-
Content Count
4934 -
Joined
-
Last visited
Everything posted by dallas
-
Most likely a circular trigger is placed below the crashed model and the three loot piles' location is random after each restart.
-
It's a myth. As I see it, each helicopter crash site spawns three loot piles randomly in a small area around the helicopter. Some piles spawn below the trail, some in the grass around it, some below the floor of the helicopter. You're not actually opening the gear menu of the crashed helicopter, you're just accessing a loot pile somewhere below it.
-
Not everyone is filthy rich, me, I plan to sell or tade a kidney in order to get ArmA3. Not my own ofcause, haha, I'll go search for a fairly healthy homeless person, when that time comes.
-
Arma 2 + OA Demo possible?
dallas replied to tim.steibert@hotmail.com's topic in New Player Discussion
You can play ArmA Free for free. You can play DayZ for free if you buy Operation Arrowhead. win win. -
Is streamsniping considered cheating?
dallas replied to Bladerunner09's topic in DayZ Mod General Discussion
It's like using an online map of Chernarus to navigate. Meta-gaming. Or like asking for help with an ingame issue on these forums. -
Rules of Engagement. I am an Operator, Not a Bandit
dallas replied to Zombie Sniper's topic in DayZ Mod General Discussion
^^:D If it looks like a duck ands walks like a duck, it's gonna shoot you in the face on sight -
Realistic? Remove the ability to respawn.
dallas replied to steeve21's topic in DayZ Mod Suggestions
lol persistent characters are very forgiving. That's why you see an increase in reckless behaviour and why people spam respawn. Death doesn't matter anymore, you can be reasonably well geared in 15min, if you abuse respawn. -
As oppose to now were you're reasonably sure that most players you come by will rather kill you than group up with you or leave you alone. DayZ used to appeal to competative and coop players alike, but it there's no incriments to balance out the playstyles, we're simply left with nothing but deathmatch. I don't want to dictate how you should play the game, but the way the mechanics are right now, there's no disadvantage to deathmatching. This is a survival mod, but when players can gear up within 15minutes, this character persistancy idea goes out the window. Even if players spanw unarmed, they can still spam respawn and rather quickly spawn in Elektro/Cherno and have an alice pack, rifle and sidearm almost instantly. When I talk about imbalance, I think of a brand new character can be as well equipped as a character, who has been alive 10 days, in less than an hour. Bandit gameplay is reckless and dangerous, you seek out the most dangerous places and seek confrontation, if you survive you'll benefit greatly, but there's no disadvantage to dying. I think it's a major problem that surviving is moot, in a survival mod.
-
I think part of the problem is mmo related. Datamining, players being pretty good at figuring out the game mechanics and utilizing them the most effectivly, bypassing the persistancy, because death has become a relief, allowing the player to play more freely. For any developer it's pretty hard to keep up with the players, delivering endgame content to the most hardcore. Just like with mmos the most ambitious help beta testing, which also give them an obvious advantage getting those prestigious world first kills, at the same time exhausting the content as soon at it's released. Maybe faction based strongholds. 1 for bandits 1 for friendlies 1 neutral for all and for neutral survivors. When underground fatilities are implimented, few might serve as faction strongholds, either by placing no friendly fire triggers inside them or having armed AI guardians with high damage/health at the entrance and inside. Maybe zones in the stronghold requires a certain amount of humanity. Maybe using the dogs as humanity detectors. Bandit dogs bark at/attack friendlies and vice versa. I'd like to see some kind of unlocked features for people staying alive for 7 day increments.
-
In reality there would always be survivors to tell the tale. People standing in the outsskirts of Elektro, waiting for the shooting to subsside, too scared to enter, while they warn other more courageous survivors, who enters the city never to be seen alive again. Single survivors escaping, while the rest of their traveling party was slaughtered. The rumour travels, either based on eye witness account or simply rumour. Just as it did in early DayZ, don't go to Cherno, get off the beach. However in DayZ, while you're tied to a geographical location, you're not tied to a single realm of reality, you can switch servers and never ever encounter the people you witnessed. Back then it was still dangrous to meet strangers, but because the bandit skin served as a kind of rumour, people who weren't decidedly murderers, would be reluctant to kill others unprovoked and people finding themselves as involuntary bandits, would make a greater effort to avoid confrontation. Friendlies were reluctant to fire and they would be rewarded for not firing, but even dedicated friendlies would kill eachother, when tension ran high, someone hessitating lowering a rifle, might just push your paranoia over the edge and soon someone would be dead. Whoever fired first had the advantage, but would also risk getting labeled as a bandit for his actions. Whoever initiated friendly contact, calling out friendly, would run a risk announcing his presence, but would also avoid being labeled as a bandit. As things have progressed, bandit skins removed, even despite direct channel is now trustworth as a means for communication between strangers, without access to clan voice programs, calling out: "Friendly, friendly!" is a complete joke. Mistrust has turned to pure hostility and new players learn KOS is the primary way of player interaction and the culture before only limited to Cherno/Elektro/airfields are now extended to every encounter. Mistrust, still allows for some trust, open hostility doesn't. Fiction also embraced bandit skins to some extend, madmax, the road, murdering bandits dress and carry themselves differently than the meek, scared and frail. Like biker gangs dress to intimidate, travel in packs, fearless and as conquers, friendlies will travel in the shadows, ragedy and scared. Sole survivor might still betray and steal from eachother, but they'd rather scavenge, than kill others. The struggle for humanity is the essence of these end of world tales, this seems to be lost in DayZ atm. I disagree, I've been labled as a bandit a couple of times for what I justified to myself as selfdefense. Some of my selfdefense kills include people stealing my transportation and a group of four looting our camp, turned out all of them were unarmed, but after the first went down, we just let lose like a fox in a henhouse. After a killing, justifiable or not, I felt a real psychologically humanity hit. Glad to be alive, glad to have protected my property and for a good while after the incident contemplating, whether I should just kill everyone I see. After the bloodrush fades, I try to justify my actions, but also try to figure out how to avoid similar situations in the future. Hide my camp better, move more concealed and hardest yet, disengage from hostile situations rather than take unnecessary risks based on greed. When I took a big humanity hit even in selfdefense, I'd change my playstyle, because the bandit skin, would now place me at increased risk of either dying and having to defend myself, risking further humanity loss. So even friendly survivors, must recuperate their humanity, becasue taking a life, no matter the justification is a major taboo for the civilized and humane. Ask any honorable soldier to talk about what it feels like to kill another person, even if it was justifiable, he might show reluctance to talk about such intimate thing to anyone, but his own peers. Even in selfdefense you must reflect on how your own actions affected the outcome and you must be aware that you can easily be desensitized to violence and killing and find yourself struggling with your humanity. The whole when you look into the abyss, the abyss looks back at you hoopla. If someone is murdered in a forest and no one is around to hear it, did it really happen? DayZ murderers are pretty generic, all white females look alike. All survivors have the same build, many don't even bother chaning their profile's faces, many server's have kill mesages turned off. Many players aren't playing exclusively to one server, nor are their victims. The only consequence of being a massmurder is if you miss your shot. Bandits live a reckless life by seeking confrontation, they also live with an increased risk. But when you can spam respawn to select spawn location and be geared up within 10minutes, then there's no downside to playing bandits, because there's no downside to death. I think that's the primary imbalance in DayZ is when you don't even care about staying alive, the game becomes so much easier. Spam respawn till you reach Elektro/Novi Sobor, run in grab gear, kill or be killed, repeat.
-
You can also watch cat videos on youtube for 10-15 minutes, I just think the respawn timer has to be fairly low, so legit deaths isn't punnished unreasonably.
-
I'd like to clean the character server of all NVG/AWS untill duping is solved. I'd also like to see crashsite loot reduced a tier. 3 sites, 3 loot piles, 4 restarts a day. Too much hi-fi loot. I'd like to see deer stands bumped down a tier, to contain low tier hunting rifles and alice packs. Low military tier at firestations, military camps, crashsites and high tier for baracks only.
-
Over 2200 people online on ARMA2 cheat forums
dallas replied to zogin's topic in DayZ Mod General Discussion
I don't really think we need to bring attention to their community here. -
5min respawn on all respawns.5mins to mourne the loss of your character, go drink something or take a poop. 5mins is not alot in the scale of things.5mins is gonna be a major annoyance if you're pressing respawn repeatedly to select a specific starting position.
-
L85A2 gone, snipers will reign supreme
dallas replied to TractorFiend's topic in DayZ Mod General Discussion
Thermal is the perfect backup weapon for a sniper, it's like playing on a server with nametags enabled. Just scan the treeline, switch to AS50 and no skill required. I'll enjoy free AWS free days and pray it wont return. -
-
Might just be a random server message, I've seen it since OFP.
-
I think I've lost some cooked meat, I sincerely hope, Rocket's going to drop everything and help a brother out. I also think that since new patches and features often are slightly inconvenient, new patches should remove features instead of adding. I mean this is alpha after all.
-
L85A2 gone, snipers will reign supreme
dallas replied to TractorFiend's topic in DayZ Mod General Discussion
Swipe treeline with thermal, switch to AS50, boom. Little op, maybe. -
If I can't have the M9SD, I'll go for the glock, I'm a headshot kind of guy anyways.
-
Great news. OP like the helo vehicle radar.
-
It is, but it requires the admin to catch you red handed, whihc is very rare.
-
Bandit/Survivor Skins- WE NEED THEM BACK
dallas replied to The Headshrinker's topic in DayZ Mod Suggestions
-
In earlier builds we were able to, but salt water really isn't that great for you. There are lots of water scources incountry though, lakes and wells.
-
I prefere the M9 SD. Ineffective, but tacticool as hell.