-perfect. I'll find a few cans of food and maybe a new backpack and some ammo, then I'll move on. The problem is that too many towns are completely cleared out. The rate at which players starve is fine. The amount that food fills you up might not be, but the rate of starvation assuming players find no food whatsoever after they spawn is fine. You proposed a 2 1/2 hour time to starve rather than the current 20-30 minutes. That would be stupid. As far as I'm aware, the loot system is not broken. Persistence on private hives isn't working properly (and as such has been disabled) and loot tables haven't been configured yet so we can find AK74s in houses and schoolbags in barracks, but that doesn't constitute 'broken', it constitutes 'unfinished'. As in Work in progress. As in placeholder. Everything in DayZ is subject to change. People who tell others to play Call of Duty because they don't like the new loot system are idiots, as are those who say 'if you don't like it, leave'. People shouldn't be discouraged from offering constructive criticism, and they shouldn't be equated to CoD players or told to leave because they don't like some game feature. Your frustration is understandable but, as the devs have said, the new loot system has only been partially implemented. I'd wait for 0.56 or until the loot system is more complete. I often wait a few version if there's a feature I don't like or if something doesn't work. When I come back I often find that feature has been smoothed out. That's no to say you shouldn't offer feedback, of course, but you should consider what the game will be like in a few months' time before you do so. -
I prefer the new crosshair - though I suppose it isn't really a crosshair. I don't like that it move with the weapon, though. Hipfire should be far more difficult than it is. Having it disappear when raising a weapon would work, especially if coupled with the aiming deadzone/ free aim found in Red Orchestra.
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Armored, silent, ninja, stealth zombies + no loot = win?I
BeefBacon replied to Insane Ruffles's topic in General Discussion
I'm not prone to using terms like this, but by God everyone in this thread is crying. -Killing zombies with an axe should be more effective than it currently is. -The amount of loot is near-perfect, but given that (as far as I know) it doesn't respawn, coastal towns and many inland settlements are quickly cleared out. -Picking apples and berries should be easier, or at the very least apples and berries should yield more energy. Staring at a tree for 30 minutes is not engaging gameplay. -The rate at which players starve is fine. If players could survive 2 and a half hours without eating then food would become about as valuable as pliers and wrenches. -The day/night cycle should be accelerated. This is being tested. -The game is indeed in alpha. All features are placeholder. Stating that doesn't make somebody a 'fanboy' rabidly defending the game. -Just because the game is in alpha that doesn't mean that currently implemented features shouldn't be criticised. -Don't confuse whining with criticism, and vice versa. Chill the fuck out. I'm enjoying 0.55. I've figured out how to survive and I know where to find loot.. In fact, I've found more loot in 0.55 than in any other version. I've found drum mags, AK74s, press vests, stab vests, a SMERSH vest, a fair old whack of food - the whole shabang. No doubt that when 0.56 rolls around all of this will change, but that is something I accept when playing an alpha. I play the game, I offer my criticism and either continue playing or wait for another version. I don't shit myself crying about how difficult or buggy the game is. -
Your favorites OSTs / songs while playing DayZ
BeefBacon replied to spaggiari's topic in General Discussion
Really sets the mood: -
starvation and dehydration ridiculously unrealistic
BeefBacon replied to anarky321's topic in Suggestions
Yeah, similar to something like Skyrim where everything is scaled down in order to fit into a smaller game world that is meant to feel big. Villages (certainly where I come from) aren't that close together. Hell, they can't even be called villages, more like hamlets. The larger cities are more like villages (in terms of size) than anything. So yes, I think an increased timescale would go a long way to relieving some of these issues - as well as giving us a better opportunity to play at night for half an hour each 'day'. The timescale in STALKER was nice. Was quite slow, but nights didn't feel like they went on forever. -
Yeah I have to agree. Although I do like the new aiming reticule I feel as though I don't really need to aim. Having it there as a reference while trying to pick up items is absolutely fine, but players should have to rely on ADS if they want to shoot with any degree of accuracy.
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starvation and dehydration ridiculously unrealistic
BeefBacon replied to anarky321's topic in Suggestions
Yeah, we should be able to go at least 48 hours before needing food, because that'd be really fun in a survival game. Where do these people come from? Eventually, hopefully, days will be accelerated. Ideally I'd like to see something like a 2 hour day/night cycle. That way we get to play at night without being in perpetual darkness and people don't have to whine about having to eat too frequently. -
But it sounds like you just gave the pros and cons. It's heavy, loud, ammunition would be limited and it'd be extremely difficult to use. However, clans could find them immensely useful as a means of forcing opponents out of cover and shelling an area (like a city or a military base) in advance. That'd be cool. There are enough tradeoffs to make it at least somewhat balanced. I see no problem with mortars. In fact I think they'd add an interesting twist to large-scale combat.
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further away from Wednesday the KOS comes on strong
BeefBacon replied to Wookieenoob's topic in General Discussion
Do humans yield more food if they're energized and less when starving? That should certainly be the case if it isn't. Cannibalism is a perfectly viable playstyle. I, personally, stick to berries because they're more reliable but I wouldn't be averted to eating some guy if I needed to.