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4 NeutralAbout WeTheFallen
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Woodland Warrior
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I prefer the m14 aimpoint, its accurate much further than youd expect and the logistics of grabbing dmr mags is obvious, however the FAL does hit harder, enough that you can feel a notable difference in pvp, and the iron sights are still very good. Honestly when i come across a tent with both of these stockpiled im always torn, but the m14 wins.
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Weapons that you wish were in the game
WeTheFallen replied to jem73's topic in DayZ Mod General Discussion
A katana. a usable knife. Improvised pipe bombs /explosions. Molotov cocktails. Mortars. Claymores. edit: G3, Saiga 12k, Rpg-7 1 Tank per server. A minigun yeah i said it. *all guns should jam, misfire and break without maintenence. -
Give us back the respawn button.
WeTheFallen replied to albinorhino's topic in DayZ Mod General Discussion
Disabling the respawn was actually a bad idea IMO. I know two friends of mine that got trapped under the floor of buildings (one an apt block, the other a grocery store) from a lag/crash scenario, Both times they had to die of thirst to respawn. I know Ive been stuck on walls and stuff and had to vault out hoping that i didnt meet a similair fate more than once. -
Full release - Map discussion
WeTheFallen replied to boxman80's topic in DayZ Mod General Discussion
I'd like to see multiple maps, And you can only server hop if youve found appropriate transportation to travel to a diff server/map. -
What would you like to see in the stand alone?
WeTheFallen replied to NovaDose's topic in DayZ Mod General Discussion
Classes, talents, perks, More motivation/rewards for group play, and more motivation/rewards for being a souless murderer. more survivalist techniques for, hunting (making dead falls, snares etc, improvising crude weapons) More Improvised and accurate treatment of medical ailments ( Splint bones, deal with concussions, suturing/quarterizing of wounds, Try to fight Z-infection). Barricade doors. An endgame(clan up, garrison airfields permanently, Maybe a guild equivilent of a safehouse.) , A way for cross clan corresponsence and trash talk. GM/Admin events. -
Stupidest Ways to Die in DayZ
WeTheFallen replied to RainboWarrior's topic in DayZ Mod General Discussion
losing a ghillee and nv by driving over a washing machine. Check. Falling off a deer stand ladder. Check. Falling off a ladder at the nw airfield. Check. Bleed to death from standing up under a tree. Check. Died to own grenade. Check. Consolation prize, turned too fast near a tent, Broken legs, Unconcious and bled to about 2800... Almost check. -
[From a bandit] You suck, your attitude is wrong and need to GTF over it
WeTheFallen replied to Creambomb's topic in DayZ Mod General Discussion
I've been killed by evil ladders more than zeds. Lost NV from hitting a washing machine while driving a pickup. I always come back for more. Some of the best times ive ever had in a game have been when i died during a firefight in this game, I never mind dying to another player, The high stakes is what makes this game a rush, People need to stop crying over gear-- As soon as you spawn in You are destined to die somewhere, somehow, if people can't handle that they should go back to wow and cod. My only complaint is when I die to an invisible guy at point blank range... happend 3-4 times now, or being artilleried. -
The rewards for killing other players is glaringly obvious. There is absolutly none for carebearing. To counter this youd need to add something to motivate cooperative play whether it be a "friendly" npc camp that killed bandits on site, or some other dynamic that is less likely to leave you with a bullet in the back of the head after helping others... maybe Make a bandit trading post and a carebear trading post and Let the two fight it out. IMO The end game needs work, The games about survival right? There should be motivation for surviving past day 0, and bandit/carebear play should factor in to that. Until their is an actual end game asides from surviving the nw airfield, ganking other players is the end game.
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Ten Reasons why Kill on Sight is 'Realistic'
WeTheFallen replied to Rogo Ignoscant's topic in DayZ Mod General Discussion
I went hiking last weekend, made the mistake of letting a friend bring his whiny girlfriend. about an hour into the trek they were both crying about how tired they are, i kept thinking how if this was a dayz situtaion theyd be a liablilty and id have to put them both down. -
Id have shot rick with a makarov before the end of the first season.
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haha i like that, yeah obviously they couldnt stack. like 1or 2 max but it depends i'd say. i guess the way to combat exploiting would be largely based on how they'd be implemented.
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supply drop sites, emergency medical tents, a battle site littered with lootable npc player corpses and flies! ooh the possibilities
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hmm good point, perhaps hours lived/played would be a viable subsitution, Hell the perks could be unlocked via any means, zeds killed, headshots, times bandaged etc etc.
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Observation, This is a survival game that does not reward surviving. I feel there should be certain perks/benefits for lasting longer than day 0, i know there are many issues requiring more immediate attention but I hope that this sort of thing is being considered in the long term. Screw the "last stand" or "martyr" kind of stupidity from cod. But perhaps dayz could offer small perks(small =not game breaking) helping to emphasize certain styles of play. Perhaps a player who has lasted say 5 days can randomly unlock sayyy a minor reduction in food thirst consumption, 10 days a very slight buff to low light vision... that kind of thing. It should be noted that the game would still favor realism, no perk for example would ever let you survive a 50 cal to the head. Or maybe just living a total cumulatiive number of days would unlock new customization options for future lives. I know it would greatly aid replayabilty after a stupid deaths glitched hacked or otherwise. This means that the bonuses would be helpful and desirable but would not unbalance the game. And if they were lost on death, it would not be the end of the world. Maybee these perks could be selectable on spawn? or maybe they'd just be randomly spawed at certain lengths of days survived... heres just a quick thought. Sprint- increased standing run speed. Stealth-decreased zed aggro vis. Fitness- reduced food thrist consumption Endurance- +2000 blood max quick reloads- 25% faster reload. Improvised Web Gear- +3 active slots. extra magazine pouch- +2 pistol mag slots Tactical webbing- +4 bag slots. Night senses- SLIGHTHLY brighter vision at night. Fire Discipline- less sight swaying, reduced pain effect. Durable- 10% damage reduction. Headshots ignore this. Medic: 50% faster bandaging can morphine, *can temporarily splint broken leg? Expeditionary force: spawn with camo outfit. etc etc etc etcetc etcetc etcetc etcetc etcetc etcetc etcetc etcetc etcetc etc I could rifle out small little non game breaking perks all day but im sure any one who reads this could throw their two cents in. A feature like this will add more feelings of progression, It could give the carebears something to shoot for(pun intended), and cause bandits to not just kamakazi into cherno with an enfield.
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Telepathic groups of survivors
WeTheFallen replied to _Profile_Shame's topic in DayZ Mod Suggestions
im not a fan of this, there would be players just running around rick rolling.