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Everything posted by Tonyeh
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I seem to find more nails than dry sacks. 🤨 Didn't know the sacks had greater capacity than a crate though. I do know this, however. The stash I am using presently is still intact and I never bothered burying it. Whereas any stash I've buried before was nicked fairly quickly. Even one that was, literally, in the middle of nowhere on a low pop server. The odds on anyone walking by it, seeing the mound of dirt, AND having a shovel in their hands would have been ridiculous. I've heard that there are exploits and cheats that allow players to "see" dirt mounds and therefore dig up stashes. So, for the time being, I'm just leaving the crates above ground.
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So, what items stay on the ground for 8 hours and what ones stay for just 4? I thought all dropped items had the same "lifetime on the ground"?
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They're zombies?
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God knows what the actual server was called, but it was one of the official NL ones.
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Suggestions based on WOBO's latest video detailing changes to food in update 1.10
Tonyeh replied to DeepEuphoria's topic in Suggestions
Alcohol doesn't cure colds. 😉 It only offers a very brief relief. As far as food is concerned, I'd actually make animal food sources harder to find in the game. I can't go ten minutes on the map without hearing a chicken, goat, cow or deer. + Boars are around in 1.09. Saw one yesterday. Shot it point blank in the head with a 7.62/39 round and it ran off. That's just silly. Lastly, I don't know what the timer is for food rot. But it should happen over a number of game days. In other words, if I kill and skin an animal for its meat and find that 30 minutes later it was rotten, that would simply be dumb. Rotting food is a great idea, but it needs to happen over quite an extended period. -
It was months ago. Maybe it's worth an experiment in this current 1.10 build.
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The mod was good fun, but it was bloody stupid too. Everyone was geared to the teeth in minutes, got helicopters, and had ridiculous bases built in a matter of hours/days. They get raided, you get killed...rinse/repeat. It got tedious and there was no atmosphere at all. It ended up being just another death match online game, where dying meant nothing. You just geared up again and went on another killing spree. DayZ standalone is and always was supposed to be a different kettle of fish entirely. It's not meant to be the mod, but a post apocalyptic survival game and, frankly, it's MUCH better than the mod ever was, flaws and all. I have my complaints about DayZ, as much as the other fella. But I have also had some of the best gaming experiences I've ever had with it too and I've been playing computer games since the 80's. If people want to play the mod so much, go and play it. There are still hives open, as far as I know. There are certainly issues that need looking at in the current DayZ game for sure. I will bang on about the terrible effects of "count_in_hoarder" all day long for particular loot items and how bad it's been for the CLE. There are also a number of other game mechanics I'd change in a heartbeat and there's various glitchy things that could be fixed as well. But I absolutely don't want to see the game turn into the joke that the mod became, which was essentially ARMA 2 with zombies.
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Right. Maybe that was it. Wasted a load trying to penetrate a base too (makeshift one in a shed) and they didn't even cause a scratch. Might not bother picking any more up so and save on weight, if they're so useless.
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BTW, Deagle Mags, where the hell are they spawning usually? I've only found two ever. One on the road, obviously dropped by someone, and one in the piano house north of Zaprudnoe. Can someone with access to the xml files let us know what their spawn points are? Are they counted in stashes and on players etc? Cheers.
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I had no idea what the hell happened. I thought it was a stag grunting in the distance, then wop! I was unconscious and my gun went flying out of my hands. My health was in the red and I was waiting for the You Are Dead line to pop up. But the wall separating us kept the bear at bay. I got up, grabbed the gun and legged it to the green tower in the screenshot I posted. As to their strength, yes it's good that they are a tough opponent. But four grenades tough? Not so sure about that.
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LOL. The only reason my current toon is still alive is because there was a wall between him and a bear that took a swipe at him and couldn't finish the job. Ran up a lookout tower and proceeded to kill it. But had to use FOUR grenades and the better part of an AK101 mag. <- Now THAT'S something that needs to be looked at. Bears are strong for sure, but they're not made of concrete. First time I ever saw a bear in DayZ. Last time I ever want to see a bear in DayZ.
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EXP is usually for people to check stuff out, though. It's not the "real" game as it were. So, there's nothing riding on saying Hello to another player and getting killed. Your EXP toon is going to be wiped anyway when experimental gets released, so there really is nothing to lose. On official servers, Hello will get you a bullet in the face usually. But yeh, the rule is simple. Avoid others if you're not 100% sure. Otherwise all that lovely loot is gone down the Swanny.
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In a word...yes. Been playing for 6 years and I can count the number of friendly interactions on one hand. It's even worse now, because the loot economy is so fucked. People have tons of loot buried or kept in bases, that the good stuff won't spawn, or at least spawn in readily findable numbers. So, the instances of KOS increases. Of all the things that the devs need to look into, this is the most important IMO. But, get it out of your head that DayZ is some sort of friendly game where people talk to each other and swap stuff. The most likely encounter you'll have is getting shot in the back by someone you never even saw, because players want to steal what you have... ...and then there's the wanker snipers who sit there all day trying to shoot new players running on the coast looking for food. But that's a whole different level of shithead. 😆 DayZ is an unforgiving survival game, where the point is simply to live as long as you can, and can be a source of great frustration and disappointment at times. But you'll never play another game like it.
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DayZ is supposed to be taking place in an apocalypse where everything has broken down and the world's been thrown backwards. Why do people want loads of cars, planes, helicopters and now a functioning rail network? That all kinda defeats the idea of the game.
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Well ATM, I'm using the 101. Aside for the rarity of ammo, I can't see that much of a difference yet. Haven't used it on full auto though, so the recoil hasn't been an issue.
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After, literally, months of searching, today I stumbled across 3 AK weapons. A KA-M and 2 KA-101's and believe it or not they were all in the same location! I didn't know what to do with myself. LOL. Thing is, I have never used a KA-101. Only the baby AK and a KA-M. So...the age old debate...which one is the better weapon? Leaving aside the availability of gunsights, mags and ammo. Cos the KA-M stuff is far easier to find. But gun wise, is the 101 better than the M, or vice versa? Their bullet damage is the same, if I'm correct.
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I don't understant what is dayz game for?!
Tonyeh replied to marioworldgames's topic in General Discussion
You've only been playing for a week, relax. You'll get better. -
Cutting bark off of a tree shouldn't be limited to just knives. I don't even think that the machete can be used at the moment either ,which is kinda mad.
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I don't understant what is dayz game for?!
Tonyeh replied to marioworldgames's topic in General Discussion
The rain is great. Spent 10 minutes in my tent yesterday, while it was lashing outside and planned my next helicopter route. -
Economia no Oficiais - Economy on Oficials
Tonyeh replied to FabianoMartins's topic in General Discussion
I seem to be able to find AK mags perfectly fine. It's the bloody rifle that's nowhere to be seen. -
I shot a newbie was coming at me with an axe and I hit him with something like three slugs from the automatic shotgun. It may have stunned him a little, but he still just turned around and ran off. That was the last time I bothered with it. Against a geared player they'll do nothing at all.
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So, I've had several stashes and all of them have been found. My first stash was near a house. That got dug up. Fair enough, it was near a house. My second stash was near a pylon. That got found, um....ok. My latest stash was, literally, in the middle of nowhere, I even had to draw an elaborate map for it. That got found. How are people doing this?
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Only used them a few times and found them practically useless against players and infected. Plus, in a game where actual bullets are lying on the ground, I just don't see the point.
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Insanity or Haunting as a Debuff for wanton murder.
Tonyeh replied to Daverex's topic in Suggestions
As regards the "haunting" idea, it's interesting but probably impossible to implement. There's already a mechanic whereby you can go mad if you eat human flesh in the game. Maybe that could be implemented too for murder. However, what's murder? The only human players that I've killed were players that intended to kill me. I never fire on anyone in the game and in fact go out of my way now to avoid humans if possible, because 99% of the time it ends in pew pew. So, I have "killed", but not "murdered". But how would a mechanic in the game be able to tell the difference? I don't think it would be able to, which would mean a lot of people feeling aggrieved if their toon they'd been playing for months were to go mental because they had to defend themselves from players who should be playing CoD instead. It's a nice idea for a way to reduce KOS (and I have heard variations of it before), but there isn't any way to implement it in the game without being unfair to a lot of players. -
Insanity or Haunting as a Debuff for wanton murder.
Tonyeh replied to Daverex's topic in Suggestions
This is something that I've wanted to see for years. It's silly that in the middle of a zombie apocalypse (or whatever the infected are) that the players cannot be threatened with being infected themselves. It makes the infected merely an annoyance and not a real threat, like they should be. Players should be, at the very least, cautious about having to do combat with 5 or more zeds, not simply annoyed in a mild way. At the moment, the worst the zombies can do is cause a little blood loss (easily sorted with a bandage or rags) and damage your clothes (hello Duct Tape). It would also reduce the KOS factor by a margin to. Firing off that gun at another player will attract some unwanted attention from all the infected in the vicinity, with an increased % of becoming infected yourself, if the numbers are high enough. Thing is, though, is that the DayZ infection would have to be curable in some way. But the cure should take time and not be an instant fix, thus killing the whole point.