oktyabr
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Everything posted by oktyabr
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LOL! I know... there are currently like two or three "Why anti-PVP blah, blah, blah" threads for each one that actually asks about it.
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Servers will get independent databases soon (I hope!) After that happens sure, if there is someone willing to host a PVE server I say let them. There is an obvious player base that would at least like to try it that way... even if the server gets empty after a week at least it's an experiment that's been tried. If it's successful what's the worst that can happen? You end up with a bigger player base? Don't worry, there would still be other threads to hack and troll on.
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Chernarus is 29x29km. Ovaron is only 10x10km, as is Lingor. Looks like Chernarus is the only wooded terrain large enough to work well. There are one or two exceptions but they don't have the important coast line. Arma3 should support much larger maps or rather, the engine should be optimized enough that much larger maps are playable. For the A2:CO version of this mod? It really needs a custom map(s).
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Decide what you want to eat/drink
oktyabr replied to pontusjohansson's topic in DayZ Mod Suggestions
It's something I would like to see... I know exactly what you are talking about. I'm usually careful to move my water bottle(s) into my pack so soda is the only choice. -
Exactly what I was thinking. Might actually save Kickstarter to have an example of how it *should* be done... not just post a few sketches with MS Paint and a vague concept. Raise the bar a little, so to speak.
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Wow! I had forgotten all about that bow! Very nice.
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I'd love to see several more maps for this mod, but as pointed out already we really need servers running their own databases first.
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Heh, how novel would that be, a *working* proof of concept that already has thousands of players and servers, BEFORE going kickstarter? Maybe it would set a precedent.
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Some griefer would turn it into a deathmatch arena. Currently there is no way to identify specific players or even guarantee that they use the same character all the time. Trying to enforce such an area, even if you could get all those players to cooperate, would just be temptation for those that could care less. More ideas are good, but they have to be tested in thought if not code.
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I think the puff skin is cool, I'm afraid the rainbows might be pretty hard to code as "skins". Why not just treat each player the same and when they hit a certain kill/time ratio their next bullet transports them and their target into a game of "Ricochet"?
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Your english is fine. Your use of the search box before you posted is not ;) http://dayzmod.com/forum/showthread.php?tid=1044&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=951&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=693&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=365&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=365&highlight=alt%2Bf4 http://dayzmod.com/forum/showthread.php?tid=459&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=71&highlight=disconnect http://dayzmod.com/forum/showthread.php?tid=696&highlight=alt%2Bf4
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You just named one reason to have a trading post. How often do transfusions really happen between strangers? Your idea of "havens" is a good one but it will never, ever happen in a game like this. The only way any sort of trade will ever happen on a larger scale is with some sort of artificially introduced safety like I have described. Most games use a *permanent* non-pvp zone (or the other side of the coin... PVP zones). Mine is non-permanent, non-persistent and not forced by the game. Just because the three or four parts needed to make it happen exist doesn't mean anyone will ever take the time or trouble to do it.
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Zombie spawning and other general Zed concerns
oktyabr replied to priestizzle's topic in DayZ Mod Suggestions
Would zombies spawning off the map and migrating towards the coast cause any more problems than the current spawn system? Obviously you would want some to spawn around the towns and villages just to get things going but I agree, once those are gone it feels a bit artificially stacked against the players to just have a bunch more spawn there. This is especially true around small villages and farms. -
I'd love to see about 5x as many spawn points with a MUCH more random distribution between them. As someone else said wrecked vehicles could be a source for *something* and every town, village and farm should be worth taking the chance to explore it. The fact that most experienced players know the airfield is THE place to go for top shelf gear speaks volumes about random placement. Again, part of being an experienced player is simply knowing which buildings are enterable and which are not... which are worth risking zombie-itis on a search and which are not. More low level gear/food/water around more buildings would help curb the experienced player advantage (as far as searching goes) and be more realistic at the same time. (Why isn't there a usable water well in every town, village and farm?) I'd prefer it if the same weapon/gear was almost never found in the same exact location. This would also help control get loot/disconnect/join other server/get more of the same loot, rinse and repeat.
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Keep it "alpha" and keep improving it... on A2:CO. Use it as a test bed to refine ideas. Add a custom map(s) and more content and release it as a DLC for Arma3.
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Oh hi and welcome to Chicago 1, your new server.
oktyabr replied to Mojo (DayZ)'s topic in DayZ Mod General Discussion
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DayZ Dallas 2-3 Server [Rules/Donations]
oktyabr replied to chaostactical's topic in DayZ Mod General Discussion
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This would be the only way I would consider a monthly fee. Other than that I like it pretty much the way it is, concerning public servers and the like. I know bandwidth and hosting is expensive and I think unless you have huge financial backing to start a MMO then studio sponsored servers *only* is just asking to bleed money. Public servers will exist with supply and demand. And for the record, I've already budgeted money for this mod as an Arma3 DLC :) I think most Arma players would feel pretty good about that, especially with custom content like maps, models, etc. Kickstarter is great but after enough projects fail people will become more tight with their money. It would also force DayZ into a competitive ring that might not be beneficial... "Do I pay to kickstart DayZ mod... or Zombie Game XXX... or..."
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DayZ Dallas 2-3 Server [Rules/Donations]
oktyabr replied to chaostactical's topic in DayZ Mod General Discussion
Are random pubbers kicked to open slots for [Legion] members? There are rumors going around that this happens frequently on your servers. Would be good to get the story straight! And on a tangent, if this is true, can you donate to obtain a server slot reserve? -
Hmm maybe it's just for me then? I know that the hogs and cows don't really move or run at all. This might not be that big of a deal for cows but definitely hogs. It would be nice if they ran when they heard shots though.. No, they hold pretty much still for everyone *in this mod*. It might be an issue with the mod already dealing with so many AI (the zombies). Maybe a future optimization will cure it.
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Wrong ;) The benefit of the crossbow is that if you are careful where you shoot it you can recover your bolts and reuse them. Try that with an M9SD! I'd use a crossbow MUCH more if each bolt didn't take up the same space as a 30 round magazine for an AK...
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Animals in the Arma game are usually a bit more evasive. The rabbits can be quite a challenge in this mod... not sure why the other ones tend to hold still so much... they shouldn't.