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lev

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Everything posted by lev

  1. lev

    About Zombie Numbers

    Yeah' date=' right? Except part of the brilliance of this multiplayer mod is that it uniquely permitted solo play as an option. It still does, of course, but now the entry requirements are a little too steep to make solo play a viable choice. DayZ stood out from the pack because it offered [i']more than just the usual squad-based shootery stuff. I think that's the point I'm making... I don't see how players have had so much trouble with the zombies. Yeah there are more of them but if you were lone wolfing you shouldn't have been engaging massive groups of them with the expectation of winning. Stealth hasn't changed all that much since the last patch except that zombies have a higher tendency to wander towards noises. It still is very possible to sneak past zombies. I've raided the airfield and other towns lone wolfing without so much as firing a shot and in the scenario where I do alert a few zombies I lead them out away from the town before going loud and dispatching them. Also a smoke grenade/whiskey bottle do great at drawing zombies away from entrances and chokepoints. Lone wolfing isn't impossible and the new patch hasn't turned this game into a squad based only game. You may have to consider that even though you want to lone wolf it, you just aren't cut out for it. Lone wolfing should have a steeper entry skill; the game was too easy to survive solo before and the zombie threat was a joke. You can either survive solo based on your own skills or if you can't, find a group that can help keep you alive.
  2. lev

    1.5.7 update

    Why is everyone complaining about the abundance of zombies now? Isn't this what we wanted, more zombies that are tougher to deal with? Instead of complaining all the time, perhaps player's should try using their brains and find new ways to deal with the zombies. Try: -using stealth, crawling still works wonders in bypassing zombies even though now they tend to follow the slight noise you make, making this more of a challenge -use those whiskey bottles/tin cans/smoke grenades for once -learning to aim better so your mags last longer (I typically get ~30 kills and have gotten over 40 kills with my starter makarov set of mags) -learning to draw the zombies to a safer location before going loud -maybe using the crossbow -grouping up if there is a challenge too big to handle alone If you want to play a survival game, there needs to be survival situations and previously when it came to zombies there was not enough of that. I'd used to clear entire towns just by running through it and then getting into some building and lining them up for headshots. Now I carefully consider whether it is worth it to engage a group of zombies or if it is better just to leave em be. Survival situations entails making decisions involving risks. This is a survival game so man up and stop complaining about making this game even better than before.
  3. I feel like IEDs might turn this into more of a war-zone than a survival scenario type of mood. Though I suppose if they were more limited in nature (small explosion radius, and tripwire only), it might be okay to implement. My suggestions for traps are listed below: Trip-flares - just use the ACE version but replace the glow with a green/other colored version of the current road flare. It is set and then triggered with a trip wire ranging up to 15m. Make this spawn on the low side of common so maybe about the same chance of spawning as a map or something (if you can maybe in a pack of 3-5 but this will need some modification as ACE doesn't implement it in that fashion). Can be disarmed and picked up if the player approaches it without setting off the trip wire. Bear traps - A non-bury-able trap with a 2m trigger radius that can be visually concealed if placed in grassy areas (basically just harder to see cuz the grass extends through it). If a player steps on them, it causes a broken bone + some minor blood loss. Make these semi-rare to find, maybe with the same likelihood of spawning as frag grenades. Can be disarmed and picked up at range if the player approaches without setting it off. I liked the tin can IED someone proposed above but I want to make an adjustment since a proximity trap for an explosive device is a bit too powerful IMO: Tin-can IED: Build requirements are: -1 x frag grenade -1 x tin can -1 x trip flare -toolbox Basically, the "realism" aspect is that the player finds these items, strips the trip wire out of the trip flare, pulls the pin on the grenade, places the grenade in the tin can to keep the fuse from being lit, ties the tin can to trip wire so when someone trips the wire, the grenade goes off. Behavior: 15m tripwire available. 1-5m is instant kill. 6-10m is painkillers + bandage + minor chance of broken bone + major blood loss (~9000). 11-15m is bandage + some blood loss (~5000). Visually appears to be an upright tin can so that it looks different from the regular ones. The little stake that is used by ACE to represent the tie off point of the trip wire is placed wherever the trip wire ends. Can be disarmed if you get close to it without tripping it. Can be picked up after being disarmed.
  4. lev

    Dynamic bandit AI Groups

    Haha. People are already complaining about other people killing them. Now imagine if an AI group in the woods kills them as they are traveling. People who haven't played ARMA2 don't know about the AI. They range from being vegetables to be being snipers with an old ak-74. When you haven't been spotted they don't react at all and mill around doing w/e it is the AI thinks about in its spare time. But once you've been spotted they can pick you off at 500+m with just about any gun they have. And rest assured, the actual AI in ARMA2 will easily spot your if you are doing anything more than a crawl or a crouched walk (even those aren't guaranteed to maintain concealment depending on a several factors). This isn't like most games where the player is expected to overcome the AI. In normal ARMA2 missions if you don't approach a situation in a tactically superior way you will die a lot and often without ever knowing who killed you. Setting aside my own personal preference for human players and AI zombies only, bandit AI groups will ruin the game for people who dislike PvP even more so than in its current state. If you can't overcome a human player who has less chance of spotting you and accurately killing you, you will hate the AI who can spot you moving through the woods and accurately engage and kill you before you even knew about their presence.
  5. lev

    US-1 Tent Didn't Save?

    I am having the same problem with a tent I placed on US-3. Will they be reloaded the next time the server restarts or are they gone for good?
  6. lev

    Tents & Vehicles General

    How do you pick up the tent? I've undeployed it but I can't seem to pick it up even when I have enough inventory space.
  7. For those not used to A2's patching system, basically the way they do it is they release large patches every now and then and in between they test/fix features with beta patches. Beta patches have been designed to be compatible with non-beta patched games so there is no issue for those who don't want to add it. Seeing as how DayZ has been selling A2 in ways we haven't seen before, it's no surprise that a beta patch for this has been released so soon. Also remember that Dwarden, an A2 community manager, has been playing DayZ almost everyday and gathering notes on what issues BIS can support to help DayZ's development. Couple those factors together and it's pretty logical for BIS to start coming out with patches that help deal with issues that DayZ can't directly fix.
  8. lev

    Tents & Vehicles General

    This " tents disappear after two days " thing is shit. I mean sure, they can't stay the all time, but there's an issue with that. If you die, the tent is no more considered as " yours " meaning you can't pack it back. Meaning you need to find another tent, or have a friend with another tent. And if you friend dies, this shit starts again and again. And every time you need to find another tent and transfer old items. Boring as hell. So does this mean there is no such thing as reclaiming the tent? Only reclaiming items from the tent right?
  9. lev

    Tents & Vehicles General

    How does tent reclaiming and death work exactly? If I die is the tent up for grabs by anyone? I understand that if I don't reclaim it within 2 days it disappears. Is reclaiming it just the act of picking it up and dropping it again?
  10. lev

    DayZ Update 1.5.5

    Is there a change in the loot spawns? I've noticed a lot less loot spawning in and heard similar complaints across the board. Could possibly an issue on a specific server but just checking in case.
  11. lev

    So hard as a non Steam user to install.

    Is it really that hard? I've been using non-steam install for so long its second nature to me. So the way A2 works is that you store all your mods in the same folder as A2. The way mod folders work is first you name a mod folder like this: 1. Create a new folder called "@somethingmod" where "somethingmod" is something you type in to help your recognize your mod. 2. Inside @somethingmod, make a folder called "Addons" and another one called "Keys" 3. In "Addons" place .pbo files and .bisign files. In "Keys" place .bikey files. Note: you can mix various .pbo files together so you can actually place multiple mods' .pbo files into one folder so use em all together. 4. Then make a shortcut to the A2 .exe and modify the target line so that you add -mod:@somethinmod;@somethingmod2 at the end. That was a general guide to mod folders in A2 for dayz specifically do this: 1. Create a folder in your Arma 2 folder that is named @dayz, inside the @dayz folder make another folder called "Addons" 2. Download all the zips on the website and unzip all the files into /@dayz/addons folder. 3. Create a shortcut to your Arma 2 CO .exe and then right click it and access properties. 4. Edit the target line at the end so it reads "C:/BohemiaInterac...Arma2CO.exe" -mod=@dayz 5. Use that shortcut to play dayz.
  12. I probably need to preface this with I am not anti-PvP, just pro-PvP with higher risks/consequence. Since others have already posted ways to add consequence to PvP such as roaming zombies, reducing spawns, random spawns, reducing, server hopping, delayed disconnects, more zombies, zombies more alerted to gunfire, etc I won't be addressing those issues. My primary suggestion is reducing the amount of blood regained from consuming food in cans or meat. It increases the advantage of cooperation and increases the risk of going it solo. Once zombies become more of a threat when a lone wolf or PK-er takes damage it becomes much harder to recover. Besides adding to the realism of depending on mostly med-gear to recover and not magic meat, it also gives greater reason for cooperation. Possibly turning canned foods down to +50 or so blood and meat to +200 blood. This way if you are out in the woods or constantly eating you can expect to recover over time but not so rapidly that you can fully recover on food alone.
  13. lev

    Why the Anti PvP arguments are pathetic

    I feel like this is due to the existing trend in gaming where victories are more or less handed out to the player. There are very few games where the player is actually challenged to the point of having to either learn something new or improve their own play style in order to overcome a difficulty. Being that ARMA2 was intended as a simulator none of these design conventions have made their way into the game. Most modern games "feed" the victory to the player and rarely does a player have to work hard to achieve victory. Coupled with game marketing practices that glorify the regular and mundane achievements a player can obtain, the modern video gamer is used to feeling superior or at least competent regardless of their actual level of skill. The popularity of this mod has caused an influx of new players who do not play A2 and are used to modern mass marketed game design conventions which is now leading to opposition to the hardcore nature of the mod and A2 in general. Thus a lot of suggestions are aimed at either correcting problems innate to the real virtuality engine/features of the engine, or the design theory of the mod. It is not surprising that new players coming in with their gaming backgrounds "expect" certain things out of this game. Rather than trying to enjoy the game by overcoming challenges, they want the game to help them move to some end-state. I trust that Rocket understands A2 and the general expectation of this mod so I'm not worried that changes will be made to make this game easier or more friendly.
  14. Are we certain there hasn't been a change to view distance? I've haven't had a day yet when I could see past 1km since the 1.5.4 patch. I have noticed some differences in fog such as ~300m and 500m but nothing like previous view distances yet.
  15. Yeah, I suppose the ability for bandits to cooperate does counter this idea. But still the ability to regenerate blood via food is too strong which reduces the need for cooperation. I've never obtained a transfusion as I could simply obtain the necessary blood by eating. I've recovered over 4000 blood in about a hour by scavenging for food and coming across animals. Perhaps as Tajin suggested, the amount of food drops should be reduced or at least reduced in single buildings so that you can't obtain ~400 blood recovery from a single building.
  16. lev

    Knockdown

    I agree with keeping in knockdown for the various reasons expressed in this thread. Though I do agree a tweak should be necessary. Perhaps tie the duration into the player's current blood level, so that higher blood = higher chance of lower duration of knockdown. Note my phrasing; this doesn't remove the chance of a 1 hit KO till death scenario but rather reduces it. A side effect that this change does have is that lower blood players are now more likely die from being knocked down, but I suppose this is somewhat realistic as humans would suffer more in combat if they were injured vs if they were healthy. Game-play wise, it would also disadvantage lower blood players which can encourage team play more.
  17. I think its great that A2 is getting a lot of interest out of this but I can't help but feel that we might be attracting the wrong crowd because of the general interest in all things zombie at the moment. I'll be glad of the influx of like minded players who haven't heard of A2 before but wary of all those other players who are accustomed to modern FPS conventions and have little to no idea about tactics who've joined the game simply because its a great zombie game they heard about. Heck, we've all seen the suggestions that basically try to counter the very nature of this mod or address issues that are actually ARMA features. don't get me wrong I am glad for the popularity A2 and DayZ is getting but I hope we don't get too large an influx of players who aren't the types for A2.
  18. As people have mentioned before, just leave these settings up to the server. I almost exclusively play on the UO servers now since they are the only ones with settings that I prefer (no third person, no crosshairs, no space detection). Even as a three year vet of A2 I'll admit that Arma's motion systems need some tweaking as in a lot of CQC situations you feel extremely clumsy. I'm not even talking about having the gun raised up and getting stuck in doorways (which shouldn't be an issue as IRL, you'd automatically lower/raise your weapon in tight situations without knocking yourself into a wall and getting stuck, and current manual raising and lowering weapon is too clumsy to execute smoothly). Sometimes its just abnormally hard to crawl or run through a door way properly without ending up getting caught on a corner or a model or something. In the outdoor situations, there are minor clumsiness issues such as being unable to crawl over some minor features like railway tracks or small bumps. But overall the system works decently well. However, I will admit that most complaints are either targeted to the milsim nature of the game or simply players having been used to the on-rails feeling of modern FPS games. Complaining about being able to move and shoot is ridiculous. Anyone with real life experience using firearms knows that when moving, you aren't really aiming and can't be expected to accurately hit anything more than a few meters away. This is handled well in A2 and you actually have to stop moving to aim for anything further than 15-20m. The clunky sensation you feel in game is actually because you are A) carrying a ton of gear, B) people don't move like ballerinas, its just that over time you have become accustomed to your own motions IRL so you don't perceive the clunkiness of it. Try playing more A2 in first person, once you actually start immersing yourself in the game you rarely feel that clunkiness since you are more focused on your environment and surroundings as you are IRL. This is only further demonstrated by the fact that people feel clunky in first person but not third person where the only thing that has changed is the camera positions. In first person all that is happening is that your camera is placed into where your head would be in real life, hence the ability to look at your own body as you do things. Like I said before, its a matter of getting used to having a virtual "physical" body as opposed to a camera with a gun sticking out of it as in other FPS games. Things particular to the dayZ mod that need some work are the blinding flares and chemlights since in first person your character seems fond of holding them up to your face rather to the side of your body.
  19. I don't think you can run it at the moment as it relies on groups and probably won't be signed by any servers running DayZ. I think this would be a good feature to add once group management/factions are added into the game. Also with regards to the compass, its only available if you have a compass in your inventory and no it is not digital on the shacktac hud.
  20. No, really, you'd be laughed out of any college classroom for claiming that human beings aren't altruistic by nature. Yet you saw fit to present your opinion as having equal weight to mine. Now I'm an asshole for pointing out your lack of knowledge on the matter? You believe the way that *you* want the game shapes reality. But that's not the way things work. Open your mind. Wow are you kidding me with this post? From what you've typed you either A) have never really attended college or earned a degree or B) have been indoctrinated by some professor. Human nature has been questioned by sociologists, psychologists, biologists, economists, and other scientists in general for ages and they are currently still at it. For every paper claiming altruism is a natural human response, there are just as many others arguing against it. In fact you should know seeing as you are "educated" that the existence of altruism at the semantic level is questioned. If you have actually attended college, where do you come off being so pretentious? This is the exact kind of behavior that gives college students a bad rep as pompous assholes. And just a tip, if you ever end up at a conference, lose that attitude because there are plenty of other more intelligent people, who've actually done the research, capable of shutting you down and making you look like a fool for talking in this fashion.
  21. lev

    List of Weapons

    Did they take out zero-ing for the Lee Enfield? If not its a very long range weapon and one of the more powerful ones in A2. You can engage targets from around 800-900m and expect a single shot kill. Its basically a sniper without a scope.
  22. There are already reasons to cooperate and like someone else mentioned, just make zombies a greater threat so lonewolfing/PK-ing is not as easy. In addition, players who cooperate should have a much easier time dealing with a PKer so if you are concerned about PK-ing then find other players who will work with you. I agree there is a problem with server hopping at the moment and how items spawn which is allowing PKers to camp certain areas and server hop to get the equipment they need. Once that is fixed, PKers will need to move around more and hence server hopping tower camping PKers will no longer be an issue. If you are complaining about a scenario where a PKer is legitimately camping a tower to kill players then it is simply the victim's fault for not checking out that tower and making sure it is clear. Also what I meant with a makarov is fine is that if you have to engage someone a makarov then maneuver yourself into a tactically advantageous position and use the makarov to kill them. In A2, as good as a weapon is, tactics and positioning are more important determinants of a fight. In the situation with the sniper in a tower, I'd simply avoid the tower and take routes that keep me under cover and avoid the PK-er. Furthermore, towns tend to attract players both friendly and enemy so if you aren't prepared to deal with that then don't go into town. There are plenty of other areas to explore and scavenge. If you are trying to make the argument that players should safely go anywhere they please and do what they want, then this isn't the right game for you. Don't put yourself in a situation you can't handle and then blame the game mechanics for casuing you to lose.
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