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Hendrix (DayZ)

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Everything posted by Hendrix (DayZ)

  1. Hendrix (DayZ)

    Sudden frame rate issue

    I have a Intel I4 processor with 6 gigs of ram a gtx 590 classified and a rampage mobo I have had very few if any performance issues with day z prior to today but today even though I logged onto LA servers with between 15-49 ping my fram rate was so choppy it was like my character was moving in slow wmotion I was unable to do anything with my character. I have alway s had the graphic settings maxed in day z and had no isssues I didnt adjust them at all it seems as though there was some kind of silent patch that has completely ruined my ability to play the game properly pls help me out here on what the issue could be.
  2. I have given this deep thought and have a very detailed proposal please take this seriously and read it Rocket it might inspire you in enhancing this rich universe you have created, in part it is your level of creativity that inspired my own idea's here so I would really like to get some feedback on your thoughts on these idea's. Perhaps this thread could help become a community effort to fashion the games crafting system with everyones imput. -Hendrix I believe one of the key ways to give the game player interaction is to have a crafting mechanic that requires interaction in a natural way that fits the games style, and unique playstyles, requiring different players to aquire parts or services that will greatly benefit each other and encourage working together for better rewards.This system must be unique to Day Z, original and fun. 1. Classes/Professions Survivor (Community) Engineers, Gunsmiths, Hunters, Electricians, Chemists. Explanation: The survivor classes in the (community) side of things would be designed to need each other to level past certain benchmarks say levels 10,20,30,40,50 they would have buffs/insights that are unique to each class and only persist till the death of the person that applied them, or that were proximity based simulating information that could be related verbally in a short period of time but that is far to complex to be learned without having prior knowledge or remembered without reminders...Buffs could be refreshed, as long as the player was cooperating with you, they can't be stolen or looted and are class specific. Class progress is persistant as it represents what the person did before they were a survivor and they are basically figuring out how to adapt over time using makeshift tools and inspiration. Loner (Individual) Bountyhunters, Burglars Explanation: Loner classes would be for people that don't want to play with others and so they dont get any of the passive buffs of the other classes instead they just make more unique items focusing around individual survival and fighting off attacks from muliple enemies they gain bonuses based on killing the opposite Loner faction. A bounty hunter killing a burglar gains a level a burglar killing a bounty gains levels....killing non loner professions causes them to lose a level as their skills dull from wasting time......they can however do this and gain normal in game loot. Howerver if a non loner profession puts their cross hairs on them for a period longer then 2 sec they can defend themselves without losing a level. Unlike other classes on death all levels are wiped this is symbolic of the fact that if they die their reputation as a feared criminal or lawman would die with them....so to stay at the top of their game they have to hunt one another continually....This would obviously appeal to the people that like to be bandits or hate them. Their buffs would center around detecting one another and stalking each other. 2.Philosophy in class design. Basically my philosophy is that each of the community classes is a means of augmenting game mechanics allowing players to keep a level of persistance. They can specialize in branching ways that require interaction from other classes along crucial parts of the tree levels 10, 20, 30, 40, 50 so that social interaction is required to get the passive buffs and the ultimate items at the end of the tree that would be unique to the class. The idea is that these classes are not learned now they are what the player did before they joined they became a survivor and as such can level up even when the player dies because they are basically not being learned but remembered /improvised with the tools available in the post apocalyptic society....another key pricipal is the items a professional understands are unintelligble to other players unless they are in the presense of a professional sharing his knoledge represented by a buff the other players could get that would fade on the professionals death and have a 20min cooldown giving people an inventive to keeping each other alive and alow access to some passive skills...also many items a professional carries would just turn to scrap metal on a bandit so robbing a professional will not get you many of his unique loot you need to barter with him in game not kill him.Logging off will wipe all of a loners points and would also wipe all the buffs community classes have or are giving or have given to other players thus discouraging server hoppers. When you log in on any server you must play for 10 min to use a cooldown buff ( you have 5 total 1 for levels 10,20,30,40,50,) after use on any server your buff goes on cooldown for 20 minutes and this persists between servers just as your inventory again discouraging server hopping in a naturural way by making it less valuable caompared to access to the buffs that last from aplication to log off or death. Death resets all cooldowns to 10 minutes. 3. The 3 key tenants of every profession that are unique to them... a. Improvosation....the ability of that profession to use items in the game to create a usefull tool for them or another class b. Insights ....also known as buffs are passive abilites that are earned on certain key rungs of the crafting ladder say levels 10,20,30,40,50 and then at 60 the crafter creates an item that only they have the knowhow to use effectively, even if they get killed and you loot it you can't use it without their skill and all buffs would be unique to the profession unless they choose to share them with you and even then some may require proximity and all fade on death....they basically would represent the information I could tell you briefly as we walk together that is too complex for you to understand yet just informitive enough that you could benefit from it although you would likely forget it later without me reminding you. c. Inspiration... These are books, manuels, transcripts, blueprints, CD's tapes ect. that contain data that will help the profession create something. All community classes will be able to collect all the items but only the specific classes can use them thus proiding a ruff sort of currency for trade each one equals a point in the leveling process they are rare and extemely valuable to all for obvious reasons. To level past levels 10,20,30,40,50 the community professions must create a masterwork item that requires elements from all of the other professions. These component items are also of great value, they are lootable on death up untill the point they are attached to the unfinished masterwork. Masterworks and unfinished masterworks are not lootable by other players they are persistent on the character. A component not attached to anything is not an unfinished masterwork it is just a component and thus is lootable. The Masterworks appear as scrap metal on dead bodies as they are not understood by other professions although if somone of the same profession loots you they will aquire a point of insight from studying each masterwork you have that is fully completed and they can also loot your profession specific items. Players outside your profession will just see these things as scrap metal unless the profession has constructed them into a finished product then they may loot the item although they will be unable to use it they may trade it with the profession that can. In this way the risk that still exists in the game can remain as peope may want to barter or they may just want to kill you and loot you the tension is preserved while still rewarding cooperation overall as people you kill will be less likely to help you create your masterwork item to continue leveling. 4. Execution: How the professions could function and what buffs or item they could create that would allow for unique play styles while encouraging cooperation while not restricting them from doing whatever they want to do as is the case now. In this section I will only offer some lose suggestions as the point of the thread is to offer inspiration and allow the community to grow the concepts if they like the basis of the idea presented so far. Or to completely take them and create something else even better off of some of the lose concepts presented ultimately it is a brainstorm and as such all feedback and additional concepts are encouraged. Engineer - the engineer was formerly a structural engineer that dabbled in his own personal inventions he worked as an on site supervisor he is intimately familiar with the use of many construction tools and how to use them to create structures that are structurally sound. In a post apocalyptic world he could help with the construction of fortifications ....buildings ...bridges.....craft a riot shield...walls.....reinforcement of vehicles with armor plating....creation of blueprints for other classes items...building of baracks for teams or bunkers and digging trenches or holes for traps ...his ultimate design could be a road warrior esque bullet proof car complete with a bullet proff flak jacket for the driver with sapi plates (slow movement but can stop more body damage) Gunsmith- formerly an armorer in the military he is intimately familiar with every weapon and how to strip them down and modify them in many intersting ways ....he can attach scopes and pec15's (laser sites) ......he can saw off shot guns so they can be used in the hand gun slot......he can clean weapons so they are more efficient ....he can teach his comrads how to do reload drill thus increasing reload time....he can take gunpowder out of any bullet and make his own ammo with the right tools.....he can modify mags (tape them top to bottom so they take up less inventory slots....he can modify rounds for different effects with the help of items from a chemist, thus creating a variety of high impact ammo.....His ultimate could be that he can make any weapon silenced He also gains a quiver that allows for 40 steel bolts to be carried at once Hunters- He was a big game hunter and taxadermy expert he was also trained how to cook and craft items with animal parts he can create a bunch of improvised items and weapons from animals parts. hunters are the best cooks and gain increased health from all food consumption ......hunters are masters at crafting wire traps, they can create trip wires from animal guts and add a grenade for an explosive trap.....hunters can track animals by their footprints (a visual trail can lead them to any animals in the area)..... a hunter can track other players with footprints but only if they have recently passed by .....a hunter can craft a water pouch that takes up one slot but hold multiple gulps of water a hunter can craft the largest bag in the game with leather from animals the hunter can craft his own tent....a hunter can make a long leather jacket that prevents temperature drop as well as a variety of hats.... a hunter can extract scent from animals to attract them to him .....a hunter can make an improvised structure with wood his ultimate is the ability to construct his own guille suit that drops zombies site detection level to zero if he is in grass and prone Electrician-formerly a master electrician that dabled in invention he has worked in every style industrial, commercial, and residential. He has intimate knwledge of what it takes to use and harness electricity and with the right tools he can create many neat gadgets. The electrician can create massive lights to light up a camp at night he can create a generator that would be powered by fuel mixed by a chemist.....he can fix most electronic devices he finds he can craft radios and gps devices ....he can create motion sensors.....create an electrical trap that ties a live wire to a doorknob making the person that touches the door get blown back on their butt ...he can modify camera's and cell phones and create remote survailance camera's up to 10 he can switch between at will on a handheld smarphone ....craft an IED using wires and different ammo , complete with the ability to hide it in a dead animal carcus .......he can create filaments for different light spectums allowing all kinds of flashlights or black lights that pick up blood trail allowing him to track any body to the kille He can create filaments only seeable by night vision goggles. His ultimate is that he can create his own NVG's and a stun gun that is non lethal but knocks the player hit back 3 feet on their back unconcious, has a 10 minute recharge time .... Chemists-a former school teacher that was on the fast track to sucess at a pharmacutical company till they blew up the lab....after a disgraceful departure they moved into the independent market they worked in 3rd world contries when not in the normal school season on many projects...some not so legal.....A chemist can make his own drugs....epi pens, morphine, and pain pills with the right items....a chemist can craft chemical explosives... a chemist can spike a canteen with a sleeping agent or poison so that then whoever drinks it will be passed out or die .....a chemist can dope or poison meat so that it will knock a person unconcious or make them die if they eat it.....a chemist can use herbs gathered in the wild to dye clothes furs and leathers and create different clothing colors.....breaching charges....improvised flash bangs ....a chemist can make powerfull acids that eat through any metal.....a chemist can make molotov cocktails...a chemist can make a variety of smoke bombs .....for his ultimate a chemist can create tranquilizer darts that can be put into different weapons for non lethal ordinance allowing bandits to rob you while your asleep without killing you max 10 can be created then they go on a 60 min cooldown, he also makes smoke pellets that explode into a very large clowd of white smoke and allow him to escape with vision unhindered because of his chemist goggles special inserts,cooldown of 30 minutes smoke blocks all zombie vision 100% and even prevents nvg's from detecting him when he is in the cloud... For the loner classes they just gain levels based off of killing one another and the items they gain are more in line with hunting each others class and stealthier movment when running .....ability to track each others movements ....ability to randomly discover powerful weapons on each others corpses.....ability to map any terrain they have been through into a map (basically the game map but with fog of war for unexplored area's) they can put motion trackers on weapons that detect the opposing faction they can handcuff each other and escape with the right tools and take each other hostage or prisoner allowing for player generated gametypes.....they have a higher rate for weapon ammo and rare item discovery ....their ultimate makes them run faster and crouch run completely silently as well as offers them either investigation or burglary skill items investigation allows a bounty hunter to tag any burglar in the player menu for incarceration and allows him access to a scent tracking attack dog that will pinpoint the burglars location anywhere on the map and track their scent there if dog dies it goes on cooldown of 15 minutes if not it can be comanded to attack an enemies groin slowing their movement speed or rip off a zombies head killing it instantly and not aggroing the player whatsoever. The dog can be fed and healed with health items. A dog can also be distracted with doped or poisoned meat if a burglar aquires them . A burglars ultimate burglary makes him completely invisible to zombies when in shadow and 100% imune to all zombie aggro while in burglary ...it also allows him to pickpocket zombies and other players by crouch walking up to them undetected he can select any item he wants in their inventory and take it for his own. Burglary is an activated ability it lasts 30 seconds and causes all players in a 30 yard aoe of the burglar simulating a tazer stun the affected parties are forced into 1st person camera mode and stunned while unable to pan the camera at all or move when being affected by burglary you are imune to zombie aggro or death or damage...any effects on you will pause for it's duration .... and this effect persists for 5 seconds after it's effect wears off.... Bounty hunters are immune to burglary....a player may only be affected by burglary once every 15 minutes a burglar can detect those immune with an icon over their head. So there you have it my massive brainstorm if your as obsessive about this game as I am toss me some feedback so I don't feel quite so insane for this rantacular ranting.....
  3. Hendrix (DayZ)

    Unique Crafting System with Explanation

    Looking for genuine feedback not arguments on symantics pls only post if you actually read what I said and understand teh difference and have genuine suggestion sto improving teh game.
  4. Hendrix (DayZ)

    End Game...

    This is a thread that started on the patch notes forums but ii conveys what I think would be good for end game and why.... RE: Pending Update: Build 1.7.2 (Today 07:37 PM)Kageru Wrote: Every notch by which you increase zombie danger increases the PvP/PK penalty (it's much harder to re-gear) and the new player retention rate (it's much harder to survive) if the threat is not graduated. If zombies on a non-enterable, non-loot spawning beach front house are as tough as those at the air-ports you are challenging your new players far more than the armed and organised veterans and that will cost you retention. If you think new players are going to form organized groups in response, when there is no in-game mechanic to encourage that (like a safe starting point, communication or temporary PK protection), when most don't have out of game social groups, and when actally meeting allies is a matter of luck and substantial time you are probably being too optimistic. Most will just die repeatedly and stop playing. In other words I hope zombie challenge is being considered as part of the global mechanics and how the game is functioning now (a hard core PvP game). Harder isn't always better, especially if it's applied universally. I think this is a key part of the difficulty when balancing this game. the game was largely created into this beast by the hardcore then all the new players that may or may not stay around longterm have influxed in and made it a bit of a cultural phenomenon so as a game designer the question is who do you please first the hardcore guys who made you or the newer players that need care bearing. I don't envy rockets dilema but I understand it needs to be a little of both. From my personal experiences in the game. When I started playing it was post the 1.7.1.5 so I had only heard about starting with a gun and beans and it was brutally hard for me. I never played arma 2 and didn't know the maps, I am a grown man and don't really know any teens boys to party with...because that would be odd... and had never watched any youtube demo's or looked at any map's with the loot tables on them. Since then I just briefly looked at the wiki and mostly just so I could figure out game systems like cooking and hinting and also what buildings have doors to enter and which are just window dressing and where the good spawns are. I still havn't gotten down routes for the deer stands or vehicles or even found a tent spawn that wasn't bugged out...sigh...(yay I found a tent bag....boo I can't pick it up) but now I have figured out spawn routes through at least one of the major costal cities that will net me a gun,axe,hunting knife,canteen matchbook,medical supplies and probably a backpack in about 20-40 minutes or less depending on where I spawn. None of the original difficulty I had exists now. Except with learning to stop running to shoot but soon enough I'll do that second nature too. Basically once you get an axe, knife, and matchbook and a canteen you have nothing to fear from dying in the wild, you can cook food infinitely and refill water at wells ponds and lakes...so then what? Live in the forest like survivor man next to a pond hunting cows for the 8 steaks they drop hoping noone spawns in next to you and shoots you so you can climb the all time ladder, every now and then refilling your canteen when you run dry? .... With no endgame figuring out that stuff "is the game" Most of what I have discovered has been in game and I like it that way I avoid the full scale online treasure maps and such so that I can discover vehicle spawns and go on a treak and find out what is actually at devil's castle when I get a map...that is what makes the game for players like me; but the the issue is what about the people playing in teams that probably youtube everything and play this using all the outside sources of info or who may have played arma 2 before and are intimately familiar with this map who largely have zero challenge even from zombies? Also what about people that had a rough start like I did, but have less patience ...because make no mistake I died alot untill I got mechanic's down and even had about 3 days where I was gonna drop the game entirely untill I started figuring out routes and spawn locations for some key stuff and the infinite food and drink loop mechanic was revealed in my reading of the wiki....thats when the game opened up...that and when I first saw a map in game and figured out how big it really was...and all I hadn't yet discovered. So the question is how to balance both ends...end game content and quality of life. I believe quality of life should take precident but I also recognize end game needs bumps as well. I think things that encourage community though would be better then a difficulty spike. A crafting system that would allow for specialization in only one route would be nice....like if you work tirelessly on medical stuff you can become a medic with certain medical bonus abilities or a hunter could learn to craft clothing, tools,traps(for zombies or players) or weapons out of animal parts and salvaged scrap or engineers could make improvised attachements or mod weapons like sawing off a shotty to put it in your handgun slot or moding your rifle so that it could have a flshlight on it things like that would make you want to specialize and make people need each other as they need you alive to do what they can't opposed to want to kill each other, then they can add minigames and contests like fishing...hunting....zombie killing ect and post stats for them and in game prizes like special tents or clothing items ....that's my two cents anyway...
  5. Hendrix (DayZ)

    Pending Update: Build 1.7.2

    I think the answer depends on if the sound will be amplified only while standing or in all forms of travel...prone, crouch walk and crouch run as well. The big issue in towns is that with the current zombie spawn rates and need to have medical supplies and food/drink on hand you don't have much room for ammo so shooting zombies is very impractical unless you have a crossbow launcher or unless you use melee which is very weak and inconsistent atm (at times I one shot a zombie while prone and hitting him in the ankle, at others I hit a zombie 12 times in the face while standing and it breaks my leg and bleeds me out before it drops). Here are what I think need fixing before you implement any sound buffs. 1. When a person has a rifle and handgun allow them to scroll the mouse wheel and select their hatchet on their toolbelt. Currently you can only scroll to a melee if you are swaping between a handgun and a melee item like crowbar or axe. This is fine but after any amount of time you will have a main weapon like a rifle shotgun ect. If you need to make a silent kill in town dropping your gun then taking your axe out of your toolbelt then equiping it then....sigh.... reloading the axe!?! ...takes forever...You are likely to have a broken leg and bleed out before you do all that. By simply alowing people to scroll to axe on the mouse wheel and select and equip it quickly they can make a decision about silent or melee combat and combat becomes more tactical and fun. 2. Fix the echo on alot of the dirt surfaces in the game, there are to man times when I am simply crouch walking slowly in a building or in a dirt field or on dirt in a town and a zombie aggro's me through a wall or around a corner where I could not see or hear him because the ground echoes too loudly for my rate of speed....crouch walking should be near silent you are moving at a snails pace ...getting 2 sound bars for it makes no sense. Decrease it's sound rate to one bar only at all times, then if there is fog the echo would only put us back where things are now instead of being a rediculous 3 bars while crouch walking and low crawling or worse. 3. Fix the zombie spawns in your proximity and allow them to path in such a way as to allow an escape while low crawling. Having zombies spawn on you while your low crawling is uterly annoying. Your making no noise or barely any and then sudenly 2 -4 zombies are all converging on you in a pattern that will not allow you to escape while low crawling this needs fixed. If you have the stealth element you need to encourage it by making it feasible not making it impossible to escape the zombies by continually spawning them in ever more complex patterns 20 ft from your location till the point that a relog is the only way to survive because shooting them would lead to a horde closing in for the kill. 4.Fix zombies spawning infinitely. I had a MK 48 with 100 rounds and zero load time I was going to a town and a zombie heard me 30 feet out froum behind a wall (the dirt echoed my steps) while I was low walking into town. Quickly 5 more joined I mowed them down in spectacular fasion, 5 more came same thing 5 more 5 more 5 more ...I started running back then stopping to shoot and I could literally see the point where the zombies were spawning in about a range of 30 -40 ft from me. This made me very dissapointed...what was the purpose of this awsome weapon it could never win a fight...it was far too loud and would run out of ammo before it was of any use...this is a huge problem especially now that weapons will lose their magic magazines that replensih. Having limited ammo for amazing guns means something only if when you do use the ammo you get a big payoff. When you use your guns you should be able to clear a town and feel like the town is now safe to explore. There should be a set number of zombies in an area that repopulate from a point outside the town or from the buildings in the town that are unenterable after a certain time period say 7 min or so....The current system has no payoff...I shoot a zombie another runs up I shoot again and another till I run out of bullets.....If the risk reward is never in favor of shooting outside of an extremely heavily armed group it will always harm the single player experience encourage pker's and generally make you avoid using guns except to shoot other players since you will want to shoot something right?... 5. Bugs related to inventory...I have had 6 or more meat steaks vanish from my inventory, had morphine and pills return that i had dropped ect. When relogging onto a server. You can easily destroy very risky to aquire gear in the inventory by forgetting to close your bag before yo upress teh drop button. Some fixes I believe are in order are that picking up a larger backpack should aoutomatically transfer all your backpack items into the larger one all by simply scrolling to swap packs on the mouse wheel (make it take time but in a way simplify it). Also if you can't put any more items i the game should give you white text stating so like when you try to collect wood and arn't close to a tree. 6. Color fixes....1. make the cursor red or blue not green so you don't lose it in the lush green terrain 2. make the arrow feathers red not yellow so you can see where they are after you fire them in a field ect. What does 5&6 have to do with sound design? well the thing is untill you iron out the things that artificially make the game frustrating/difficult it is impossible to fairly judge how much harder the game needs to be. Quality of life fixes could largely mean you need to buff the zombie horde so just slowly rolling out buffs to us while the quality of life is low in a way is a cheesy way of having an artificial level of difficulty. I know that's not the intent but this current A.D.H.D. generation is all about now not soon and keeping them locked in here before someone from Tryarch decides to rip off your game and stick it into the zombie mode on their next Call of Duty cause "they are seeing good numbers ", is paramount for Day Z's continued growth. I had asked around on a forum about wether I should get ARMA 2 for Day Z and was getting alot of negative ..."it's too buggy" rants and if it wasn't for positive things on Gamebreaker TV I probably would have missed out on this awsome evolving world. Please just look at the key concerns first though. It is the little annoyances that can lead to people pulling their hair out/mouse throwing and leaving and looking at alternatives and the eventualy competition because lets be frank you struck gold here...it is only a matter of time before the rip off's start rolling in...shure up the damn before the flood mate. Great game and keep the good times coming I appreciate what you and the entire staff has acomplished so far and all your sleepless nights and dedication inspire insomnia in me as well.:D
  6. Hendrix (DayZ)

    Pending Update: Build 1.7.2

    2 things... 1. I just reread the patch notes and looked at the number of posts rocket has made and realized he is the most dedicated developer ever ....1k plus posts thats...insane..when do you have time to program...thanks dude thanks for all you do... 2. Which monday was target date for this patch I seen this post up since last week can we get an eta update i'm so tired of flawed zombie aggro I just want to get into the game and play the new version....
  7. One major issue I have is that once you aquire a main weapon like a rifle if your running around a town and don't want to aggro zombies you can't quickly switch form your rifle to your axe... The same issue comes up if I want to kill an animal in a field and not aggro zombies with the gunshot I have to sit my weapon down then take the axe off the toolbelt then use it then put it back in toolbelt then pick weapon up...Pls just put the axe in the weapon quick select menu even when on your toolbelt so you can quickly go to melee mode when needed for stealth this would greatly improve the game.
  8. Once you graduate from bean cans to hunting it is your only source of food...I would like to see a more involved hunting system that requires more caution. Obviously farm animals are easy prey but if bears, dear, wolves, coyote, mountain lion ect. were roaming the woods and prey or even predators things would be farm more interesting. Also I would love to be able to make things out of animal hide like improvised weapons or clothing articles, bags, ect. Some sort of crafting mechanic in game would add alot to it.
  9. Hendrix (DayZ)

    Shitty thread, shitty user.

    if you look at the top post you will see he got banned for his spam...i reported him a few hours aggo...i love th mods on this forum so proactiv.....heh
  10. Hendrix (DayZ)

    Barbwire really?

  11. Hendrix (DayZ)

    [Splint] Second option to fix your broken leg.

    A splint would make more sense then morphie morphine is a pain suppresor it doesn't heal bones....a morphine should be used to stop major pain only a splint should be needed to heal the break over time ....also medicaly speaking you never use morphine on someone in shock or who is bleeding perfusely it will cause the blood pressure to drop, and most pain meds are blood thinners so they arn't used if someone is bleeding out....maybe a more medically apropritae approach to the medicine in game would be appropriate...
  12. Hendrix (DayZ)

    Drinking from Sources

    I agree whole heartedly...doesn't make sense that you can't drink from water sources I also think that hunger and thirst should be more realistic. People can go weeks without food and days without water they should have a more realistic approach to the whole system. If they want to make it more realistic they could add the pills the military uses to make water potable but another thing in my small inventory isn't exactly welcome.....
  13. Hendrix (DayZ)

    Start with one food and one drink.

    I would add that going on expert servers is actually better then regual severs because on expert servers there are no cross hairs for weapons you are forced to use iron sights so people cannot run and gun with pistols....also some servers remove 3rd person view and are less camper friendly use your best jundgement on what to do but there are a ton of ways to aquire a weapon once you figure out spawn locations remember there are only a hand full of buildings in the game that spawn wepons go look online untill you know what they look like and can spot them to make your routes less tedious....
  14. Hendrix (DayZ)

    Start with one food and one drink.

    I had similar issues to you untill I figured out which structures spawn weapons....you don't need to enter a city to find a gun....in fact your much safer going int0 the interior and searching small towns and barns till you aquire a weapon....you can also farm up on a low pop server then log into your regular server once your equipped....and if you go to a spot that should spawn alot of items and it's baren you can server hop till you find weapon's in it.....remember everyone has the ability to do this use every advntage you have....
  15. Hendrix (DayZ)

    Start with one food and one drink.

    One thing I forgot to mention if your worried about the insanely broken zombie aggro/infinite respawn mechanic atm remember using an axe or a cross bow to kill zombies is 100% silent and will not aggro the horde on you in a town as long as your not running around making noise and you sneak up and take them out one at a time you can harvest them with an axe for loot....make sure you stock up and have bandages, pain killers , and morphine (all available in either deer stands, houses or the hospitals in major cities) if a zombie acts buggy and won't go down right away it can break your bones or bleed you out fast key is to not make noise and aggro more by running but stand there and take him down....
  16. Hendrix (DayZ)

    Start with one food and one drink.

    starting with a food and drink is a very bad idea.....it sounds great till you realize that you would then be a target for every high level gun toating survivor to spawn cmp and farm relentlessly.....if you need drinks search the structures they are abundant the food is not so much but zombies tend to drop food if you can find a safe spot to pick a few off you have a good chance in getting some beans or pasta from them make sure you search all your zombie kills.....also once you get an axe, hunting kife and matchbox you can make unlimited food by hunting animals and cooking them...go look at the Day Z wiki for details....
  17. Hendrix (DayZ)

    Solution for server hoping to gain position.

    There are a few things they could do to stop this, they could add a server Cool down after you log out of say 3-5 min or so that would have you wait to relog ( I wouldn't like this), or give people that log onto a server a weigh point loading system similar to how you respawn in towns in a game like diablo. (This would be better). Basically if you had a weigh point that you could drop and would be your permanent respawn point until you set another one it would prevent these shinanigans.... It would open up the ability to quickly get out of a hot zone through D/C but as most probably know anyone that uses D/C to escape death is cheating according to Rocket and you can report their name and server it happened and they can be banned for this activity. As for not using a strategy you don't like....untill they patch it out use it.....all is fair in love and war....except for the D/C part there is no illegal activity in what they are doing and I would add unless you are in an organized PVP scenario it would be next to impossible for them to even know where you are and attempt it. Unless your back is to a wall in this game your never safe so prepare accordingly....in a real life fire team there is always a person facing the opposite way make sure your doing this and hang in there....
  18. Hendrix (DayZ)

    Pending Update: Build 1.7.2

    Where is the infinite zombie spawn fix? This is the #1 issue in every town and city in the game....put a cap on aggro this next patch pls....having waves of undead spawn 30 feet from you in super fast untargetable waves is the single most broken part of the game right now...
  19. Hendrix (DayZ)

    Infinite zombie spawning...ON ME

  20. Hendrix (DayZ)

    Hotfix Build 1.7.1.5 Rolling Update

    Zeds attack through walls they swim out if you go into water and stand on the water and attack you they run far to fast for words they react far to fast without giving you a clue they are close or even aware of you which is an issue when they are hopping or low crawling or it's at night and are generaly warping around and causing you headaches....also spawning zeds in barnes and all over loot drops is a problem please make zeds that might pursue a character into a house or loot area leave after they de-aggro so others are not weaponless and starving while 7 zombies dance around a handgun and beans in a barn...spawning them in tight places where stealth won't work because of the sound design is a bad idea generally zombies indoors outside of you leading them there is a bad idea.... The zed sound aggro mechanic needs work....why is my walking on a floor inside a house enough to aggro a zombie outside? I can blast a stereo in a house without the neighbors hearing more then a dull rattle of music it's not like I am wearing acordian shoes....pls fix it so that sound in a house stays inside teh house and the collision detection so that if you low crawl your feet sticking through a wall won't aggro the zombies outside....
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