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102 ExcellentAbout cuddly_rabbit
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Steam: kuscheligerschmusehase
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Was not playing for 6 months... what's the Top 10 things I should be doing?
cuddly_rabbit posted a topic in New Player Discussion
Heyhey! I haven't been playing for 6+ months and recently started again. It's fun and tense again, so I'll give it another try. I saw a lot of new items, read about some of the cool changes (tents, fireplaces, etc) and eagerly started collecting loot. But I ask myself: What should I really do to see all the progress that has been made in that time? Would be nice if players could suggest a few "Must do" things for DayZ nowadays because when I played last, it was "get gun, go Berenzino madness, kill, die, corpse-run, kill, die again". Thank you in advance and see you! :) Jack -
Depending on what "damaged" means, it could be okay. If "damaged" means, that it doesn't cut well any more, that's realistic after 3 trees you chopped into little useful pieces. But the damage should be able to be fixed by sharpening it with the right tools. An axe should not deteriorate much further than worn/damaged by using it for what it is meant to. There should be something like a whetstone that you can use to sharpen things like axes, and "repair" them.
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Unkimited ammo is gonna get fixed next patch!
cuddly_rabbit replied to king_of_the_beans's topic in General Discussion
If it can be detected, I bet it's technically possible judst to wipe every char that carries cheated ammo, or ban the account. Personally, I'd go for a "reset char ramdomly 10-100 times" punishment for people who use that kind of stuff. Would serve them right. -
Do you want to see personal statistics on death? ex: Killer, kills, shots fired etc...
cuddly_rabbit replied to leefriendfield's topic in General Discussion
Silly idea. This is not a pvp shooter. Nor arcade. => no, ofc not. -
Cool chart. Now adjust the combat ranges to realistic levels, as hinted at here. These are "perfectly aimed shots". And I do not see a fighting distance of over 260 meters, which - tbh - still sounds far. I remember shooting the "lying infantryman target" at 250 m and that was definitly more towards the maximum range of a G3 with ironsights. Taking into account that our character is no trained person and that not even trained persons shoot perfectly, I would say: Limit effective combat distances (for rifles) to below 100 mWe should be able to hit players almost certainly at 50 mEverything above 200 meters has to be very hard to hitAbove that, it should be next to impossible to hit anything.The Mosin does not look as if it was useful material for a long range sniper rifle when going by that chart. Let's get rid of all these 300m+ shots. They add nothing to the game anyway but lolwuttism. In the DayZ scenario, there is no reason to lie in the forest and snipe the people running around in the city. It's harmful for gameplay, so do something against it.and: delete the weapons' attachments completely or keep them as only cosmetic things for our beloved mil-geeks. It's just silly in a survival game that you have to go for a Magpull-whatever specifically. The only reasonable spawn for this kind of specialised equipment is "with a weapon you find" or in an armoury. Mosin compensators aren't found in a bar, on a table :D
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Bad ingame experience and encountering too much stupidity and sillines made me try to go kos and just not give a damn any more. It was not satisfying. It was actually so boring that I lost interest in the game. I rather took a break, and I am waiting for more content and then give it another try, instead of turning into someone who ruins the game for others as they ruin it for me. <slight self-irony here> Call it moral highground... but it is highground and it's better to fight from highground. </slight self-irony here>
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How about we focus on the survival and therefore the creative aspect first... before we go into the "how to make it pvp-ish" aspect and then find all the possibilities for sick (ab)use? Setting hostages on fire, burning whole forests... melting faces... you got to be kidding me. This is not a sociopath/psychopath/pyromaniac/sadism simulator game. It is about surviving and doing what it takes to manage.
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Why is it stupid? You want an easy survival experience and skip the (fun and tense part of) re-equipping? Let's hear reasons.
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Impossible to say at the moment. Furthermore, the expectations of what a perfect DayZ would look like vary greatly. from realism survival simulatorto roleplay Z-Apocaypse sandboxto (imo primitive) shooter game with perma-death penatly thrill...If the games manages to stay away from the primitive pvp aspect and focus on the actual survival, and if they manage to make player-player conflict an aspect, but not the main/exclusive content of the game, it has the potential to get into the top 10. However, at an advanced age, I have played games of a quality that DayZ will never touch. But top 10? When done right? Of course.
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Good call on the M4 spawn locations. It was really weird to see M4s everywhere. It was not fitting the background setting. About the magazines: Realistically, they should only be found at the crashsite. Finding such a site would be like a jackpot, but the chance to find it should be very low. So... lucky guy, if you get it. You have a gun, magazines and ammo. I do not see a problem in that. About the cheated magazines: Why not... ... make a patch that catches all the users of the cheated ammo... and after an announcement to delete that kind of equipment (like 1 week, or 2)... bans all players that own them, or... reset their chars randomly 10 times with a black death-message "Cheating doesn't pay - 9 more to go", or... random punishment for being part in a gamebreaking cheat
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Whatever it means... increase it :D Make us hit less, it will be good for the game as it pushes the pvp factor into the background and encourages player focus on what the game is actually meant to be. Ye, I know... my style of playing is not yours, etc... still... this is only my opinion. ;)
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@OP: Solution might be that your campsite gets moved to a random location upon character death. Then someone (other people, or you) can "stumble" into it, for real. And it would be - as realistic - by chance. The relocation upon character death would enforce the lack of memory that your new character has, while you as a player of course know where your camp was. Edit: Wow. Got ninjaed. :D Beans for you!
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Experimental Branch: 0.45 Discussion
cuddly_rabbit replied to SmashT's topic in PC Experimental Updates
This sounds awesome! I'll wait for it to become stable, so I can enjoy the features fully. :) But... it rekindled my motivation to give it another shot! -
Is character movement too responsive ?
cuddly_rabbit replied to gibonez's topic in General Discussion
It's not realistic, yes. No discussion there. However, why do people run around like idiots on speed? Because the density of a certain type of player that would just wait for you to stand still and cheap-snipe you is too damn high. I would gladly walk into a city, asking around: "Hello, is anybody there?", but we all know what slow walk or standing still means: "You are dead". Cut the percentage of long-range hits by 50 % (by whatever means), and you can reduce the countermeasure "running/dodging/retarded movement". Limiting players' ability to stay alive in a game environment that is ridden with obsessed killers who can hit flawlessly and easily is not a good idea. -
Petition: No more randomness in weapons, SKILL based combat.
cuddly_rabbit replied to xalienax's topic in General Discussion
Good point about the client-side/server-side methods of making shooting more difficult. I can imagine how the "must pvp!" fraction on the game (which I am not a fan of) would find a way to reduce the sway/wind/moisture/ammo quality/... parameters and end up with even more of an advantage. Therefore, server-side random dispersion seems actually a very good thing. It's fair, because everybody has the same. It is realistic if you accept that you are playing a random guy who survived by whatever luck he had, not an expert. Missing is just bad luck or a shooting mistake. For an unskilled shooter, these happen quite a lot. So, keep it as it is. Add a few more server-side means of making it harder to fight at the long-extreme distances of the gun range. It's too easy to hit targets at long range, still.