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Stilgar

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About Stilgar

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  1. That unable-to-crouch-run thing happens to me regularly if I use Shift+Tab to use the Steam interface, but I just need to Alt+tab and then fuck with my mouse to fix it.
  2. Stilgar

    Journals/Diaries for writing down Events.

    I agree; another level of exploration, but (extremely) rare enough where I can't see it being an incentive to kill. It'd make finding the bodies of survivors around towns or scattered about scary and worrying, but also somewhat exciting and rewarding. Also, the fact that it would really have no negative on people who don't use it is a biggie. To those who say that this game has no downtime, I think that that really depends on your playstyle. I find myself having plenty of it, and it definitely makes the drama that it breaks up all the more intense.
  3. The aging subtype seems a little hard to implicate. I'd say just slow them down a little bit; enough where you can outrun them a bit and shoot accurately without getting hit and, if you're quick, maybe do some looting. Fast enough, though, where you'd be under a lot of pressure and wouldn't have that much time. It would give some reprieve, but not enough where people would just never have to deal with zombies.
  4. Stilgar

    Journals/Diaries for writing down Events.

    I think that this is my favorite idea I've seen on this board so far. I'd love to write in one, and I definitely agree that it'd add to the immersion. To me, the immersion is the whole point of the realism of the game, and being able to write in a journal next to your campfire or while your hiding under a tree for the night would do immensely to add to it. It's the reading-other-people's aspect that really sells it for me, though. That nameless survivor you killed would now be the last of a once-great group of players, or the noob who just hit his big break, or the ruthless bandit whose fallen on bad luck and doesn't have any good gear left. Your partner who just got killed could be the newbie who was really excited to find someone to play with, or have his plans of shooting you in the back of the head revealed. Directly communicating with people- by chat or by voice- is a great way to get to know someone, but reading their post-mortem diaries would be a great way to find out things that they wouldn't tell you otherwise about their adventures. I could also see people doing some creative things with them; leaving co-ordinates for stashes (or traps), tips, etc. Even creative stuff- hell, I roleplayed Haven and Hearth for a long time as someone who was insane and talked to their pinecow. Good times. This doesn't seem like it'd be that hard to implement. Maybe, diaries wouldn't stack but it would just add entries you found to your own. That would allow more than one person to find the same diary. It could be gear like watches or matchboxes, and you start off with it.
  5. I think that, despite our differences, that we can all agree that our precious DayZ is being ruined, molested, and raped. All of the filthy casuals, WOW-fags, carebears, care-fags, Cowaduty-kids, WOW-kids, COD-bears, and filthy-wowitizors are turning our precious, manly, hardcore milzomsim into L4D: Manwoman-Edition. I, however, have the ultimate solution. Our attempts to call of these invaders by the name "WOW-fags", "carebears", "care-fags", "Cowaduty-kids", "WOW-kids", "COD-bears", and "filthy-wowitizors" whenever they make a suggestion that differs from our opinion, as well as our ability to call them those names over and over again in extremely angry tones, have all failed. All of this is despite the fact that we have heightened our inability to distinguish between realism v. arbitrary difficulty and sensibly scaling back v. pussifying. We can, however, shove spiky, painful dildos up our behinds. This is the perfect solution, as it is viable at any point in the game. Successfuly snuck by a zombie because it was too girly-faggy-weak to see us? Shove the spiky dildo up our butts. Survived in a fight because there was a logical amount of zeds spawned? Shove the spiky dildo up our butts. Thought that we were, possibly, having fun? Shove the spiky dildo up our butts and twist our bodies so that it has the strongest effect. Thus, in the next hotfix, I call for rocket to release DayZ-branded, spike-covered dildos. Maybe then, we won't be able to speak out of our asses and will think about what we say for once.
  6. I agree. I don't really dig what you spawn with now, but I think that having no weapon is a great idea. It definitely makes the beginning more tense, and I never run into anyone in the beginning anyway. Now that it's easier to sneak by zombies again, it makes surviving without a gun until you get one more feasible.
  7. Are we seriously trying to get rid of 3DP now? That seems a bit ridiculous and uncalled for and pointless. I'd really prefer we didn't. It seems like the arguments for 3DP removal are that it would make the game more realistic, which seems given; you see in front of you in real life, you should see in front of you in the game. However, first person is only sight and hearing. In real life, we see out our eyes but we also can feel all of our body, know where our feet/hands/limbs are, and have a sense of balance; much more than seeing with eyes. Moviebob has a good argument for this on some video of his I saw a while ago. That's why jumping puzzles never feel right in FPSs and such. Being in first person removes all of that, and being in 3DP, in my opinion, allows you to have some semblance of those sense, a better connection to your character, and more realism. On top of that, I fucking prefer 3DP. I always use 1DP for shooting and stuff, but it's just so much nicer to see your entire character's body while running through the woods and stuff. It allows you to see how cool you look with a rifle on your back, or gives you something neato to look at while your running for long periods of time. It also allows for cool screenshots. There's a lot more benefits to having/having optional 3DP than getting rid of it.
  8. Stilgar

    Build 1.7.1 Rolling Update

    Two fuckers literally walked directly through the wall of a barn to get me. Walked into the front of my shotgun, but still through the wall.
  9. Stilgar

    Build 1.7.1 Rolling Update

    I should make it clear that I still think the patch is, overall, a great addition to the game. A positive in the long-run, and I can't wait to get home from my next shift so that I have to time to truly try it out. Even if it stays the way it is, adapting to it should be fun. I just preferred parts of 1.7.0.
  10. Stilgar

    Build 1.7.1 Rolling Update

    Alright, I'm really digging where rocket is going with this patch. At first, I hated the idea of spawning without a gun but, after thinking about it more, I love it. I actually can't wait to die so that I can try it out (although I'd rather not because I just got my first m1014. Yes, I'm new.) However, I feel he (you, if you read this) kind of overshot the target with the update. So far, it seems way too easy to hide and way to hard not to get seen. Instead of hiding being a tool for me to use if I get seen, it's become what I have to rely on in order to survive. I agree that the zed vision should've been increased, as being able to crouch-walk by them at a distance of, like, 10 feet felt ridiculous. Now, however, they definitely seem overpowered in their ability to spot me. I guess that it depends on how you view the game. I always thought of DayZ as more of a PvP game than a zombie-survival game. The survival sim was always there, and made it extremely special, but it was the interactions with other players that truly made the game special. Zombies were like walking, spawning landmines and obstacles- an amazing way to spice up getting what you needed to interact with other players, whether it be getting guns to fight them with, food/meds to share and team up with, or anything else that you needed. Even playing solo, the zombies always felt like more of a gameplay mechanic and the other players- those shots in the nearby town, or the ever-present feeling of being watched- were the real threat that I was preparing for. Now, however, the zombies feel more like the focal point of the game. They feel like the real enemy and the main focus of all my efforts. I dunno whether that's a bad or a good thing, but I personally preferred how it was in 1.7.0. I also feel like the two "phases" of zombie were what made them so scary. You could get close to them (albeit, too close for what you were aiming for) and sneak around them like they were lumbering idiots- because they were. However, whenever you were prone 5-feet away from that lumbering idiot, you knew that one wrong-move could turn it into a sprinting, terrifying threat. Now that they're constantly super-sensed and fast, it kind of loses that feel to me. I dunno, it's just my opinion.
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