Murphy (DayZ)
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Everything posted by Murphy (DayZ)
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How can you claim the weapon to be OP if it is so readily available? The Winchester is often the first primary weapon looted and gives every noob a fighting chance in PvP. I'm not against any of the suggested changes really, I just think people should not label it as "OP" simply because it is better then some of the more rare weapons. For example the m1014 has a flash light, which makes it loads more valuable then the Winchester. The damage of a slug means newer players who have little to no chance of getting loot from the military drop tables can still stay competitive against other players while being able to cut through the zombie hordes. The model inaccuracies aside I believe it is quite a useful tool for new comers and veteran survivors alike and as such it fills its intended role perfectly.
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FR4 server in private with 12 players on it
Murphy (DayZ) replied to drakenof's topic in DayZ Mod General Discussion
Anyone who can't see how this would be considered an exploit needs to open their eyes. If the server is locked nothing should be saved, simple as that. If they wanted the entire server to themselves to loot they could easily site "server issues" as a cause for locking and then ransack all of the prime spots for whatever goodies spawned in. -
There are ways of making trades without having to risk being shot, use your heads for something besides target practice.
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And now Im dead.
Murphy (DayZ) replied to POWERFUL_WIZARD_IRL's topic in DayZ Mod General Discussion
Would Alt-F4ing not be considered an exploit, especially in the situation described by the OP? You got screwed by a bug but encouraging people to play like cowards and log out is against the spirit of the game. Everyone gets killed and has to start over at some point, most don't have the stomach to push on but a lot of us have the testicular fortitude to accept our demise, regroup in hell and seek revenge. -
[Legion] Admins abusing power on Dallas servers.
Murphy (DayZ) replied to Braxton's topic in DayZ Mod General Discussion
True or not this isn't the first case I've heard/seen admins getting upset and kicking because of being killed. If it bothers you that much there are plenty of other servers to enjoy the game on. -
3rd person view and other aid’s? discussion .
Murphy (DayZ) replied to orbital's topic in DayZ Mod General Discussion
While I may not prefer to play on servers without the "veteran" settings because of the immersion and perceived "fairness" in PvP I do agree with those posters who suggest leaving it up to the individual server admins. This way everyone can enjoy the game in the manner that suits them best. Forcing everyone to conform to a standardized setting will even the playing field but could quite possibly alienate players. -
I just question the strain this could put on a server, and with the stability issues a lot of servers are experiencing is it worth the time to throw it in only to realize it doesn't work as intended (bandit skin is another concept along the same lines).
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The system is obviously still buggy and should remain out of game until it works as intended.
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Blood regen in large quantities is a bad thing. I wouldn't mind if it was like 10 or so even 5-10 minutes. This way you can't get into a fight and just shrug it off saying "in a few mins I'll be full bloood anyways". That is against the whole "survival" thing, don't you think? Zombies unable to rip flesh from bone? I don't know what some peoples concept of a zombie is but just think back to how many zombie bites to the neck/face/head area you've seen in the movies. Let's assume they aren't simply flailing their hands but that animation represents a wide range of actions that cannot be translated in-game without loads of effort for a minor aesthetic change.
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Multiple characters
Murphy (DayZ) replied to samjwbrowne@gmail.com's topic in DayZ Mod General Discussion
This system would be so easily exploited I hope it doesn't become part of the mod. I could list the reasons but I'm sure we can all figure them out rather easily. -
Food and water being used offline
Murphy (DayZ) replied to Jeff (DayZ)'s topic in DayZ Mod General Discussion
One of the guys we played with was instantly turned off by the fact that he feels "forced to login daily" just so his character doesn't die of malnutrition. The speed it drops while in game is fine but when offline your character should stay as you left him. -
Bandit/Survivor model swap issues
Murphy (DayZ) replied to trauma.au's topic in DayZ Mod Troubleshooting
It seems that when you change between bandit and survivor you lose the contents of your backpack, this coupled with being forced to abort/reload makes for some really frustrating moments. -
Why did you nerfed the loot percentage ?
Murphy (DayZ) replied to drakenof's topic in DayZ Mod General Discussion
By your logic seeing as how this game is insanely populated "getting there first" happened almost a month ago and all the servers would logically be picked clean. Loot needs to respawn in a way that encourages people to explore more of the island. -
Deathmatch with a side of zombies EDITED FOR IDIOTS
Murphy (DayZ) replied to MrShovelFace's topic in DayZ Mod General Discussion
Someone needs to learn manners. You frustrated that people aren't following your ill written posts learn to express yourself better without resorting to childish name calling. I hope you catch a few warnings for your attitude. @OP: Frankly speaking sounds like you have your fair share of frustrations and might find more enjoyment in single player games such as the L4D series or Dead Island. Don't take your anger out on the forums it makes your lack of reasoning too apparent. -
Made a new bandit skin for you guys
Murphy (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
What exactly do you mean by "High Sec"? This isn't EVE and there is no safety net to prevent those not wanting to PvP from getting involved in it. With the bandit skin being slightly more visible it works much like defensive markings in nature (brightly colored frogs that are highly poisonous is a prime example), and it warns other players to be careful. You consider me to be against PvP? Come find me and my group ingame and then tell me I'm against PvP (we have one of the top PvPers). -
Why did you nerfed the loot percentage ?
Murphy (DayZ) replied to drakenof's topic in DayZ Mod General Discussion
Don't tone it down one bit please, the way it works now is quite nice. Guys with NVG can spot the light from the flare on the ground from very far away but getting eyes on the person who set it off is still challenging if the player knows what he is doing he can escape and evade. -
Made a new bandit skin for you guys
Murphy (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Why not ban all the players who complain about being PKed? It's part of the game, deal with it. -
A (Possible ) solution to spawns
Murphy (DayZ) replied to x7steelers7x's topic in DayZ Mod Suggestions
That is a horrible way to handle vehicles, they should stay persistent allowing others the ability to stumble onto them and steal them. If it is linked to my player no one will ever get a hold of my vehicles therefore I could simply log out next to my car and when I login I can continue on my marry way. It's entirely against the stance you took for the safe house idea. The safe areas would just be camped by the guy(s) who killed you until you rage from the game, and as such it is a fairly bad idea. -
Made a new bandit skin for you guys
Murphy (DayZ) replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
You guys are arguing to make it harder to spot a bandit when the bandit skin should be something that allows non-PvPers the chance to spot and avoid you. I think painting him entirely red would be just fine as it is a "consequence" not a reward to be sought out like I see the majority of players doing. Nice initiative Mojo and great work, I hope rocket sees fit to allow you to reskin all the models to make this mod that much more unique. -
Why did you nerfed the loot percentage ?
Murphy (DayZ) replied to drakenof's topic in DayZ Mod General Discussion
The spawn rates are indeed rather low, after searching two airfields with differing groups of various sizes I realized that one of two things must be happening. First I believe the spawn rates are indeed lower then before not offering players who aren't already geared up little chance to gain ground on those ready for war. Second off the areas are the only known areas to acquire decent gear so they are extensively farmed by players swapping servers thus leaving them empty unless you happen to get there just after the items respawned. While I do enjoy the fact that these areas are fought over, I do not believe they are worth as much effort as before. If there were to be more areas that spawned worth while loot it would not only encourage people to venture to other places of interest but it would also give players incentive to check the villages and towns instead of entirely bypassing them thus bringing zombies back onto the threat list. Instead of Winchesters CZs and Enfields why not have some AK series weaponry spawn in villages as well? Could it not be conceivable that the residents of Chern went and armed themselves at the local Bases before they were eaten and turned into zombies? Is there absolutely no way for a civilian to buy NVGs? I'm not saying replace every "civilian weapon" with pimped out Army gear but sprinkling a few goodies into towns once in a while would not only get the more experienced players some incentive but also help the newer players defend themselves against those notorious griefers. As an added bonus camping the airfields will be less of an issue for those wanting to avoid a firefight, and those towns in land and further up north will actually serve more of a purpose then refilling water and B-lining it to a hospital for supplies. PS: Our group (of 7 at the time) ran into some poor guy server hoping at NW airfield. One of us pinned him in a house and used flares to blind him allowing me to move in to provide cover as he lobbed a grenade into the building. Poor guy had WW3 waiting for him when he logged in. Red chem lights are also very blinding for NVGs, you can see the glow from far but pinpointing the guy carrying it is difficult. -
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Deathmatch with a side of zombies EDITED FOR IDIOTS
Murphy (DayZ) replied to MrShovelFace's topic in DayZ Mod General Discussion
This isn't a constructive thread as some posters would have you believe, to me it feels more like the "vent your frustrations because you got ganked" thread. There have been no solid suggestions towards minimizing the PvP part of the game other then an abstract "can't kill people in groups" muddle. If you're so angry at the PvP sit down and find a logical solution for the developers to consider using, don't whine about being PKed. We have all felt it, and will all feel it again. Running into zombies isn't inevitable, but running into players is. Be prepared or log out and go play something else to cool off. -
It would relieve a lot of the stress of dealing with trading/helping other players if we had a neutral zone where weapons are automatically holstered or players are given protection against aggressors. There is a "bandit" skin that shows you who the PvPers are, even though it may be buggy it does give everyone fair warning as to who is friendly and who has malicious intentions.
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3rd person view and other aid’s? discussion .
Murphy (DayZ) replied to orbital's topic in DayZ Mod General Discussion
In real life I have a spatial sense so I can tell if I'm going to fit into this doorway/hole/whatever but Arma handles this in such a horrible way I often get stuck because of first person. I agree 3rd person with crosshairs is very cheap and easily exploitable but I really prefer knowing when to turn in a doorway instead of having to readjust a few times until I get it right. Without 3rd person I simply have horrible orientation when moving around because my character is often bumping into things and having an awkward time navigating even the simplest of obstacles (staircases can mean death very easily). So I do believe 3rd person should stay but remove the ability to aim out of first person thus keeping any action strictly first person while allowing the player to remain spatially aware. The only real issue I have is being able to peek over and around objects with third person. -
I like the idea of not allowing someone to log after being involved in a fight (be it with zombies or players). It would make a lot of sense as you should ideally be logging out in an area safe enough to log back into without being killed instantly, and it avoids all those cowardly acts committed by PvPers who are about to die.