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Everything posted by Aeoneth
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Sorry bro I'd feel for ya if I didn't lose 3 successive chars (about the same equipment to you) to... A random sniper as I was looting Berez for some morphine, Getting telekilled by a hacker, Blowing up randomly in the forest due to another hacker spawning an assault chopper. If you really didn't deserve it you'll get that shit back. Karma rewards those that deserve it.
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Why this mod is the best thing to happen to PC gaming
Aeoneth replied to jagdfalke@gmail.com's topic in DayZ Mod General Discussion
Didn't read replies only wish to comment on one point the OP made that I have to disagree with. Originality is not dead in the industry, just rarer. Take a look at the vast majority of Indie games out there and you may find the magic of which you speak. Even some of the AAA Games still have that magic but yes the vast majority of them have seemed to lose it. Double Fine excepted. -
Dumbest ways you've lost a vehicle
Aeoneth replied to HanOfAmerica's topic in DayZ Mod General Discussion
Heretic, I you know I'm a regular on Can 1. Also I'm betting my UAZs have spawned back in and I have a friend that found a boat too. -
The thrill of the kill? Transporting psychological aspects into game mechanics
Aeoneth replied to Knautscher's topic in DayZ Mod General Discussion
A very good read and reinforces my own beliefs in how PvP should be "handled" in this game. While your suggestions of shakier aim and such are also excellent consequences. I would wish to put forth an alternative... Perhaps it would be possible to place bodies client side that run around and do other "survivor actions", but are not actually player controlled. Bandits would be free to "kill" them, but would recieve no loot for doing so and would reveal their position. Perhaps it is too much a "penalty" but decoys such as these would allow a true survivor to blend in with a bandits views much more. -
Dumbest ways you've lost a vehicle
Aeoneth replied to HanOfAmerica's topic in DayZ Mod General Discussion
Found a UAZ with a friend and drove it into the woods to make a camp. (Much) later I'm running west of berezino and I find a Miliatry UAZ with only a red engine. SO I drove the MilUAZ to our original red one and parked it. Now we had lost equipment earlier in the day to either a loot party or a server reset so to rule out the server reset I decided to drive the car to another forest and park it there. Not 3 seconds later I crash into a tree blowing up the Mil UAZ and the explosion apparently blew up the red UAZ. I now have my own seperate camp from the rest of them. -
I don't think they solved the desync issues for helicopters yet and only older servers are supposed to still have them. EDIT: Bower I think he's talking about drivable helicopters, not the crash sites
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http://kotaku.com/5923400/dude-gets-kidnapped-in-dayz-tweets-the-whole-thing?utm_campaign=socialflow_kotaku_facebook&utm_source=kotaku_facebook&utm_medium=socialflow Saw that after reading this thread, wondering if it's actually true. Anyway my own urban legend is not so much creepy as strange and kind of helpful. I was logged onto the Canada 1 server at the time. I had been running west of Berezino and got shot by a sniper with an M107. Obviously he killed me since I had no idea where he was shooting from. So I respawned close to Elektro and figured I'd hit it up for some quick loot before I made it north. It was night and I figured my chances were pretty good for sneaking. As I made my way into the town I saw it littered with barbed wire and tank traps as usual. It got really annoying as I was attempting to loot so I made my way to the industrial sector in the hopes of finding a toolbox to remove it. Ended up finding a dead survivor with a toolbox on the docks and began my return to the northern section. As I was nearing the Tec building I saw another survivor holding a blue chemlight. Now I've never liked the KoS mentality of this game and refuse to take part in it without issuing a friendly call. So I called out in direct voice if he was friendly. No response. I pulled out my revolver and began to aim at him and as soon as I did he looked at me and something popped up in the text chat. Janitor: Hail Friend. But it was all in yellow. I was taken aback at first because I wasn't used to seeing it but quickly realized it was just the command channel. I returned my focus to the man in front of me. He saw me I'm 90% sure of it, but he was only armed with a hatchet and didn't run at me so I assumed he was friendly, or at least wasn't going to try and hack me to death. So i turned my gaze back to northern Elektro and started my return. Before I could walk forward though, I heard the sound of a toolbox or wirefencing. I looked at him again and saw him taking down a tank trap. My crosshairs glazed over him and again the same text returned to the chat field. Janitor: Hail Friend. So I continued to the north. And began to hear footsteps behind me. I turnd and looked and there was the blue chemlight hatchet survivor again. And again the same text chat popped up. Janitor: Hail Friend. This happened a few times more as we made our way to the firestation. A soon as we were close I saw him break off into a sprint towards the red doors. Soon after he reached them I heard the toolbox go down. And again. And again. By the time I reached there with my crawl walking he had torn down 3 sets of wire and was clearing the tower. I climbed up and grabbed an AKM and returned but found he was gone. Thinking nothing of it i made my way back to the office to resume my original mission. But this time all the wire was gone. As I approached it I heard footsteps towards the hospital, and again saw the blue hatchet survivor. Again I accidently aimed at him and the text popped up. Janitor: Hail Friend. He cleared out some barbed wire by the hospital and then retuned to the middle of the road and sat down. And this time a new text popped up in yellow... Janitor: Another hard days work finished. Shortly after this he disappeared. I assumed it was just a player the entire time with a strange sense of fun. But when he disappear there was no disconnect message. And shortly after that I checked the player list thinking he might have just aborted, but there was no Janitor on the player list. If you were a player Janitor, you are doing God's work my friend. And everyone else may want to double think about killing survivors carrying hatchets and blue chemlights in Elektro.
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You need to replace the arma2OA.exe in the main Arma 2 Operation Arrowhead folder, with the one in the beta folder. I recommend renaming the original to Arma2OA(base).exe or something along those lines as then if you mess up then you have a revert point.
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Final Solution for the Sniper Bandits
Aeoneth replied to DevilDog (DayZ)'s topic in DayZ Mod Suggestions
I think this would work better if it was easier for players to identify who is a bandit nto through bandit skins or heartbeat. but by having more customizations for starting survivor skin. If I can become famous/infamous for helping/killing other survivors in bright purple spandex, then it would be easier for players to know who they were talking about. Instead of getting one of 3 randomly generated skins every life so that my "face" always changes. This would also give the current skins in the game more of a role for the exact "face swap" i just mentioned as a way for players to elude their infamy. -
Honestly, I hate barbed wire as it's being used as is in the game as much as anyone else. But the only things that need to be fixed for it are: 1) the removal hit box 2) the need for a toolbox 3) for it to stay down on server resets Barbed wire should be used to slow players down, and forcing them to stop and sit still as they remove it would be exactly as it should be used. That said I don't want it removed from the game as barricading in a firehouse/other is a perfectly valid way of holing up. I think its just the server farmers that are making this annoying.
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What we can learn from a groundhog
Aeoneth replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
Did this yesterday on a loot trip to starry and again to NWAF. Paused in the treeline and pulled my binocs out. See no movement, wait, all of a sudden Zeds spawn at starry tents. Immediately Call out the player (though THAT was a stupid thing to do) waited for him to leave then waited for the zeds to despawn. Paused again, when the coast was clear I went again. Heard what I thought was a zed aggroing and immediately took cover. after an all quiet moment went about my business then repeated the procedure for NWAF. My patience was rewarded with a coyote pack with 2 bloodpacks and 3 cooked meat + a M107 and 3 mags stuffed inside it. and 3 Stanag SD mags for my new M4A1 CCO -
I have a modest amount of coding knowledge, this could probably be implemented as a trigger system. The client triggers the percentage chance every 5 seconds or so and if it triggers the noise it sends a packet containing that data to the server. The server would receive that packet and then play the sound and anyone near enough to the source would hear the sound play. I believe this would reduce taxation on the server but again my knowledge of coding / networking is modest at best.
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As everyone is aware the game is rapidly becoming less zombie survival sim and more BF with zombies. It is my belief that this is likely because of the commonality of ammo spawns. Players do not have to worry about deciding whether to conserve ammo and let the guy firing a fullauto M16 into the air run away from them (even though they haven't been seen yet), or to simply shoot him. Why take the chance of letting someone get away when you can just pop a few bullets in him now and find more ammo in that barn up ahead, or the military tents in the next town, or the house beside the barn up ahead. I will admit I have succumbed to this thought process a disturbing number of times lately, each time opening fire without thinking about which would be better. Thankfully I am a terrible shot from long distances and missed these players who ended up turning out to be friendly. Thus I believe if ammo was rarer players would actually have to make a conscious decision of whether to kill another player or not and whether it would be more beneficial or not. This would NOT destroy banditry, which I believe to be a completely valid strategy even if morally wrong, as bandits would still gain whatever ammo the killed player may have, I DO believe this will help eliminate the mindless KoS players seem to have where they won't even loot a corpse of a player they just killed. And before I open up the floor to criticisms, comments and suggestions, I wish for people to understand that I am not a new player anymore. I have for the past week been bike riding around the north end of Chernarus hitting up towns attempting to find an offroad truck / tent so I can store some of the ridiculous stores of ammo I have found. I've also been hitting up crashed helis (which are also too common imo but I digress as that is being discussed in another thread) wherever I find them. With that in mind I now open the floor to any comments, criticisms, or modification suggestions the community may have.
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Again with point 1: Ammo is still very common in military zones, yes people won't have the inifinite ammo they do now, but they still get more ammo from these spawn areas. I highly doubt major changes will be made. 2: you completely disregarded my point, server admins are the ones that control player population. These admins may not choose to add more player slots to their server in which case the theoretical increase in players will prove useless. 3: They are not doing internal testing JUST to see whether the ammo tracking makes the game too hard / easy. Notice there are MANY different changes in the notes. They are testing to make sure none of these break the game. Finally I never stated I knew they wouldn't be enough, only that I believe YOU are putting too much faith in them. It may fix the situation, it may not until there has been sufficient time to study the results we won't know. This is a suggestion forum, I made a suggestion once, there was no spamming. If you did not wish to see the suggestion then there was nothing you needed to do. You merely had to let the thread die or live as it was fit.
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@Hendrx: I would ask that you go back an read my edit that is adressed to you regarding the patch notes. As for the PvP choice, that's fine and dandy that you want to go back and kill mindlessly, it'll just leave you with less ammo when a group of anti-bandits comes after you. I agree that PvP is a necessary part of this however, fighting an unarmed / hatchet survivor is not PvP. PvP denotes that both parties have a chance at success, what you are doing is merely a form of destructive PvE. Rarer ammo might make people more likely to shoot you in the inital stages while people think that everyone else has a stockpile of ammo. But once people realize they are doing nothing but wasting bullets on empty survivors I'm willing to bet that the murder rate will drop.
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Can't we already outrun zombies? Seriously If I've been spotted and have time to run (aka don't get 1 hit KO'd) then I never really get hit by them
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@Hendtrix Thank you for bringin the immaturity that plagues the rest of these forums in here. You have assumed incorrectly that I have not read the patch notes. I understand what is entailed and in the other thread I have detailed these points.. If you will allow me a moment I shall retrieve them so they can be in this thread. Btw nice copy + pasta. Good to see you really think about your arguments instead of just capslock spam. EDIT: aaaand I'm back
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I'm all for the reduced ammo, but not reduced weapons. Weapon spawns are fine imo it it JUST the ammo that is too common. For those saying murder rate will go up because of people killing for ammo, congrats banditry actually means something instead of mindless slaughter. the murder rate will still go down since there are people who will no longer be shooting every unarmed / hatchet survivor on the coast. And up north if you've just looted NW and see another person headed to it then you can probably surmise that they're on their way to get ammo and choose to exfil silently instead of taking potshots at him because "he might threaten your survival". @Hendrix I'm not discounting that 1.7.2s tracking of ammo counts will make things more inline. But I think you put too much faith into it, I can still visit any airbase / military tents and find more ammo than I would have gained by relogging into the server. As for the more players / zombies argument, you are aware some servers work on reduced player counts right now right, just because they CAN have more doesn't necessarily mean that the server admins will want to increase the count.
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Problem, people will simply server hop to a server where the zed population is low and then restart on the original after the server is reset. Also I'm not really hot on the idea anyway.
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I think it would be interesting (but probably won't be implemented) if after shooting a certain number of people / your humanity gets too low, you begin to see ghost players. Not like whispy figures or anything like that. But rather a client side AI player that runs around and shoots things. A bandit may try and shoot him and "dissipate" the illusion, but in doing so wasting ammo and alerting everyone nearby to their location.
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DayZ Canada 1/2 Server Info (1.7.2)(Beta:94444)
Aeoneth replied to Moochie's topic in Mod Servers & Private Hives
Just a heads up there's currently a hacker blowing up the coastal cities ATM, we might need an unscheduled reset. Also I'd prefer a 6 hour reset schedule if your taking votes on how often. -
Are you guys sure you didn't log off shocked... You know that white symbol that looks like a disconnect one... because logging in unconscious is a result of logging off while in shock.
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So my 1st suggestion for the game / sim, and a quick search resulted in no finds... Everyone seems to be wanting a way to identify players as friendly or not, but I see alot of bandit identification methods that are just plain silly / stupid. So it got me thinking, what if that's the wrong direction, what if instead of a way to identify bandits, what we need is a way to identify friendly players when we locate someone. This would allow bandits to be bandits with no reprecussions, and players that defend themselves wouldn't be wrongly accused of being a bandit. Instead everyone would be neutral, but if somone went around helping players then the other could have that indicator to know that they are friendly.