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Howler

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About Howler

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    Woodland Warrior
  1. It's very funny. Almost feel like recording some of our antics and adding benny hill music to it :P
  2. Me and some friends have been trying something new with some sort of "rules" we set ourselves. This was simply because we wanted to try a different angle to DayZ. Playing Infected. We would: 1. Select a zombie skin/face in character creation. 2. Make sure we started in a server with VOIP. 3. Pick up random loot, anything we could get our hands on, useless or otherewise (bigger packs than coyote patrol preferable). 4. Use only hatchets or crow bars when attacking any humans. 5. Scream over voice chat like the infected. 6. Avoid killing any infected, if you attract any, make sure you direct them to other players. What ended up happening were some very amusing chase scenes. "Ex-survivor" was another sort of term given to us as it seemed like we were sometimes useful in providing loot to people. Also - we could run indoors and were thus a greater threat to some extent. Let us know if you do anything like this/have encountered anyone like this. We'd love to see videos and some stories crop up! :D
  3. Howler

    Day Z Videos

    Dayz in a nutshell :')
  4. Howler

    DayZ Screenshots!

    In that case everyone who's ever made a zombie/undead related tv show, game or movie has been ripping off parts of the epic of Gilgamesh... You are a moron.
  5. Topic title edited as well as some content in OP. You have enough time to post twice but not to read a dozen comments? Seems legit. Anyways. Hopefully this'll stop the "OMG SO DUMB BRO, I NEED BANDAGES" type comments.
  6. Of course. You are right in saying there is an attempt at striking a balance between realism and playability. Let's consider for a second what the items that we do start with help us. This is followed by my arguments as to why they are also not as useful as they could be. 1. The coyote patrol backpack Pros: - Space to keep items. - Cons: - Alienates any use for the czech vest pouch. - The international sign of someone who has recently begun their character - sparking the bandity thought process of "he won't mind if I send him back to the coast - he just began!" 2. The flashlight Pros: - Used at night-time to help visibility. Cons: - Most new players would probably switch to a daytime server. - Flashlights are a dead giveaway to player location. Emphasis on the dead. 3. The bandage and painkillers Pros: - Good for use after bleeding or when in shock. Cons: - Only good for one use. If there are more infected around when using this, they might just make you bleed an additional time - I mean, you might not even have a weapon. - Something to kill new players for.
  7. I thought you were advocating new player experiences? New players certainly wouldn't know where everything was unless they'd played Arma II before? Good cyclic argument tharr. And again. I'm in favour of people either spawning with nothing or people beginning with one random, not-so-valuable item. In a mod where realism is one of the key elements, everyone starting with the same stuff doesn't seem likely. That's all I'm trying to say.
  8. ^ Listen to Samuel. I mean, if you'd read it, you'd see that there was a developing consensus for just one random item to spawn with. You think this idea would slow down the growth of the fan base? You kidding me? New players already start with next-to-nothing. It's a very unfriendly user interface for first time players anyway. And guess what. DayZ is still growing rapidly. Those who are saying that people like me who think this way should just drop their stuff on spawn? Fuck that. I'd rather everyone be on a level playing field. Bunch of wimps. Yeesh.
  9. Should there ever be a randomisation feature, my question is what section would the one item be in and what possibilities could there be? If we take away the backpack slot, we're left with: = The main inventory = The secondary ammo/bandages = The toolbelt Different starter gear WOULD encourage teamwork with strangers. "Hey, you have a hatchet and I have matches, we can make food if we need it!" and so on... As someone mentioned in the other thread, this could however lead to violence on the coast once more for a mixture of gear from people - not what we want to be seeing again. So obviously some would have to be taken from the rota for their value. But then again, take away the valuable stuff and you end up with something not so useful, then you may as well start with nothing? The cycle continues. Please keep discussing this concept. Whether you agree with it or not or even if you believe not a single mod will ever take a peek at this.
  10. Howler

    Allow respawn again

    The only way you should be able to end your own life (respawning) is if you have an implement to do so. You could have extra features on guns, axes and hunting knives to kill yourself. No bullets? Guess you'll be committing Hari-Kari buddy. Otherwise. No. Respawn is fine the way it is. Sure there are bugs to go with it, but I bet someone is working on it.
  11. Well, now with the respawn button gone, my previous idea of randomised starter gear, which a lot of you guys have just posted about - it might just be possible to begin with some randomness??? But I also like the idea of starting from scratch. Something about that screams RPG. Which is never a bad thing. Also, for the people who keep insisting that this sort of thing needs to be player induced and that the bandage is of paramount importance - grow a pair.
  12. If I am a masochist maniac then Rocket is clad in a lead gimp suit, flaying new players with whips made out of his own hair. I'm simply trying to suggest adding an additional challenge. Yes painkillers and bandages would be found in most households ry971, but you don't spawn in the average joe's house, you spawn on the coast. Vulnerable, afraid and alone.
  13. Agreed, putting the extra suggestion of adding more spawns for basic packs in the OP. And as far as whether this new idea for a setup is "unfair"?/way too tough? This is DayZ. And DayZ likes realism. Appearing with painkillers and a bandage seems a little fishy to me... Oh well.
  14. Going back on what I suggested in my first ever thread about starting equipment and randomisation... I think players should start with absolutely nothing. Sticking by my earlier point though that not every survivor of a end-of-days scenario would start with identical equipment, perhaps they should all begin their adventures with a big pile of fuck-all? No torch. No bandage. No painkillers. No backpack. Reasons this might be a good idea: 1. The czech vest pouch - It gets used, cherished even. 2. Loot - It becomes all the more important. If this game is centred around an emotional spectrum, you can bet your bottom dollar people will freak with sheer joy at their first useful pile. 3. Higher risk of alerting the infected - Again. An emotive factor. I know that when I began a new player with the next-to-nothing starter equipment, any infected encounter seemed a little less threatening due to the fact that I could patch up if I found cover or some place to hide. With this change, people would think twice about making certain moves. Discuss. <3 ((PS - This may require additional basic pack spawns)) Extra note: In this thread, discussions have been opened about the possibility of a single, randomised (but not too valuable) piece of equipment/loot. This would give the game good replay value and encourage teamwork. It would also be slightly more likely than everyone starting with the same stuff.
  15. Howler

    Alt-F4 Simple Solution

    Once upon a time hunger and thirst depleted during offline time? Why not blood? But oh well, seems I'm being heckled T__T
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