ChaoticRambo
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Everything posted by ChaoticRambo
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So, I really feel like a newb asking this, but I honestly can't for the life of me figure out how to aim the melee weapons. All I know for sure is that they are deffinetly not hitting at the location of the crosshair. I am playing in first person view using a fire axe and it takes me like 10 swings to kill a zombie, which I know means I missed 9/10 hits. So do you need to adjust your crosshair right or left, or...? EDIT: and yes, I do know to hit space bar to bring up the weapon before trying to use it :)
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So I was about to join a server today when I started thinking about server population. I have alwasy been one to join servers that are near full, 39/40 or 38/40 people. But I noticed a server that was 1/40 people on it, which got me thinking. Currently I am working my way to the airfield to work on some military loot. It would be much safer, and the chance for loot much better on the server with only 1 person on it, but I enjoy the challenge and realism of worrying about other people. So I started thinking about what sort of game mechanic could be used to influence people to join full servers rather than empty ones for easy loot. This is what I came up with: When loot is respawning (I know, it doesn't currently, but it will eventually), it could check for server population and the higher the population, the better quality loot. So, using melee weapons as an example since there are the most of those currently in game: Lets say a server loot respawn triggered a fire axe to spawn, the best melee weapon. On a server with lets say 30+ people on it, that fire axe spawns normally, if the server has 20-30 people a crowbar would spawn instead, and if the server has less than 20 people a baseball bat would spawn. This way, people can still play and get loot on low population servers, its just not going to be the good loot possible in a server with higher population. This way, the Risk vs. Reward equation can start to make those high population servers more attractive to those looking to minimize their risk.
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Thanks man, That makes sense - kind of like Chivalry on steam, the head of the weapon is actually traveling through space. I will have to give this a try
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Loot quality based on server population
ChaoticRambo replied to ChaoticRambo's topic in DayZ Mod Suggestions
Well, perhaps this could be a server setting, any public server must have this turned on while hive servers can have it turned off since their loot can't be brought over to public servers. I also understand that it would get rid of solo play, but thats kind of the point. This game is meant to be as realistic as possible, so in this massive game you wouldn't be the only survivor. Part of the core game mechanic is worrying about other players. I personally never think twice about zombies, its the players I am always on the look for and worry about. -
So this game already has a body inspection available. However, it only displays what the persons name was. I think as the expert survivalists we already are, we surely could gain more information from a body. So here is my idea: Upon inspection of a body, you can gain the following information and what would display: -The individuals name (from personal affects and the like): "It would seem the persons name was ChaoticRambo..." -The general type of weapon (based on wound type) (NOTE - these are generalizations. I am not a medical wound expert, and as such many of these will be grouped for simplification. I believe the idea is apparent though) (I do fully understand same weapon types use different ammo with different effects, try not to get to picky please): Zombies / Melee weapons: "...who appears to have scratches and blunt force trauma." Ran over by vehicle: "...who appears to have been run down." Grenade / Rocket Launcher: "...who appears to have shrapnel wounds." Crossbows: "...who appears to have arrow wounds." Sidearms: "...who appears to have an entry wounds but no exit wounds." Light Machine Guns: "...who appears to have a multitude of bullet wounds." Shotguns: "...who appears to have a multitude of pellet wounds." Sub Machine Guns: "...who appears to have multiple small caliber wounds." Assault Rifles: "...who appears to have multiple high caliber wounds." Sniper Rifles: "...who appears to have a few high caliber wounds." -If they were looted (based on tracks / disturbances): Looted: "...ChaoticRambo appears to have been scavenged for goods..." Unlooted: "...ChaoticRambo appears to have been left alone..." -If they were hungry/thirsty (based on visual clues): Hungry / thirsty: "...and had been suffering from malnutrition." Perfectly fed: "...and was well fed." And finally how long ago the person was killed. But this one is a little more interesting in its implementation. Every 15 minutes after a person was killed, one of the above items is removed from the inspection. So if you are inspecting a body that has been dead for 45 minutes you will only get the players name. This would be due to degradation of the body as well as environmental effects. All this information wrapped up allows a person to discover how much danger they may be in. Was the kill recent? What killed them? Were they a skilled player? Let me give you a few examples and see why this would be significant: "It would seem the persons name was ChaoticRambo who appears to have a few high caliber wounds. ChaoticRambo appears to have been left alone and was well fed." To the smart player, this would be instantly a bad sign. This person evidently is a recent kill (all information is available, less than 15 minutes dead), got shot by a sniper, was not looted, and was well fed (which may indicate a relatively skilled player). To me, this would indicate a sniper is likely still stalking, and is likely looking right at me. Another: "It would seem the persons name was ChaoticRambo who appears to have multiple high caliber wounds. ChaoticRambo appears to have been scavenged for goods." This indicated the player was killed between 15 and 30 minutes ago by an assault rifle and was looted. This would possibly indicate danger may be around, but likely the killer already moved on. In my opinion, this would add a great deal to the experience. It may also give pros and cons to burying bodies. Maybe as a bandit you want to instill fear in people, so you leave the bodies alone for everything to see what happened. Or maybe you are trying to lay low and so burying to body is well worth the risk. I also don't think it hurts either play style, simply adds more depth to an existing system.
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I don't play with music on as it disrupts hearing footsteps and gunshots - so no comment on that. I don't think the colors need changed at all, I have very vibrant colors. You should only be getting shades of grey if you are low on blood.
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It just really doesn't make sense. There isn't enough options or benefits to make it worth any groups time to fix one and fill one with fuel. The vast majority of organized groups do everything they can to avoid the beach area, and the tracks are only along the beach. Plus, I know of no group that can successfully defend something 24/7 - and talk about something that would get stolen pretty much instantly. Neat idea, but the benefit of adding it into the game is so low compared to the amount of work it would take it to implement.
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The vast majority of steam locomotives were replaced by 1960 in the USSR, while some still were in service at industries and private owners- it is accepted that by 1985 all had ceased operation. And don't forget, if you wanted to go the steam route it would take around 7,000 gal of water just to prep the locomotive and around 10 tons of coal (or wood in your suggestion)
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Just an FYI - The trains would run on diesel, so a shit ton of jerry cans. I have read a Huey takes 50 jerry cans to fill its 206gal fuel tank. Extrapolating that out to the 5,000 gal capacity of most modern locomotives. You would be looking at around 1200 jerry cans to fill it up.
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I don't know why people don't like this idea. I suggested something similar a while ago which got equally few responses. http://dayzmod.com/forum/showthread.php?tid=17700 It would be supremely nice to know exactly what direction Rocket wanted to go, and also didn't want to go. This could eliminate a ton of suggestions and get it down to new ideas.
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Raw meat in a deer stand?? Bizarre
ChaoticRambo replied to MrQueebs's topic in DayZ Mod General Discussion
The person probably found a weapon they wanted but did not want to get rid of the one they had. So they had to dumb a bunch of other stuff out of their backpack to get the second gun to fit. I just recently left around a few cooked meets and some misc loot to pick up a weapon I found and the 3 mags with it. -
So, after viewing the progression of the community, and countless suggestions of how to balance the survivor / bandit play-styles I think I have started to notice that the two play styles are beginning to balance themselves. I have definitely noticed that as the bandit problem has increased, so has the quantity and quality of survivor clans and groups. These survivor clans are beginning to find servers they stick to to enable base building and the like. Bandits are beginning to be a less common sight in these servers due to the fact that these clans can easily wipe them out. I also think it is weeding out the bandits that don't add anything to the game but frustration by camping the new spawn areas, because these bandits thrive on killing inexperienced players. The only bandits that can survive against organized survivors are smart groups who most definitely add to the experience because it is obvious that in a real disaster, there would be small groups of bandits that would pop up. It really seems that things are beginning to balance themselves. Although I personally always think the balance scale will be in the bandits favor because to make them truly balanced would be to put something into the game that is deemed unrealistic. While by DayZ simply being a game there are uncountable variables that are by their very nature unrealistic.
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Is the Bandit "Problem" Fixing Itself?
ChaoticRambo replied to ChaoticRambo's topic in DayZ Mod General Discussion
I do enjoy how those people who play like they actually would in real life are the ones who get made fun of, and those who act like complete idiots are the ones who are "playing the game like it was meant to be played." Who are you to make fun of someone who decides to play the game one way or another. I never said bandits or survivors were superior, simply offering advice to other survivors who don't want to die. -
dayz is losing its meaning
ChaoticRambo replied to VictorStagnetti's topic in DayZ Mod General Discussion
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Is the Bandit "Problem" Fixing Itself?
ChaoticRambo replied to ChaoticRambo's topic in DayZ Mod General Discussion
Yea, maybe I am just playing intelligently. I find servers that have large active survivor clans to play on. I avoid an area if I hear gunfire. I wont go into a town if I see dead zombies or players. I also think long and hard about entering an area that I did not trigger the zombies to spawn, obvious indication someone has been there recently. I will typically set there for around 10-15 minutes watching and listening before decided to leave or go in. IDK, just common sense things I guess. I never approach someone I don't think has a good chance of being friendly. When I do, I sneak up on them and announce my presence as a friendly. I never shoot first, and so far I have not been killing using the above guidelines. I also don't hang around cherno or elektro, I tend to stay up north. -
Chernarus Quarantine Force {CQF}
ChaoticRambo replied to johndstill@gmail.com's topic in Clan / Group Recruitment
US 20 has been down all day, you guys got any other servers running the 1.7.1.5? -
I think he is thinking Bandit Kills is how many kills he himself has made as a bandit. Bandits Killed is a stat of how many bandits you yourself have killed. So in other words, whoever kills you will get than Bandits Killed increase by 1.
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Getting tired of Death Dodgers.
ChaoticRambo replied to Spot (DayZ)'s topic in New Player Discussion
I think every legitimate player is getting tired of it. I am sure it is very high on Rocket's priorities, but he has to figure out a way to implement a change in the Arma 2 system. Might not be as easy as one might think. Just got to deal with it for now unfortunately. -
Ok, so I am not super new to the game, but I have never used a vehicle in game. I am currently going solo, so I have not really gotten setup enough yet to get to that point. However, I recently found a vehicle in a secluded location. I have a few questions because I am not 100% sure on these things: #1 - If I put gear in the vehicle and it is not repaired, will my gear save in the vehicle (assuming someone doesn't steel it)? #2 - As a solo player, is there really much point in repairing a vehicle? #3 - Any general tips / tricks to owning or using a vehicle? I am really debating if I want to repair it or just use it as a tent (as I have yet to get one). It is in a secluded area, and as such would take a while to even simply transport the materials to repair it fully. Thanks
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Body Inspection With Degredation
ChaoticRambo replied to ChaoticRambo's topic in DayZ Mod Suggestions
I do like the idea of being able to use a dog to follow a scent, but I don't know how practical that would be for Rocket to actually implement. I was trying for a suggestion that would add a lot more depth to the experience while still being relatively easy to implement. At least I think it would be relatively easy, I am not a coder, so I could be completely off base. I also like the idea of information degrading into lesser information rather than disappearing completely. This would just add more variables to each column. -
I am not trying to be a dick, but why would you make suggestions for a game you have never actually played?
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you are consistently missing what the point of this game is. This is not an MMO, it is a sandbox survival game.
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Read: Jerry Cans can be filled with water
ChaoticRambo replied to Dalton (DayZ)'s topic in DayZ Mod Suggestions
Considering all Jerry Cans in this game are implied to be for fuel, I would say no. -
Not to be nit-picky, but I think the proper terminology here would be water collection pit. Wells are very deep, and one would need more than an entrenching tool to dig a proper replenishing well. I do know that many places in the ancient (and modern) world wells were dug by hand, but the time involved to dig them also far surpassed what I believe you are suggesting. I would add that sandbags would be needed to retain the walls (to avoid adding a new material of blocks / rocks). Sorry to seem like a drag, I just want to be sure your idea is refined.
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New item: Blindfold. Does what you think it does.
ChaoticRambo replied to Techercizer's topic in DayZ Mod Suggestions
haha, you get a +5 purely because I want to see it in youtube videos. Awesome idea sir! Could be implemented in the binoc slot