MagicGunner
Members-
Content Count
11 -
Joined
-
Last visited
Community Reputation
2 NeutralAbout MagicGunner
-
Rank
Scavenger
-
I just noticed you're a Col. in dog form. Why does a dog outrank me? :(
-
Most players aren't evil but they're not entirely good either. Most players weigh the situations negatives and positives, and most people will shoot on sight instead of trying to initiate contact. That's because there is no incentive to work together with strangers after getting your feet off the ground. Once you've got a decent gun in hand, a canteen, knife, matches, hatchet and a good backpack filled with some medical supplies, you're set. Adding a stranger into the mix when you're established, you risk losing all that progress if you let your guard down. You always have to watch your back, make sure he isn't trying to steal from you or kill you. Cooperation with strangers worked because so many people were new at the game. However, as time passed, they became more experienced and were able to routinely loot and investigate areas alone. They no longer needed to risk strangers. So I believe that by gradually introducing cooperative goals, you'd be able to get some real cooperation going. The ability to totally clear, restore, and rebuild certain areas. The ability to restart power stations and thus enable global chat via cell phones or something. This would actually give a use for tank traps, barbed wire, etc. as you could fortify cities (bigger cities, more room to fortify) and bandits would have fun organizing and trying to thwart these various efforts and the players feel like they can actually impact their environment. I like DayZ right now, but I feel like there's no impact a group of people can make in Chernaus. It's a sandbox but it feels like a sandbox on the shore line. Any illusion of personal progress is quickly swept away by a wave, so you're never able to truly build something wonderful and unique. I don't want the Zombie count on a server to ever hit 0 and stay at 0, but I'd like it if people would be able to work together to eek a living outside of tents and forests.
-
Do you see the flaw in YOUR logic? You're clearly not ready to go and contest these places. You're proning around hunting for snipers when you don't have the equipment to deal with them. Here's a hint: Grab a team or go on a low population server and be ready to die. I've died in Stary three times, and lots of times at NWAF. If I raid alone, aside from a brief survey for bodies and common sniper positions l try to move as quickly as possible without firing a single shot. I don't have the equipment to take out a sniper and he'll see me before I see him. So what can I do? If I still want to raid the place, logically I'd try to find the easiest places to snipe from and avoid being in that area's line of sight for long. Get in fast and get out fast. That's all you can do and even then be ready to die. You're playing DayZ Be ready to die.
-
So you're crawling around the most dangerous places, alone, without military grade gear and are getting killed by people who have military grade gear who maybe aren't alone? Sounds like great planning. A group with an overwatch is looking out for people exactly like you.
-
Same thing has happened to me. Raiding NW airfield with a truckload of guys. We gather a lot of gear and are about to head out, a few Zombies near our truck though. We decide to take them out. We fire a few shots, everything seems fine but it isn't. What was six zombies becomes about fifteen zombies. We begin start to take them out thinking we probably just aggro'd a lot from behind the Hangars and start killing as fast as we can. Thirty zombies down, forty zombies down, fifty-sixty. They just keep coming and there is no end in sight. We're breaking bones, running out of ammo, and it's absolutely hectic. I personally down seventeen Zombies and more are still coming. We had to log out to save ourselves. I actually don't mind a few Zombies appearing after a commotion (Maybe they were hiding or something, w/e) but when a seemingly infinite wave of Zombies hits you, your only choice is to log out or die.
-
20 words or less: Super-Low Humanity Detection
MagicGunner replied to rocket's topic in DayZ Mod General Discussion
YES Suggestion: Karma. Previous humanity carries over. Killing zombies/Saving people not humanity negative/time increases humanity (Karma). Heartbeat progresses to Shaking? -
Reason why PVP is unbalanced.
MagicGunner replied to NobodieCro's topic in DayZ Mod General Discussion
The problem, in my opinion, is that there is no safe way to communicate in this game. Communication via direct channel is extremely dangerous to both parties involved. The communicator has made their presence known and the receiver is startled by a other survivor so close. I wouldn't be against side chat returning. Another alternative would be to have a radio tool, which could broadcast global messages to others who had radios. As much as side chat cut into the "real" aspect in the game, I've hardly communicated with other players in game since its been gone. -
Life expectancy is going down. What do you think is happening?
MagicGunner replied to hazychestnutz's topic in DayZ Mod General Discussion
doesn't that just continue the shoot on sight trend? why not add/subract more things till shoot on sight isn't the best option >50% of the time. I think part of the problem is the removal of the Side Chat. As much as it intrudes into the "realism" aspect of the game, being able to communicate from a safe distance kind of reduced the danger communicating in this game. If you're in range to direct communicate, you're in range to get shot. I had less people shoot me on sight with starting pistols and side chat then I do now. Can somebody explain that? -
This This is the problem I'm having with hatchets as a weapon. Revert hatchet back and let people have the crowbar.
-
Your thoughts on interior zombies?
MagicGunner replied to Shaimou's topic in DayZ Mod General Discussion
Though I am against the idea of indoor zombies, if I were to have them, they would be atypical. We've got walkers, hoppers, and crawlers. Why not sleepers? Sleepers would be dormant inside of some buildings rarely and if you make a lot of noise (running, gunfire, etc.) You wake it up. They'd have to be quiet and maybe do more damage. Maybe once they're woken, they stay near an entrance to lunge at people who enter. Sneaking would be encouraged because in those huge buildings, in some room, a sleeper might be there but they could be avoided by the same mechanics other zombies are avoided (Silence). -
Stealth = Always Prone = Not a well-designed mechanic
MagicGunner replied to ForcefulCJS's topic in DayZ Mod General Discussion
Agreed. Super aggro is too much and honestly too random. There's no skill involved in zombie avoidance anymore. The only way you see people going through town is in prone or mad dash. I'm sure many of you have walked through a field in crouch. You'll see your sight and sound bars jump anywhere from 0 to 4 almost randomly. It's nonsensical. I went to a hospital and a zombie aggro'd from probably 60ish meters away whilst I was in mid slow crouch, I had to book it or risk bleeding aka the noob killer. Three minutes later and 2 mags later, I'm at 40ish zombie kills. I don't mind stronger zombies. However, a new player in the current environment (No gun and one bandage) is dead in the water unless they know the tricks of more experienced players. I was lucky to have found a weapon in the first building I raided but I happened to find a fresh server. Imagine the despair of somebody combing through a town already ransacked. Spending several minutes proning between each building hoping he doesn't have half the town up his rear. It isn't fun, it's depressing.