oktyabr
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Everything posted by oktyabr
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What's the point of having it when ideally most people will be using the in-game "direct communication" anyway? Lots of people won't even both to have acre installed so then you get to walk them through that whole process too before they can play. And are radios going to be that common?
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We did have salute but I think it's disabled on some of the servers (?) But it would be cool to have a few more.
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Trip Mines: Why they should be implemented
oktyabr replied to Foolski's topic in DayZ Mod Suggestions
I'm not sure I understand the big deal with protecting tents enough that you need high explosives to do it? Besides sooner or later someone would find a way to use them for other things. -
A glow around them?!?!?
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A serious trading system will never happen in this mod without some sort of PVP protection. Ask Norton there, two posts above you, what he would do if he saw a bunch of players gathered together trading valuables *without* a PVP-zone. At least my idea makes the players work to get it established and to keep it. Isn't that better than the permanent non-PVP zones others are suggesting?
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There are over 5000 unique players registered for this mod now, almost a thousand in the last few days... Chernarus is big but it isn't THAT big!
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They will enjoy hunting you as well. Watch your back! Not everyone is leaving such a zone :D
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Here's hoping for a custom map with fully open buildings! Maybe in Arma3?
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War in the south and peace in the north??
oktyabr replied to munchy's topic in DayZ Mod General Discussion
That's exactly it. The more experienced players take any chance they get to head north where the really good weapons are and the less experienced players are not. I would wager to say that 3/4 of a server's population at any given time is concentrated within 1KM of the coast line. Some of us try to get enough provisions and weapons gathered, maybe a small group too, to head north but it's very difficult to pull off with such a concentration of players wanting the same things you do. Going north takes some preparation and you are MUCH more likely to get shot/robbed up there than eaten by zombies. Down south is, of course, where all the new players spawn, both those respawning and those with very little experience. I never got shot at once today although I ran into several lone players and even a couple of smaller groups. We pointed guns at each other a bit and went our separate ways. Not that likely to happen up north. It's the reason I would like this mod to eventually get balanced enough that both threats and rewards are evenly placed. Zombies spawning on the dry land edges of the map and then moving coast ward would help. -
Worked fine (1.4.23) earlier today, now I'm getting the "wilderness" spawn too no matter what server I join. Restarted game, same thing.
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God YES. I spend more time trying to get on a server than I do actually playing. I don't have a lot of money (unemployed at the moment) but would chip in or help get a tip jar going or whatever if someone wants to pop open one or more on the US west coast? Seattle or LA or something?
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Dying problem here too. No Direct either?
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Don't believe you! Show us a pic or it's BS ;)
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Factions / Trading / Player Types
oktyabr replied to lithiumfox.av@gmail.com's topic in DayZ Mod Suggestions
I like the idea of building a "trading post" by collecting certain items. This could look like a campfire with some large tents around it, whatever. Once assembled it radiates over a certain area and broadcasts to players entering it that they have just entered a "No PVP trading zone". Players in this area cannot be injured by bullets. This would make a safe place for anyone, even bandits, to come and trade extra gear, barter for blood transfusions, meet up, maybe have some moonshine and a steaming bowl of rabbit stew, etc. You could maintain the zone by feeding the fire with wood every few hours or something similar. Once the zone is empty of players, or completely abandoned, and the fire runs out so does the no-PVP zone. Zombies might also spawn randomly around such an area. -
Yup, good idea. I almost opened a new thread on this but how about having more zombies spawn at random locations along the "dry" borders of the map (since players can't go beyond that area anyway) and then have them head towards the coast until they either encounter players (then just have them linger around that area) or a developed area like a base, village, etc. I'm starting to get the feeling that this mod will one day have a back story to it and it's sounding more and more as if the DayZ time is not during the initial onset of the infection but rather possibly years after the first days. Having zombines move onto the Chernarus map from *outside* it would reflect the idea that they are migrating to where they will find food... the players. This would also keep the zombie population high without having waves of zombies respawning constantly in a town you just cleared. Someone else mentioned "minecraft" in another thread and I'll use it here too. The survival mode in minecraft makes things MUCH more dangerous at night. The zombies in DayZ could be similar, moving around more and in greater numbers after dark. You could even throw in a bad time modifier like the occasional thunderstorm... suppose the zombies hate the sound of thunder (and rain) and become even more dangerous then! This would help encourage player held areas free of zombies, maybe one day reinforced with barricades and even a non-PVP zone by constructing a "Trading zone" module from various items. Once constructed the trade zone module could broadcast a no-PVP message to players entering it and make bullets useless against players while they are inside it.
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Different size backpacks are already IN the game. By planning wisely what you carry in it, blood bags, extra food, ammo, etc. you are basically enhancing your abilities. Arma just facilitates enhancement in a different way.
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Dat big world has no cars...OH DERP
oktyabr replied to paxodeus's topic in DayZ Mod General Discussion
STOP GIVING AWAY MY SECRET CAR SPAWNING SPOT! Every time I have ever seen it there I have worked so hard to get it up and running but have never succeeded. Keeping a tent nearby with tons of car parts in it (but the tent usually despawns) running miles trying to get the wheels/engine/fuel tank. LOL! That's why vehicles are a good teamwork exercise. When we built that one in the screenshot I posted a few back at least one of us stayed behind to cover the car while the rest went to collect the needed parts. Rules of Engagement: Car and parts are top priority. Shoot others on sight if they can't be avoided or are too interested in the unfinished car. Getting that thing up and running is something I would never try solo. -
It's happening because the mod is still alpha and these players have basically hit the flight ceiling. Spend a bunch of time finding cool and powerful weapons what is there left to do besides go player hunting? Waste that ammo on zombies that are just stumbling around? In it's current state the mod rewards your success at surviving long enough to find all that good gear with... boredom.
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Problems with the Morality System
oktyabr replied to -A2L-Jono's topic in DayZ Mod General Discussion
On suggestion that has been made elsewhere (more than once) is to increase the variety of banditness! You have your non-bandit skin(s), the common bandit (most wish they were not), the guy collecting human ears for his necklace or whatever, and at the very deep end of the negative humanity scale (your PK for sport types) you can give them a bright orange jumpsuit, as if they are escaped convicts. As Ratszo suggested in another thread you could maybe even give them flashing ankle bracelets ;) -
My own thoughts and reservations regarding the impending morality system
oktyabr replied to Goose Springsteen's topic in DayZ Mod General Discussion
@Ratszo: Your getting a +1 reputation from me as soon as I have more to give. :) -
I think they should be as common as maps and compasses. Between my home and my vehicles I have three pair myself.
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Probably in the trunks of all the working cars?