oktyabr
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Everything posted by oktyabr
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My issue with the Day Z apocalypse....
oktyabr replied to Korgoth's topic in DayZ Mod General Discussion
He's right. rocket has said that if *anyone* can get the permissions needed that rocket will add twinkies to the game. Start emailing Hostess or whoever makes that crap. -
DayZ has become Deathmatch / Team Deathmatch
oktyabr replied to underpaidorphan's topic in DayZ Mod General Discussion
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Soda is full of empty carbs that actually require more water to metabolize them. It does hydrate you (because it has water in it) but at the same time slight dehydration is also possible if your body is already dehydrated. On the flip side all that sugar + caffeine could give you a bit of a boost, maybe even temporary "food", as a trade off.
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Yeah, I could see smaller boxes too. Bullets in a perfect mod could be exchanged like currency too. It's a good idea, especially re-loading magazines, etc. and the time it would take to do it would be a good balance. I'm hoping we eventually see many more zombies and more ammunition to deal with it.
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Merged with existing Melee suggestions.
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Your opinions on forced server rules (3DP, Crosshair etc )
oktyabr replied to john_blund's topic in DayZ Mod General Discussion
Everything off with the possible exception of a tweak to the name tags so they only show in very close range (10m or less perhaps) and not at all if they are wearing a mask or it's pitch black outside. -
If you have the food and water in your inventory what's wrong with just using it when you rejoin a server, as it is now? Your food/water levels will never get low enough to kill you while you are offline. Please don't bump threads.
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Do the mods actually read these' date=' or how does it work? Like what threads do they look at? [/quote'] We look at threads that have been reported as inappropriate, those that grow quickly (a good indicator of a flame fest) and in our spare time, those with concise thread titles that haven't already been beat to death. Here are tips on what makes a good thread in this forum: http://www.dayzmod.com/forum/showthread.php?tid=1734 On topic imagine finding one of these at a base: Might take up a ton of carry capacity since they aren't light but something like that would have to be worth it's weight in beans and M4s, I'm sure.
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Search the forums and you will find it IS possible. Here are several pages of debate and examples: http://dayzmod.com/forum/showthread.php?tid=2648 Highlights: Bayonet charge in i44 mod:
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WTF is happening to the server community.
oktyabr replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
I remember a time when a server might have 1200 zombies or more and there was no bandit skin to argue about. If it's a zombie apocalypse then put the zombies back in it. 2-3000 of them and a bunch of those in the woods. All these other "problems" will be solved. -
WTF is happening to the server community.
oktyabr replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
2000 fucking zombies and at least 500 of them in the woods. Where you are going to pitch a tent or how your group is going to take over some town or even deciding to shoot or not to shoot when you meet another player, all of that means shit when you have a real zombie apocalypse on your hands. Think about it. -
WTF is happening to the server community.
oktyabr replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
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There are already lots of 'nades in DayZ, even rounds for the M203 launcher. Melee weapons have been extensively discussed but no official word on the topic yet. Use the search function to read more on both.
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Arma Beta Patch 93160 is live....
oktyabr replied to MrBlue21's topic in DayZ Mod General Discussion
Beta patches are *supposed* to be backwards compatible meaning that if you install the beta patch to play on a beta server you should still be able to play on a non-beta server as well, without changing anything. -
Arma Beta Patch 93160 is live....
oktyabr replied to MrBlue21's topic in DayZ Mod General Discussion
Yes, beta patches are still being tested, etc. before being declared "final". Final patches (non-beta) are automatically updated in steam. You can either wait for the patches to become stable/final or you can do as mentioned in several threads here (check the New Player section) install the "beta" patch and go with that. -
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I suspected that it was based on the same engine but where did you find confirmation of this? I looked and couldn't find it.
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What's your preferable server settings?
oktyabr replied to silent (DayZ)'s topic in DayZ Mod General Discussion
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The idea has been suggested before, including by ME over a month ago: http://dayzmod.com/forum/showthread.php?tid=146&highlight=molotovs It was suggested in that thread that that is why the whiskey bottles were included in the first place, as a step towards molotovs in a future version. Definitely usable to temporarily deny access to a door or through a street. Damage to both players and zed that try to cross it. PLEASE use the "Search" box from now on before starting new threads.
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I love the new zombies in 1.5.7 and I think they are step in the right direction. Assuming the mod keeps things on this sort of danger level I have a few suggestions about zombie behavior that might help fine tune them a bit: 1)DAY light: Zed should be able to see better in daylight than nighttime. I know they have poor eyesight but the way it plays right now a zombie 100m away will run towards you, even in the dark, even if you aren't making any further noise. Zed being able to vaguely make out your presence visually might make them move slowly in your direction until they are sure you are food. Lower their visual acuity in both daylight and nighttime with nighttime being much further reduced. 2) Light in the dark: Assuming #1 is implemented balance it out with making zeds MUCH more curious about light sources in the dark. Basically the brighter the light source the further away a zombie can be and still be "interested" in you. 3) Flares: Along with #1 and #2, as part of a bigger whole, flares cast the most light in 360 degrees and are arguably the easiest thing to make out at night, even in the far distance. Further they make a loud hissing sound when lit and it would be good to see the flare boost the bars showing how loud you are being when you are carrying one (the "ear" icon). To help counter act their tremendous potential for stirring up zombies interest in you they might also be the only light source that can distract them as well, due to their sound. Much like a smoke grenade or whiskey bottle works now. Drop/throw a lit flare *at night* and if you are no longer carrying one there should be a strong chance that the zed will be more interested in it than in you, at least for awhile. This would still work during daytime but with a reduced effect as the light from the flare doesn't produce as much "interesting" contrast in the daylight and they would mostly be interested in it due to it's (shorter range) sound FX. 4) Persistence: Right now the only thing that will stop zed from chasing you on flat, open ground is a bullet. No matter how far you run they keep up their relentless pursuit. I don't really care to see slower zombies per se, but rather ones without limitless stamina that might actually slow back down to a walk after a long run (to rest for a short time?) and eventually give up entirely once you are quite a distance ahead (or out of visual range). Further, everyone sooner or later finds themselves boxed in, maybe in an upper floor of a building, with a sea of zombies running into each other trying to get up the stairs to you. You can literally fill a stair case full of dead zombies and they will continue to try to get you. You can begin removing the fallen ones with "hide body" but sooner or later you get to the ones that aren't fallen yet and it's rinse and repeat. It would be nice that after a short while, if the zombies can move no further towards you (because of fallen corpses or whatever) that they give up and start roaming again. 5) Doors: Here is hoping that in lieu of having ways to block entrances with bookshelves, dressers and other debris, or without having usable hammers and nails that maybe finding the right code to simply keep zombies from passing through (i.e. "opening") closed doors and gates would be a huge boon. Once a door is closed only a player can open it and zombies no longer magically pass through them. Then apply the "persistence" rules in #4. Having a bunch of zombies milling around the general area because they gave up trying to figure out how to open a door would be fine. Just let them go non-aggro after a bit of no-joy. 6) Other distractions: Zombies could have a short attention span, basically following the old adage "out of sight, out of mind". Whether you loose them in the woods or behind a closed door or whatever, eventually they forget they were even after you, specifically. At that point anything more interesting might lure them in a different direction; the flare lighting up the highway in the distance, the gunshots from a block away, etc. Meanwhile give them a limited interest in food. The corpse of a survivor or even a fallen zombie might have a *chance* of distracting them for a moment, so might raw/cooked meat. And what about wild life? This wouldn't happen very often, surely, but imagine trying to loose a hungry horde in the woods when you suddenly run across a wild boar or a cow. Isn't it reasonable to expect that the animal, being the easier prey, would deserve the attention of at least many of those that are pursuing you? Open to suggestions, comments, and constructive criticism.
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It's being "fixed" as I type this. I'm sure you have all read this at least once before but just in case you haven't... "IT'S AN ALPHA." Things change rapidly and not always for the best. Be patient or wait for a more complete beta release. The solution I posted almost a month ago was to limit zed re-spawn to outside a certain radius around players. If a town is *constantly* occupied by players there should be no sudden pop-ups of fresh zambies (that's rocket's preferred spelling ;) ) within at least 100m of any active player. Limit the re-spawns to a value of the "property"... a farm in the middle of no where should RE-spawn less than one in the middle of Cherno for example. Further, INCREASE zambies on a server and put a bunch of them spawning on the outer "dry" edges of the map. Let them wander inland, perhaps migrating towards the coast in search of fresh food, and have them hang up around civilized areas (farms, bases, villages, cities, etc.) This would help explain why zombies keep popping up around areas that should be "cleared" (never actually possible on a persistent server that is up 24/7 or you would never see any zombies... the first people there would kill all of them) and keep things on "realistic" level as you would then have zombies *everywhere*, not just in the towns.
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there is no need in morality system/bandits term/factions
oktyabr replied to n7snk's topic in DayZ Mod Suggestions
ONE MILLION ZOMBIES will easily solve all your problems. Except the one you will have if you bump this thread again. -
I like bicycles too. I don't like suggestion threads about bicycles that don't have that word in them.