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Everything posted by MountGreen
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Clarification on "Base Building"
MountGreen replied to Caboose187 (DayZ)'s topic in General Discussion
I understand that IRL they aren't too difficult to make but aren't you a little bit worried about how they get used? If everyone can make one with minimal game hours suddenly you get huts cropping up all over like rust and it CAN end up looking stupid and unrealistic. I understand it actually isn't difficult to build things like that I just worry about the affect it has on gameplay. Sorry that's what I was trying to get it didn't make it clear :P -
Clarification on "Base Building"
MountGreen replied to Caboose187 (DayZ)'s topic in General Discussion
Wow, I didn't mean that mate calm down. I just currently don't see what it would add and I'm interested in what you think it will. If it suits your play style, how so? What role would the bases play? This post was meant to be a discussion and my views aren't set in concrete -
Clarification on "Base Building"
MountGreen replied to Caboose187 (DayZ)'s topic in General Discussion
The one problem with all this is I don't quite see the point. What are you going to do with your base once it's built? If it's just a store for loot I'm far happier having a stash someplace or a tent. If it's a base of operations does barricading not serve this purpose better? For example I quite like holing up in Green Mountain and protecting/travelling from that location and so all I need to barricading for a pretty solid setup. Also from a realism point of view, I don't think post apocalypse survivors would bother making their own buildings when so many lie empty for the taking? For these reasons, I personally don't see why player built structures (beyond bushcraft type A-frames etc) should be in the game at all. By the way I don't mean this as an attack on the concept, if anyone wants to dispute me on a point feel free :P -
Clarification on "Base Building"
MountGreen replied to Caboose187 (DayZ)'s topic in General Discussion
Personally, I would think building structures like these (if they are allowed) should be very end-game and time consuming, in order to prevent just random huts popping up all over the map in stupid places. -
Clarification on "Base Building"
MountGreen replied to Caboose187 (DayZ)'s topic in General Discussion
The problem is epoch wasn't believable. It got incredibly stupid and very immersion-breaking very quickly. It was like: "hmm just sneaking through the zombie infested lands of 'oh look, someone has created a skyfortress of sandbag structures impenetrable to zombies, I'm safe.'" :P It ruins the game a little bit for everyone who likes the feeling of realism. -
Two probably easy-to-accomplish suggestions (tape knife/torchlight to gun and more authentic notes)
MountGreen replied to netzzwerg's topic in Suggestions
Bayonets in general need to be a thing too ;) -
Opinions on teamspeak and DayZ SA?
MountGreen replied to Death By Crowbar's topic in General Discussion
I mean, is it stupid and unrealistic in the setting of the game? Yes. People no way near each other should not be able to communicate. But is it more stupid and unrealistic to expect me to not talk to my friends while playing the game with them because we spawned in different areas? Yes, it's a game. Games are for fun. Speaking to my friends through Skype while I play the game with them = more fun. Also, to be honest offences like server hopping and loot farming actually ruin the game for other people and while easily sharing info in a group puts their lone victims at a disadvantage, it's not game breaking and it's to be expected really :P Plus IG chat is a mare sometimes. -
According to this, it's in the pipeline, but way way back. http://dayz.gamepedia.com/Weapons Looks like your going have to wait till they put in most of the confirmed weapons first. Like everything in DayZ: "It's coming" Also, asking for gun stats was probably a little optimistic :L
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Feel free to record it, a video would be nice ;) Also if you happen to know when this is happening I (geared up player with mosin, LRS etc) would be happy to chip in!
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He did make a point - that sniping was too easy in his opinion (and I kinda agree with him a little). There was no need to harshly dismiss him and be a twat by unrealistically extrapolating his comment. Like, no offence intended, but you sound like you took this way too personally.
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Imagine lying in the road with broken legs and seeing one of those coming at you. I think I would genuinely sh*t my pants.
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As much as I like your idea, it seems very punishing to those who don't play the game that often (like me). If that were the case I'd honestly rather kill myself and start again than put up with a broken leg for the next 5 sessions I play. :P
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Time to reduce run speed with vehicles inbound?
MountGreen replied to Bororm's topic in General Discussion
To be honest, although the speed we run at IG is (relatively compared to our environment) unrealistic, I think it's a good speed for gameplay. I mean I think of it like this. Day Z is supposed to represent a day to day life of a survivor, although obviously we don't play the game for 24 hours a day, so the game's realism and time concept is compressed. Instead of having to eat once every 5 hours or so like real life, we are forced to eat every 30 minutes to stay alive. To be honest, I think the run speed is pretty good at what's at right now. Going uphill is slow but then again in real life it is as well (seriously going up a steep hill with a 15kg backpack is surprisingly difficult), but the speed means that long distance is less punishing. To be honest, if I moved about the DayZ world at completely realistic speeds it would feel stupid. Again, in real life, the average speed long distance with a backpack is around 5km/h. That's six times slower than the speed we can currently move at over long distance in game (if your 30km/h figure is correct). I think the only change to the running system should be through a stamina system. Maybe a slower standard run speed could be introduced, but the current run speed could still be achieved with a 'sprint' ability or something? -
That gear certainly came from a player. If there was no body, then it was probably dumped. Maybe he didn't want it, maybe it's spare duped items? I don't know but have fun with the nades :D
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I wouldn't but they're literally everywhere, why carry what is in abundance on the ground? :P
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What we really need is some more data for this, can't draw conclusions from a small data sample after all.
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Guys, it's a joke :P
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It could have been a dead body glitching out. I've certainly had that before, where the body just repeats it's last movement and continues in the direction it was travelling upon death.
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Unpolished diamond, great for procrastination
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Okay well I'm not totally on board but there's potential here. Suppose there was a mechanic made where the more people you eat the more you HAVE to rely on cannibalism to survive? Perhaps other food sources become less profitable to you or suddenly you can only eat meat, with the result that if you eat say, 3 players, you become almost totally dependent on human meat to survive. Also, cannibalism should cause you to have a skin change once you have eaten enough people. You should look like some feral animal (keeping in the theme of insanity) so that other players can identify you as a cannibalistic psyhco, increasing fear and distrust and also allowing some RP.
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The Myth of Jacob - Chapter 1 [Updated]
MountGreen replied to StarLord (DayZ)'s topic in General Discussion
Well I love the re-written version, keep us posted and have some beans! -
The barricading system that will eventually be implemented into DayZ is a pretty complex topic, mostly because not much has been been decided on it yet, but I thought I'd throw this into the mix of ideas out there. My idea is Keys. Personally I'm not a huge fan of the idea that someone with a base full of supplies can die to a bandit, respawn on the coast, and leg it over to his fortress in about half an hour to become fully-geared again because the bandit that killed him just couldn't be arsed to spend the time (people are suggesting up to about 40mins) trying to break into his locked up base. Furthermore, the whole concept of leaving caches around the map you can use in multiple lives in many ways annoys me as in my mind it attacks one of the core fundamentals of dayZ - death means something, and every character is a new character. Suddenly respawning back on the coast isn't a huge deal if it takes you literally half an hour to get back to fully geared without any risk by just finding one of your hidden, locked bases. So I came up with keys. I suggest that for every house you barricade/lock/whatever, you are given a key. This key exists in your inventory and gives only you the privilege of operating the door (meaning you can lock people either outside or even inside your base), and of course protecting your loot while your not playing. However, should another player get this key, and all the privileges it provides are passed to them. So if a bandit shoots you and takes your key from your body, he can now get into your base (provided he knows where it is). The reason I like this idea is that it means death still has meaning and that locking up a house does not grant your gear almost guaranteed protection, your fate is still tied to that of your base as it would be in a real life scenario. Now, I'm not saying that this should be put in the game, but I'm interested to hear what you guys think. Obviously there would have to be features like 'copy key' so that clan members can share a base and stuff like that, but do you think the idea has potential?
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Yeah I should've made this more clear, my idea was that keys were to exist alongside the whole break/blow/pick your way in mechanic, wouldn't want to miss al the fun now would we ;D
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DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
MountGreen replied to carbine781 (DayZ)'s topic in General Discussion
Imma just say as a shooter that is completely false. A gun firing in full auto is always inferior in accuracy to the same gun in semi with a substantial break between shots which is always inferior to the same gun in bolt action. It's to do with stuff like the bolt carrier not quite being in battery in the same way after each shot in auto fire as it constantly moving etc and the barrel heating up faster ---> metal expansion ---> more inconsistencies ----> worse accuracy. Imean the difference isn't giant between semi and auto in terms of mechanical accuracy but it's fairly substantial and once you chuck recoil in there even a two round burst will be much more inaccurate (gun moves between first and second shot, leading to poor group) than a single shot (though it's worth mentioning the first shot will be the same as a single shot in semi). I mean that's all heavily simplified and it affects accuracy in other ways too but you get the idea :). However, I do agree, contrary to what day z would have you believe, at 100m a military m4 is pretty dead on, not all over the place -
Daym bear traps would be cool. With respect to your zombie idea, we could have it that any base increases the local zombie spawn rate? I guess this could be explained by them being drawn to the presence of humans or something? Then robbing a house would require you to effectively fight off zeds at the same time as breaking in/picking the door rather than just 'smash-and-grab' Yeah as far as I'm concerned any base should be lootable given time and equipment.