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ForcefulCJS

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Everything posted by ForcefulCJS

  1. EDIT: THIS IS ABOUT KICKING, NOT BANNING - Comments about the current banning system really aren't helpful. This is something I've been debating with the admin in my group. He refuses to kick hackers unless we can present him with actual video or screenshot evidence. Given that it's virtually impossible to do so, we often have to sit on our asses and endure hacking even when we are 99% sure who is responsible. The other day we had hackers teleport onto our bus and kill most of us. We managed to kill one of them and found a G36-SD on their body and a sports car they had teleported in with that isn't in DayZ. The guy we killed was part of a clan called [Nazi] and they had 3 members on our server, the same number of people who showed up and shot us up. Yet our admin refused to do anything until we could present him "hard" evidence in screenshot or video form, even with 4-5 people as eyewitnesses on teamspeak. He insisted that kicking people without firm evidence is grounds for blacklisting - I'm not convinced that's true but I'd like to hear other people's opinion or a link to more detailed rules about what you can/cannot kick for.
  2. There's a big difference between a kick and a ban - obviously banning requires proof I'm well aware of that. But kicking? I mean we can restart the server during a hacker attack and that's equivalent to kicking EVERYONE yet that's not against the rules. Yet kicking 2-3 people who are almost guaranteed to be hacking requires us to keep well-documented evidence on hand for weeks in case of what? Someone files a "kick appeal?"
  3. I've asked far and wide and nobody seems to know: What is the current respawn behavior for vehicles? e.g. If a vehicle is destroyed, how long can we expect to wait before it respawns somewhere on the map?
  4. I used to think this too, definitely not true anymore. Ive camped vehicles that we saved before they were destroyed and they were definitely not there upon reset. I camped a crashed UH-1H today and the wreckage AND vehicle were gone on reset (you can save wreckage). The chopper was also not at its original spawn either (the chopper went straight from its spawn into the group, never try to fly without a working tail rotor lol).
  5. Anyone have any clue on the respawn time? On our server I had to try and fly it off the island with everything red (meaning no tail rotor). Since we couldn't find any boats to ferry parts to the island. The helicopter flew incredibly erratic and was almost impossible to control. I was almost able to land it on the mainland but I ran out of fuel and lost control again in one final descent, it crashed and blew up but I actually survived with 3k blood! Now my only questions is: How long until a helicopter respawns?
  6. Vipeax, I love how cryptic you're being but PLEASE confirm if there are new spawns compared to the old maps! lol
  7. Our clan has checked every spawn, nothing. We restarted about 8 minutes after we saw Anders post and definitely have the latest patch.
  8. ForcefulCJS

    Wipe all tents...

    This is alpha, your shit is going to be gone sooner or later - getting rid of some stash tent is probably the best thing that can happen for letting you TRULY enjoy the game.
  9. Or you can just answer the question instead of cluttering the thread with another page of useless banter so that new readers have to scroll through even MORE shit to find an intelligent answer, jackass. Short Answer: Nobody knows exactly when the helicopters will be added back to the database or what will happen when they are added. Best bet is just to wait till the 36 hour mark, some news from a dev member, or reports from other players of finding a helicopter.
  10. Sandbox zombie games have been a nerd fantasy for years, and we owe Rocket for finally bringing one to fruition. However, Rocket lacks both the talent and the vision to allow this sub-genre to reach its full potential. While some of his quotes can be inspiring, the choices he has made in deciding the direction of the game shows that he doesn't understand the full implications of those decisions nor how to properly create a "brutal" survival experience. His only hope is that a stand-alone game will bring enough revenue in to bring aboard more talented developers - if the team stays as it is right now I anticipate someone with more ability and resources to come along and finally "get it right". Count me among the ARA.
  11. As of the latest patch, I can now put 7 rounds of .45 ACP ammo into a player's chest with my M1911 and they can shrug it off with over 2k blood left - but if I hit someone's foot with my M107 they will die INSTANTLY. REALISM!
  12. Because zeds aren't the concern of this post. Zeds stop being an issue about 2 seconds after you find your first hatchet, if Zeds are still giving you an issue once you have a full loadout then you are doing something seriously wrong. What is the concern is that there is a cult of mythology surrounding the .50 BMG that it will kill everything in a 5 mile radius to air pressure and will kill anything it touches because its so badass people will just die instantly so they don't have to get shot by another one. There's countless documentation of people surviving .50 BMG shots to the torso and even upper torso (as long as nothing critical gets hit). In fact you should expect to survive a .50 BMG if you weren't hit in a critical area and you got immediate medical attention - sure something might have to get amputated or you might need reconstructive surgery, but this is the game game that lets me run over your legs with a 15-ton truck and you're back on your feet after a simple morphine injection. Every. Single. Aspect. of DayZ and Arma2 gameplay sacrifice some realism for playability - why can't we extend this to .50 cal weapons where it's MORE realistic to not be immediately killed by hand/foot shots anyway!?
  13. WTF? I live in NYC and where the fuck do I need to walk to see someone get hit with a .50 cal rifle? Hydrostatic shock doesn't apply to wounds to the extremity, since it applies to the hydraulic effect of draining blood - and given that forearms, hands, calfs, and feet are referred to as the "extremities" because they are the further distance from the center of your circulatory system - they are not candidates for the effects of hydrostatic shock. Hydrostatic shock would be VERY likely to occur if you managed to catch 7-8 .45 ACP rounds to your chest, yet DayZ is totally fine with you surviving 8 of these shots 100% of the time as long as you bandage up. How about we play non-retarded route here and just admit that the damage system will never be perfect, and that for gameplay purposes keeping 2 weapons as 1-hit wonders that instantly kill you no matter where they hit is not good for the game. Keeping them at 10k damage would maintain their role as the highest damage weapons by a large margin and vastly increase the chance of knocking out the target from a single bullet wound, without making them a mandatory weapon for everyone who finds one.
  14. Wow, the blood loss would be huge huh? As huge as having 7 holes in your lungs, heart, and various internal organs? If only we had some system of bandages and blood transfusions that would allow players to survive a heavily bleeding wound. I see pain would also be a problem, it's a shame DayZ hasn't added things like painkillers, morphine, and epi-pens for players to counter the effects of pain and shock on the human body. But yes, having someone die instantly from a shot to the foot is definitely the most realistic outcome given the items available to players in DayZ. /sarcasm Really though, the DayZ medical system is designed to allow players to survive and QUICKLY recover from even extreme wounds with a couple seconds of medical attention, keeping the .50 cal snipers as the game's only one-shot weapon is just stupid. Nobody is going to die instantly from a wound to their extremities, make them do 1-hit to the upper torso and neck/head but make them do 10k damage and have a high chance to render target's unconcious. This is coming from an AS-50 user too, I get discouraged from using anything else or having any variety in my loadout because the guaranteed 1-hit kill is absurdly useful for snipers who have to shoot and move. Any other weapon means I have to stay scoped and take a second shot (or confirm the kill if it was an attempted headshot), but with .50 cals you can get up and move as soon as you see the blood spray because even blowing off someone's little pinky finger is lethal in this game.
  15. Me and a few friends went back to the coast for some old-school rumbling with whatever weapons we could find lying around, we spent roughly an hour in Electro and an hour in Cherno. Number of time we heard a makarov fire: 6 Number of Barrett (M107) and AS-50 rounds fired: 40+ Number of deaths to anything that can spawn on the coast: 1 Number of deaths in 1-hit to .50 cal sniper rifles: 7 The combination of duping and ridiculously powerful sniper rifles is a plague on this game. The M107 is a .11% chance spawn in the barracks, a 1/1000 percent chance in 2 buildings that have 12 loot spawns each. Helicopters have aggravated the problem, but something that was clearly designed to be rare is probably the most common weapon on every server we join. I even got my hands on one after someone with an AS-50 came right up to the edge of Electro from Dobry. After duping is fixed, the next obvious step is to stop making Helicopter crashes into the ulta-rare loot pinatas they are. Sure give them an excellent set of gear still, but finding a small arsenal of sniper rifles on every crash is just silly. I'm sure everyone else has seen the pattern too, Electro and Cherno are just target practice for .50 caliber douchebags. Sure you can go kill them but they will alt-f4 immediately if you shoot at them, and even if you get a kill they will close the game so that their body despawns. There's no satisfaction knowing that the guy you killed will just run back to some hidden tent full of duped gear and be back to sniping noobs within 20 minutes.
  16. People go to "play" PvP in almost every major loot spot: Berezino, Starry, NWAF, Balota, Cherno, Electro and all the other potential hotspots in between. Difference is we EXPECT geared-out tools up north in the first 3 locations I mentioned. If .50 cal snipers were even remotely rare, people wouldn't risk them climbing up Dobry to take shots at flashlight warriors and risk losing their gear to another sniper or flanked with a Lee Enfield. The is though, even after we switched servers, we had several snipers firing off their .50 cals from both Dobry and the NW forest. For a while we had an overwatch who even killed a couple on Dobry and one to the Northwest (only one body didn't disappear) but after the overwatch had to leave more asshats would just log in with their noob cannons to play target practice. Perhaps the reason we WEREN'T killed with more conventional weapons was because we were playing so cautious due to all the sniping, but eventually one of us would let our guard down and check someone's body in the street or stop in an open area and catch a .50 round in the ass.
  17. Maybe you don't know what they sound like. After we gave up on Electro, we spawned in Cherno and met in the construction site. As we ran to the military tents someone fired at us 5 times with a Barrett, we swept around the entire town and looped north in a maneuver that took almost 10 minutes. Once we got to his firing position he had clearly logged or ran away. Then less than a minute later we hear 3 AS-50 shots from the eastern hill. 2 of us went to investigate and we checked every tree and bush on the hill and it was dead silent for 5 minutes. We started to head back to town and we both caught AS-50 rounds in the back. They really are that common. I don't even remember the last time I got killed by a "regular" sniper rifle. It's always the distinctive report of the .50 cals before I get one-shot by those noobcannons.
  18. I'll try to keep this post succinct, some of the rare items need to be adjusted or removed as this game works its way toward beta: 1 - Ghillie Suits) There needs to be some downside for this item. The simplest and most agreeable change is that it removes the player's backpack or at least keeps the player's backpack visible. Right now Ghillie suits make it extremely easy for anyone to become almost invisible at 200m+ and Ghillie+Pine Tree = Easy mode concealment. There's plenty of reasons why everyone wouldn't want to wander around in bush-suits in a real zombie apocalypse yet right now these are the single most important item for surviving long-term against other players. While everyone else derps around with white sleeves that stand out from a long-distance, ghillies give an extreme advantage to those camping the treelines. Further changes could include the chance of "overheating" or "heat stroke" if the player runs long distances while wearing the Ghillie (another reflection of reality). Having the ghillie impair movement or vision are also viable options. All of these are far more realistic and sensible for gameplay than the current Ghillie with an invisible backpack and 0 downsides. It makes most observation, scouting, and recon pointless when you can't see any ghillie snipers until they take their first shot and you're already dead - at least give them some downsides to their loadout. 2 - L85A2 AWS) I think this one speaks for itself. Thermal vision destroys everything else that PvP in DayZ stands for. Slow, deliberate movement - concealment - careful positioning - etc. are all realistic and sensible things to do while trying to stay alive before the L85 was introduced. Now if you're up against an L85 user, the best thing you can do is run like a madman to shake up their 3x scope and pray that they can't line up a shot before you get out of range. I've used the L85 myself and everyone else I've played with agrees that it's utterly broken. I can spot any player outdoors up to the draw distance in just a couple seconds of scanning and hunt them down easier than killing most animals in this game. Going up against an L85 user is absolutely no fun and makes even the most stalwart player consider ragequitting. You are left with 2 unhappy options: Staying concealed and waiting for the inevitable burst of fire to kill you or keep moving and draw attention from other hostile players or the L85 user's squadmates. Advanced military hardware should make limited and sensible appearances in DayZ, a thermal scope is an example of something that just doesn't belong. 3 - NVGs) I think most players agree that night-time would be much more fun without the constant threat of NVG users. Night time provides an extremely interesting trade-off in visibility between flashlights, flares, and chemlights - each providing its own advantages and disadvantages. All that goes out the window once NVG's enter the picture. They have a massive edge over any other option and heavily discourage night-time play for those without NVG's. If you are wandering the map using flashlights, flares, or chemlights for visibility you are literally a massive neon sign saying "FREE KILL" for the first NVG user to find you. There's nothing the "regular player" can do to fight back. Flares offer some defense but they also draw zombies, plus any competent shooter will kill you before you even realize that you're being stalked by an NVG user. I think the night-game would improve dramatically if they just removed NVG's from the game, but an acceptable alternative would be to add rare batteries required to give the NVG's power and make the NVG's consume the batteries at a relatively fast rate. It would actually force NVG users to use other methods of illumination besides several hours of perfect visibility at night and even encourage them to put their neck on the line by going into towns/loot spots for batteries at night instead of just stalking treelines and never needing to expose themselves. 4 - M107 & AS-50) Almost every sniper rifle in the game does 8000 damage. The .50 cals do around 38,000 damage and the NATO round for the AS-50 does over 170,000 damage. I think the CZ-550, M14, DMR, M24, and SVD are all in a great place in terms of balance for sniper rifles. They encourage you to go for headshots, and at least give the victim half a chance to take cover when they get shot - encouraging snipers to be more tactical in their attacks. There is also something extremely important in requiring at least 2 shots to down a victim, since it means that non-headshot kills risk exposing your position with each subsequent shot. Shots to the legs/extremities with most snipers only does around 2.5-3k damage, encouraging you to at least aim for vital organs. Now let's look at the .50 cals, they do such obscene damage, one-shot anywhere will drop your opponent. This is HUGE. You have very little risk of exposing your position with just 1-shot, and there's absolutely 0 chance for your opponent to react against being shot at. Even shooting them in stupid places like the arms and legs will instantly kill your opponent. Again, I understand these are nasty weapons, but I think we can live with a game where a .50 shot to the thigh doesn't instantly knock me out and kill me. Keep the high damage of the anti-material round against vehicles but balance the damage of .50 cals so they aren't such massive noobcannons, the AS-50 is arguably the most out of place since it's actually quieter to players than any most of the smaller sniper rifles. If the DayZ team refuses to tone down the damage so only upper torso/headshots are one-hit, other methods should still be considered. Make the .50 cal sniper rifles slow down player movement considerably and give the weapons a more noticeable muzzle flash and smoke from firing the weapon. Consider making these two weapons take up 15 inventory slots or more when stored in a backpack. The presence of crashed helicopters has made these weapons practically standard-issue for all snipers - there needs to be more of a downside to using these weapons. Like the L85 they don't really fit the setting when everyone north of Starry is running around with a small cannon on their backs. Final Note: Pine Trees/Bushes, I just thought I should mention these as something to consider for Arma 3. Right now, with just a couple seconds of adjustment any player can sit several feet within the branches of a pine tree or bush and have nearly perfect visibility. This makes hiding/camoflouge in this game very monotonous when hiding in one of these two common plants is your best bet 98% of the time. Right now I can sit in one of these hiding spots and be almost completely invisible unless someone trips over me and still have an excellent view of my surroundings. For Arma 3, make it so that players can't sit in the middle of trees and bushes - covered by several feet of thick foliage - and still have unhindered visibility. This would go a long way to making camping a more risky affair from the current state where the camper will always remain unseen until he takes a shot.
  19. Yes but it won't kill you instantly either. You can shoot someone in the heart and lungs 4 times with .45 ACP, 3 times with STANAG rounds, and twice with an AKM and with 1 bandage and a bloodbag you're literally in perfect health. TONS of things in this game are adjusted for balance, why not make .50 cals do 10k damage - nobody would lose sleep over it. I went rambo on the coast today and ONLY heard Barrett and AS-50 shots. With duping easier than turning on a flashlight in this game, it's absurd how common these guns are and it's incredibly boring going up against them. POP you died or POP they died - the entire game is down to 1-hitting each other with weapons that honestly don't belong in a zombie apocalypse setting. At least make these asshats with noobcannons WORK for their kills.
  20. And I gave you realism. If he wanted anti-game why would he dot the map with crashes (American) helicopters loaded with American, British, and Beglian high-grade military equipment and medical supplies that are not realistic and only make the game easier from a zombie survival perspective. In each of my posts I explained how my changes could improve gameplay AND add realism.
  21. This is getting ridiculous. I play with a group of friends on a single server (LU1) and we've seen 4 confirmed hackers in the last 3 days, in the following order: 1- Entire server teleported to one spot in NW Airfield, collision instantly kills dozens 2- Bomb appears next to our group as we cooked some meat, destroyed us and the entire surrounding forest (hundreds of downed trees). Constant explosions destroy every building in Elektro. A-10 spotted on the ground near Starry Sobor. 3- More bombs summoned that destroyed our entire group, again 4- Black-hawk helicopter (on a 1.7.5 server) flying around shooting missiles and gunning down anyone on the coast. This is just killing our motivation to play the game right now, I'm just trying to raise awareness that this is the single biggest thing demotivating me from continuing to play DayZ. I can deal with modest hacks even, but being able to bring an entire servers to their knees multiple times a day is just stupid. Please make it a priority to defend against this type of thing in future updates.
  22. 1) Ghillie Suits. Yes I know they are awesome, but they are currently TOO awesome for PvP combat. Trying to fight against a ghillied player is pretty much waiting for them to shoot you and hoping they miss and POSSIBLY reveal their position. Right now, "getting the jump" is pretty much the most important thing in PvP combat. I have never been killed by someone I got the first shot on. However, ghillie suits, which are based purely on luck (60+ hours played and I still haven't found one and I've found FN FAL's with night vision more than once) almost always ensure that if you are stationary with any kind of tree/grass cover, you will get that jump. If you are near trees, bushes, or tall grass someone will practically have to trip over you to gain the kind of resolution necessary to distinguish you from the environment. Everyone in my group who's ever had one knows what a HUGE difference they make. My problem with them is that they do the following: They give a huge PvP advantage based purely on luck, they make it 10x more difficult to dislodge campers from a certain area, and they only reinforce the camping mentality since movement cancels out most of the ghillie's advantages. Solution: You want realism eh? Time to introduce some downsides to the Ghillie. You have no pack on the Ghillie skin, the ghillie should force the player to drop their pack and be limited to only their regular inventory. No more ghillie players who have an invisible pack that stores backup weapons and tons of supplies. This will also force ghillie players to be more careful in their weapon choices and make them choose between ammunition, medical supplies, and food/drink that they need to live. No more going down to the coast with a ghillie, sniper rifle, assault rifle, hundreds of rounds of ammunition, and enough supplies to camp for a week. How about heat too? It's common knowledge that a Ghillie suit is like an oven for anyone wearing it. I came up with two ways this could be handled: a) Have the player temperature rise to dangerous levels if you stay in the sun for too long, this would create a trembling effect (not as strong as the "pain" effect but still noticeable) and heavy player breathing that would make it difficult to hear and give your position away to nearby enemies. Staying hot for too long would also begin to damage HP until you got into some shade or removed the Ghillie. b) The increased temperature requires you to stay well hydrated, while wearing the ghillie your thirst will go up faster and require you to drink more often. 2) Thermal scopes. WHYYY? Seriously, these things dismantle everything that DayZ is supposed to be about. Careful movement, concealment, strategic positioning, and careful observation are all rendered MOOT when some jerk hiding behind dense foliage that makes them invisible to the naked eye can see every player for miles as a big glowing target. It's bad enough in the hands of one player, but in a squad it's ridiculous. The L85 user can player the role of god+spotter and destroy every single hiding spot in the wilderness. Or god forbid they have a sniper rifle themselves (hint: they do). This game is HUGE on encouraging players not to move during encounters unless it's simply to retreat. Yet now every time I'm hiding in bushes or trees I can't help but wonder if someone is about to blow my head off as if I wanted in out in middle of an open field. Again, these drops are completely luck based - anyone can loot a helicopter crash site - and the advantage these things give is not justified by the requirements (luck) it takes to find them. Just remove them in a future patch where gear gets reset, thermal vision has no place in DayZ. 3) Night vision. I might actually play more at night if every night server wasn't just a playground for NVG users. Again, this is another luck based drop that gives an unfathomable advantage for those who find it. I feel like every night game is just target practice for a bunch of NVG/NV Scope users and those stupid enough to try and play against them. I really enjoy the concept of playing at night, but only if everyone is on a roughly even level. Remove gamma abuse (it still exists), remove all forms of night vision, and force us all back to flashlights, flares. and chemlights. Night has a huge potential for fun, but not when night vision ensures that you will lose and die to the first player who spots you with one. I don't see much reconciling this change, it should simply be removed in a later patch and I honestly don't think 99% of the player base would mind. Forcing us back to flares/chemlights/flashlights would make night time exponentially more interesting.
  23. ForcefulCJS

    Things I wish were never introduced to DayZ

    Did you really just "lol" at your own comment?
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