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Everything posted by Rags!
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7.62x39mm rounds are found in... - Residential buildings, though rarely. - Deer Stands, almost always in boxes of twenty. - Military Spawns, in the form of AK magazines, SKS stripper clips, and piles and boxes. .308 rounds are found in... - Residential buildings, almost always in piles - Deer Stands in loose piles and in snaploaders As for Balota, if you want military loot then you'll have to focus more on military buildings and tents. Your best bet is the NWAF, Veresnik, the Forest Base to the North, the Myshkino tent city, and the tents at Stary Sobor. Oh, and helicopter crashes if you come across them. ALL LOOT LOCATIONS ARE SUBJECT TO CHANGE WITH UPDATES! This information may not be completely correct when 0.60 rolls out secretly in the next week...pffft. I wish.
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It's the only fun thing to do these days anyway. Survival is laughably easy...guns and ammunition are so prevalent all over the place that people are just begging to catch some serious doses of lead poisoning. Hopefully guns and ammo and food and survival in general will get much tougher soon so that deathmatch and target practice won't be literally the only things in this game that I find any semblance of challenge of thrill from.
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Public service announcement. People can survive 9mm shots to the unarmored noggin'. Breaking news for our viewers, the .22 LR round now completely useless. Full story at eleven.
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Wrong. Fifty is woefully underpopulated. Chernarus is approximately 19 Kilometers from the Northwest corner to the Southeast island. From Kamenka to Novodmitrovsk is 16 Kilometers. The walk from spawning in at Kammywobo to the NWAF is 10.5 Kilometers as the crow flies. That is an immense amount of real estate. At fifty players, most of the map is a snorefest. It's a playerless expanse of nothing but podcasts playing in the background of an occasional wanderer. The problem is not that we have too many players, the problem is that those players are spawned in a condensed area at the coast and not spread out across the map, they are not incentivized enough to move inland which creates a clusterfuck in spawning areas and relatively little else apart from maybe the NWAF and Veresnik. The threat/apprehension of encountering potentially hostile players should always be a possibility wherever you go. You should not be able to make extremely accurate guesses that people will not be where you are. I shouldn't be able to, in a survival game, predict where players are. Your guard should always have to be up and you should always have to watch your back. If I can travel for literally hours from town to town and not see another player in a fully populated server, then there are some serious questions that need to arise from spawn locations and total populations and mobility encouragement.
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I think one of the best options would be to simply make the forests and wooded areas more "wooded" looking and realistic. This are some screenshots from Miscreated: These forest areas look much more dense and real and lines of sight are far shorter than they are in DayZ's very simple wooded areas. Significantly breaking these long lines of sight would go a long way to making forest more interesting and easier places to hide stashes of goodies.
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Probably just the wonky elk hitbox. You were zeroed to 100m and were higher than the target, so I think that the hitbox just extended a little bit higher than the elk really was.
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Oh. That kind of camping.
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Server human populations are pretty crap right now. It doesn't help that they are all condensed around the coast. The coast is a clusterfuck and the rest of the map is a snorefest. Give us 80 players minimum and spread the spawn points all over Chernarus.
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There are better ways of mitigating server hoppers that don't adversely affect every player in the game. I agree that server hopping is totes not cool, but applying its penalty so widely will without a doubt affect many many people who do not server hop.
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Cute. Pretty sure that when I... ...DayZ opens and I play it. You say that if I shoot everything I'm missing the point. Well, I'll have you know that I rarely miss. If I want to talk to random people on the internet then I'll make a Facebook profile or I'll walk to the Waffle House and hit on the oddly hot milfs behind the counter. You know a chick with a baby is down to fuck. You are correct that not every encounter has to be an exchange of bullets. But I enjoy exchanging bullets. It's fun. It's a challenge. It's tense. It's enjoyable. That's what I enjoy in DayZ right now because for me it's the only thing in this incomplete game that has any semblance of fun. If talking to people is fun for you, then jolly good for you. Keep doing it. It's your game. But it hardly makes me a dumbass to kill people and take their stuff. It's enjoyable alternatives of upwards class mobility. When you say that people should be teleported to random spots on Chernarus when they log out within 500 meters of a military loot zone so it's easier for people who play alone, I don't think explaining why my idea of fairness is superior to yours is necessary But, you my fingers need the exercise. Lucky you. To put it simply, making every server Private completely negates server hopping. It renders it impossible. That's the biggest, best benefit of having private shard servers. I think that most of the DayZ community frowns upon the act, and the people who do it probably don't try and morally justify their server hopping actions. By giving everybody the same field to play on, it's putting everybody on the same set of rules with the same set of guidelines. Literally as fair as it can get. When all the players have to gear up in the server that they die on and can't hop from this place to that place, that's fair since it applies to all players. Every player has to abide by the same looting and respawning rules. They can't "cheat" their loot. Everybody has to go and get it "the right way". Having Public servers as an option is like having a rifle in Battlefield that kills in one hit. Nobody is forcing you to use that gun, but it's without a doubt an option that gives you huge advantages in both time and firepower to use. "Well, if you think it's too good/easy, then you just use it, too!" is the obvious defense. A classic, in fact. Indeed, having only public shard servers where everybody has the option of server hopping is the other idea instead of going all private, but I think that the idea of DayZ as a finished product isn't one that takes into account server hopping as a legitimate survival strategy since it basically renders every mechanic in terms of survival/gearing/player interaction either completely circumvented or easy to the point of uselessness. If you play on Public servers and you hate server hopping and hate getting killed by server hoppers...well, play stupid games, win stupid prizes. It basically doesn't. Because every one of the players of DayZ is part of the same community, regardless of their server preference. Prevailing attitudes of server hopping exist in the same community as I am in. DayZ is not split up between people who play Private and people who play Public. It's one group of players. Invariable, being in the same community with them affects the attitudes of people who play the same game as I do and how they play and how they expect the game to be. It's like being a furry who doesn't like to wear the suits. Simply put, if people have differing opinions than I do about something and we all exist in the same community, that's not good for me because I want my opinion to be the most widely accepted. You literally said: You are attempting to give an advantage to people who don't play in a group by nullifying the natural advantage that being in a group gives to players. You literally said that if would be "more fair to solo players". Not to mention the fact that people can't magically measure out 500 meters in their heads, how you would suggest the game even recognize that players are playing in a group, what constitutes as a "military zone", etc. For example...let's take a look at Stary Sobor: There is a possible helicopter spawn to the southwest and the five military loot tents to the northeast. You cannot log out in any of the area shown on this picture, except maybe the corner in the northwest. Barely. Even if the helicopter doesn't spawn there, basically the entire town is no bueno for logging out because those tents would plop you to Berezino before you could say "This is a shitty fucking mechanic, I'm gonna go play Starcraft." And how far is 500 meters? Well, you'd better be a damn good guesser. Or else you're going to be randomly teleported somewhere on the map. Huff huff. Like you, right? Right. These exploits are used to gain advantages over everybody, not just armchair Navy Seals sitting in front of a computer screen. Wrong. The game is supposed to have realistic elements when they are appropriate for gameplay. Even if that were the case, teleporting people across an entire countryside when they spawn to close to a place where a AK Hanguard could be is fighting unrealism with even more unrealism. If something isn't realistic, that's fine...so long as it's sensible and intuitive and repeatable. It is perfectly fair. You know it's a possibility. You know it's a mechanic. You know that people log out around the NWAF and can spawn in at any time. You have to be vigilant and perceptive and you cannot let your guard down. If you're truly doing that, then the chances that you will be taken advantage of by somebody randomly spawning in within killing distance of you without your notice is minimal. And even if you don't notice, then there would be no possible way that you could tell you were killed by somebody who just spawned in instead of somebody who just waltzed over. In fact, just not noticing players who are already in the game is most likely a hundred times more deadly to you than somebody spawning in. Most people choose safe and out of the way places to spawn in anyway where they are not noticeable in the moments of their loading in. You wouldn't have seen them if they were standing there anyway. Good chat. :thumbsup: Also... This guy gets it. :beans:
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Well, for many people, like myself, killing other players is the only thing that's truly enjoyable and challenging about this game in its current state. But you know this going in, and it's the same way for every game. Less pairs of eyes to observe, less guns to attack with, less space to carry things. Nobody is forcing you to go to dangerous areas of the map by yourself where you know you might get into fights you can't win. Then don't play Public servers where hoppers dominate. I only play Private. In fact, I think every server should be "private". Okay, this is an absolutely horrible idea. Absolutely horrible. Not only is 500m a really, really big distance, but you're doing this to penalize people for not playing solo like you do and you're doing it to mitigate server hopping which is not a problem is you just play on Private servers. If you don't like playing alone, then don't do it. If you don't like the natural disadvantage to playing alone, then don't do it. You are attempting to give yourself advantages for no reason other than you feel you as a solo player should be buffed when you choose not to play with others. "Fair to solo players"? How is this in anyway fair to anybody?
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Up-to-date Gun Comparison: CR527 vs IZH 18?
Rags! replied to tatchell (DayZ)'s topic in General Discussion
I check deer stands religiously. I can confirm that boxes of 7.62x39mm rounds do indeed spawn in them, though it is quite uncommon. -
I dont like the heli crashsite system and think it's flawed
Rags! replied to Me1andMe2's topic in General Discussion
Looking for super rare weapons seems like it's far too troublesome and time consuming for me. People die in one shot anyway. I think that like many people probably know, the ubiquitous Red 9's and Mosin Nagants are more than capable of taking down even the most highly geared player. -
I wish that Steam would give us the option to leave a "Mixed" or "Neutral" review, not just a thumbs up or down.
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I don't think those cows are real. I think they're just pixels.
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How exactly do these barrels and tents affect server performance and loot respawning/despawning? I find barrels and tents every once in a while chocked full of goodies that are left behind.
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If you are willing to put up with mountains of infuriating bullshit in order to have some very excellent fights and hand trembling tense experiences, then you should be fine.
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After finally playing this game regularly after a fair bit of a break from it, I have to say... ...god bless Police Stations.
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I'm trying to get back into DayZ these last few days, thus my casual return to the forums. The last few days have seen me burn through three survivors, each of them dying to gunfire that, in my opinion, simply should not have happened. Let us examine my most recent death today, but moments ago...I was shot in the leg and damaged, exited the tent in which I stood to face my aggressors in combat. In my hands? A shotgun. An MP-113 with a pistol grip. Truly a potent weapon for close range encounters, right? http://imgur.com/G2UBoD8 Wrong. I made this gif fairly high quality for your viewing pleasure, slowed it down so you can see the 12 gauge shotgun shell impact this player at near point blank range. The player not only survives the shot, but continues to run towards me in Call of Duty fashion, raising their gun and firing at me with their friend. This gif is perhaps a perfect example of the perfect shot made in third person. The target was lined up so perfectly on the curve of the reticle, height was perfect... I was certain they would be dead, and you even see me move my reticule to the next enemy player. I'm ready for a fight, I have my gun up, and a fleshy target foolishly rounds the corner sprinting into my line of fire. There is no logical reason why this human being should not be incapacitated either by death or sheer trauma from a point blank shotgun shell. Exhibit B... http://imgur.com/R76FDcK Player eats a 12 gauge shotgun shell at point blank range, it ruins his shirt, but leaves him both alive and conscious. This one from a double barreled sawn off shotgun. And yet...if those shells don't kill players, then how does this one do just that? http://imgur.com/994KtwM Hip firing a sawn off shotgun kills a guy with one shell at that range. But perhaps the most egregious offender of all of them is this... http://imgur.com/uoEqqkY ...and moments later... http://imgur.com/cY6mwXf After the target was blasted at point blank with this sawn off shotgun, rocks and debris come out of his body mysteriously. Perhaps the pellets all hit his Derringer pistol in his hand and missed him? Then he is hit at point blank range while stationary in the side of the body, and still is able to walk away seemingly unscathed. The body squirts blood but the player still survives. I am sure that everybody who has used shotguns has questioned their reliable effectiveness. I understand the nature of a scattergun is random at times, but these examples are ridiculously unpredictable. Players show a resilience to damage that rivals a Halo Spartan in what is supposed to be a realistic game. Shotguns are deadly. Shotguns are not close range only killers. They are weapons of awesome destruction that can kill easily a target forty meters away. Unshielded fleshy humans wearing cotton and polyester should not be able to survive shotgun blasts at point blank, and Chernarus is a large enough playing field that the damage of shotguns can be afforded to reach out to sizable distances. There is no reason why I should tell myself "Don't use a shotgun in close quarter combat because it's not lethal enough". I understand that hitboxes and desync are big issues in DayZ at the moment, but when these problems are resolved...it is important that 12 gauge buckshot is not relegated to a "niche" role in firepower capabilities. A shotgun should be consider a high risk/high reward weapon, punishing misses with reload times and rewarding hits with massive damage. Shotguns will FUCK UP YOUR DAY. The low capacity of the shotguns in this game should be balanced by longer reload times but a very high damage output and spread matching the barrel lengths of the weapon. Yes, I understand that balance is not a priority at the moment, but the existence of threads like this will keep such notions in the minds of players and Devs so that it is never forgotten or relegated to a secondary priority when the Beta arrives in 2016.
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The new UI is what I'm referring to.
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I'm wondering this, too. I play on a 27 inch 1440p monitor and it's kind of a pain in the ass to navigate the tiny UI, especially the inventory. Icons are miniscule and hard to see. Especially if the adrenaline is pumping...bullets look the same, some guns are almost indistinguishable from others...why can't I change the size of the UI?
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I have never been a proponent of KOS at heart. But as the game lacks features, coagulates players, and features laughably easy survival, killing other players is the only thing in this game that I find enjoyable because as of now the competition against other human beings is literally the only aspect of DayZ that is even remotely engaging to me. Because there's nothing else to do. No zombies, no animals, food everywhere, guns everywhere, ammo everywhere...there's nothing to do beside killing players. And I haven't killed every player I see, but I certainly am predisposed to because most players have the same attitude that I have at the moment. I've been stabbed too many times in the back to trust other people at this point in the game. I don't want KOS to be as rampant in the game's future, but right now, and for most of the game's development, it has been the most enjoyable thing about it. That's why I want there to be zombies and radioactive mutated hippopotamuses and food scarcity and low ammo spawning. That's why I complain about snipers sitting on buildings for hours and machine guns and bullets spawning out the wazoo. Until DayZ gives me anything to do besides find my enjoyment from playing deathmatch, I will continued to do it because that's all this game is right now. If I want survival against the environment, there are far better games to play until this one is done. Still don't know why you opened this all up with personal attacks, though, like I had done something to you.
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I'm glad they are adding content, I'm glad they are detailed and good looking models. But...I wish they would put more emphasis on civilian weapon types and models, semi-automatic sporting rifles, handguns, hunting rifles...the things that would fill 95.6% of spawn locations that people would actually find. Not cater to helicopter spawn goodies and the end game that most people won't ever reach. I'm not saying that there shouldn't be good end game top tier gear here, but I just think it's odd that they pulled out a light machine gun before more civilian weapon variants instead.
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Good to know you can sum up everything you need to know about somebody with their temporary DayZ forum title on the internet.
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If all I wanted to do in this game was grief other players as the quintessential exemplar of schadenfreude, then wouldn't I be happy to see more automatic death machines and other instruments of military grade carnage? Because I'm clearly not. Or maybe you can't read. I've never ever been an advocate of more military grade weaponry going back as far as I can remember. I won't hold my breath for an apology over the childish petty insults over nothing, though. But feel free to anyway.