Atkins (DayZ)
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Everything posted by Atkins (DayZ)
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Indeed, i think it was US4, or anyway it was the one with 99 slots and DC worked... so it might be a server issue?
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Set ATOC straight to 0 and see what happens.
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What is up with the Voip atm? It needs to be fixed asap. Pls.
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Direct Communication not working at all...
Atkins (DayZ) replied to Redrick (DayZ)'s topic in DayZ Mod Troubleshooting
https://dev-heaven.net/issues/30720 This should be fixed asap. -
Please Give Us Third-Person Back
Atkins (DayZ) replied to Drake Sigar's topic in DayZ Mod Suggestions
Play, play and play with 1st person, u get used to it. And the immersion factor is so much better with it. 3rd person mode doesn't fit PvP gameplay at all. It will be abused. -
I do exactly the same. Although I can imagine that no matter which solution for this is provided, it will hurt those that get accidental crashes or must leave for some other reason no matter which situation is going on...
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There should be some solution for this altf4ing. You shoot some bandit, he disconnects, makes a coffee and eats, and joins another server to patch him self up and continue like nothing happened. You can save urself from a Z horde with this method as well. Perhaps some punishment if u disconnect while alerted zombies around and/or u are bleeding, shaking or whatnot. Bind Alt+F4 to Suicide? :D Or the avatar stays 30 secs in the gameworld after disconnecting, so when u do disconnect you should be in a good place. Idk. Just throwing ideas in the air here...
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is there m24s in game?
Atkins (DayZ) replied to super pretendo's topic in DayZ Mod General Discussion
At least there was M24, cos i had it but dumped it for better weapon. Imo scoped rifles are only good for PvP. I rather take Winchester + binocs. -
2 options; a) south coast b) east coast Makes it a tiny bit easier to get back to your group or what not.
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Direct Communication not working at all...
Atkins (DayZ) replied to Redrick (DayZ)'s topic in DayZ Mod Troubleshooting
+1 Haven't been able to use DC since 1.3 or something. Someone said that only some minor peeps and occasional syllables can be heard when I tried to use DC. Could be related issue but Side voice chat seems to work for some and it was supposed to be disabled, which it was, in 1.3ish. I think. -
I wonder what is the average time the bandits have played. I could imagine most of them are just ppl who joined, trolled, and left after they got shot. On a different matter; I suppose u can alt+f4 anytime from the game and you will spawn next time either at the last save point or at the place where u altf4d. So there is nothing stopping u to quickly quit if u get hit once and come back later or spawn to a different server, patch urself up and continue like nothing happened. Same goes if u r running away from Zs. I haven't tried this yet but if it is possible, it will be abused.
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DC worked really nice in 1.3 iirc after that there has been problems with it and now it is useless. Also the DC text chat is not working. No one can see it. Go bump this: https://dev-heaven.net/issues/30720
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It doesn't help either that the chat box is flooded with Player using baf lite, edited this and that file and whatnot spam.
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1) Now zombies spawn when players are within some specific proximity of a town. It is a bit unimmersive to scout a town from far away and see that it is empty but you u know that the zombies will spawn when you step over the proximity trigger. If anyone has any ideas how to make this more immersive, it would be great. Also now it works as a player detection-method as well; If town has zombies and you are too far away, there is a chance that other players are close to the town. 2) Zombies should stay and eat dead bodies and only stop this if someone shoots a gun etc. 3) Zombies should at least start to wonder towards you when u are in their visibility and in the range of (50-200m). But if you stop moving totally they start their random movement and u can continue moving when they are not seeing you. 4) Anyway to make the zombies + house entrances better? It comes quite easy to pick off zombies by just running to a barn and start shooting them when they stop at the door. No sense shooting a horde outside when u can pick them off one by one easily while they try to enter the building. 5) ...
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Zombies + Immersive behaviour
Atkins (DayZ) replied to Atkins (DayZ)'s topic in DayZ Mod Suggestions
6) If possible, try to fix it so that Zombies dont go thru walls. 7) After u have alerted zombies, they should not behave as guided missiles. So if u shoot and immediately relocate perhaps zombies should have to have a eyecontact before they attack you. This would give u chance to hide and not face the horde. -
Night-Time Either the servers need to be on the same night-day-cycle or there has to be more incentive to play at night. Right now u can pretty much always find a server that has day time going on. I know there is a different kind of thrill going on at night time but there is also more frustration which will make u choose a day-time server instead if one is available. Perhaps in the future there will be side-missions etc. that has to be completed at the dark hours. Or you could even now make some more interesting props spawn at night time to courage night time playing. Or you could also increase the murdering punishment at night time as well the reward for helping. Idk, i might be totally wrong here. Feel free to criticize and comment.
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Zombies + Immersive behaviour
Atkins (DayZ) replied to Atkins (DayZ)'s topic in DayZ Mod Suggestions
Good point. I suppose they should smell u then when u are quite close and it would draw their initial attention. This could bring more features to the mod; kill a zombie and rub its body parts to urself to fool other zombies and lying next to a zombie body would confuse "live zombies". 5) This has been mentioned before but it is also a bit immersion breaking to clear a town and loot a building only to see that the town is filled with zombies again. Perhaps the time it takes the zombies to re-spawn could be increased. And perhaps while u loot the town center, few zombies spawn at the edge of the city to simulate the idea that they were initially around the zone and got attracted by the shooting earlier. -
Zombies + Immersive behaviour
Atkins (DayZ) replied to Atkins (DayZ)'s topic in DayZ Mod Suggestions
Define long distance. Imo now u can sneak too easily while crouched just under their noses and they don't react at all. I would like to see them at least get curious at short distances. -
This has been brought up few times already. Iirc there are workarounds to implement melee. I44 has working bayonets for example.
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It shouldn't take ppl long to realize that killing someone for their loot is pretty useless. Killing someone for a can of sardines or a winchester/sniper is not worth the penalty when u can easily find those weapons after few towns and 1h walk. If you could gut a human for 8 steaks then "normal" players might start killing others just to survive after they have gone really low in blood. Herp derp trollers who just play to kill other players for lolz are something that you just have to accept and change your own gameplay accordingly. These players are here to stay. They exists in every game. Though in DayZ there is almost demand for them. And I can imagine that without any side-missions or whatnot, others will start to kill humans just to experience something other than just doing the same old town-sweeps all over again. We need more incentives for "normal" players to start crossing their ingame moral threshold. Perhaps some side missions that force u to cross the line. Make the social experiment more deeper...
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Dc must be fixed, otherwise communication is non existent. +1 for more Expert difficulty servers. Tombraider-view and crosshair should not be enabled in a PvP gameplay. Luckily most of the action is against bots so this is not that big of a deal. Crosshair could be though client's decision to enable/disable. The mod is a lot harder without the crosshair. + sniper can't be used as CQC-weapon that easily without crosshair. Immersion is the key word.
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Direct Communication is still not working but Side is. Could it be server issue. I was playing in FR1.
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Weapons Feedback and Discussion
Atkins (DayZ) replied to Atkins (DayZ)'s topic in DayZ Mod General Discussion
Automatic AK weapons are so rare that you don't find them that often so once u find one, imo it should be worth it; so 1 shot 1 kill, no matter which AK etc u have. Even the basic revolver is 1 shot 1 kill. Winchester Pellets are fun. You can sometimes take 2 (or maybe more) zombies down with 1 shot. -
Load problems be gone! (Soonish)
Atkins (DayZ) replied to Sam Maunder's topic in Mod Announcements & Info
1.4.17 is at mediafire now. You release too quickly, I haven't even had time to install .12 yet :-/ -
Imo the current system is good. Free animals are rare but not that rare. On a journey of couple of hours u usually see several animals. Hostile wildlife is what we need :)