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KWilt

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Everything posted by KWilt

  1. KWilt

    Fullmoon nights way too bright

    Really? Is this really what we're going to argue about now?
  2. Also, 'fun' is subjective, and I don't feel that being forced to get within spitting distance of someone to talk to them is 'fun'.
  3. KWilt

    The Four Adversaries in Zombie Survival

    I'd love to see changes in seasons, but I don't know if it's actually even possible at the moment. I think you'd have to physically change the map every season. Plus, you're going to need to have someone actually make them in the first place. Even then, though, a lot more work needs to go into DayZ before we get to this. Clothing needs to be fixed, primarily.
  4. Here, you might need this link. It'll help in your quest of survival.
  5. KWilt

    An-2 Colt (Large Biplane)

    It's actually quite easy to land and take off out of fields. The Colt only needs about 50 to 100 m for landing and takeoff.
  6. Definitely like that latter. Thanks and cheers. EDIT: Actually, I don't even know if it's possible to edit titles anymore. I guess I could just shoot Legacy a PM or something if need-be, though.
  7. KWilt

    My player killing addiction

    OP feels the breath of UNLIMITED POWER coursing though his veins. He's got it down, pact.
  8. When you've actively increased your real-life intake and purchase of Heinz beans. (Not that that count was low in the first place. It just went up a little.)
  9. KWilt

    Starting a 'Serious Group'

    Nah. I've been on vacation for a week. I was hoping Jim forwarded the info onto H4Z. So I've been out of the loop since the 4th. TS was active on the 3rd, though. I can confirm that.
  10. Eh. If that's your game, and you're fine by it, it works. I won't hinder anybody if they're that suicidal. You can play however you want to play. Sorry to disappoint you, Tech. Though, if you've got a more thoughtful topic title, I'd love to hear it. Always thought 'Current Gameplay' was stupid.
  11. Well, the reason this is such a problem (other than bull examples of being seen while in tall grass from 100m while they were staring at the sky) is that their senses have been buffed, but their spawn distance hasn't been changed at all. As of right now, a zombie will run at you, and you will kill him. You will probably aggro more zombies. While you're dealing with those zombies, the zombie you killed will respawn at a minimum of 30m away, and instantly aggro on you. Lather, rinse, repeat, die. I'm really surprised that rocket didn't expect this, at all. That's actually what I'd like to see happen eventually. As you said, in the current state, that's going to be half the server in a single group. However, when (I guarantee it will eventually happen) we get 100+ servers, it'll be the core of setting up larger groups of survivors vying for land-ownership and protection. See, look it as a form of work-system. Say, you spend 10+ hours holding Cherno. You are then given compensation for your time. You made the example of being able to simply go look for a car on your own. But what if you could be payed in cars? You might want to take that risk with your group, going out to find a vehicle to call your own. Or, you could ensure your ownership. Or, hell, if your group really feels up to the gun, they could steal a vehicle from the large group. As you said, though, it might eventually become a staple of RvB, where you have two evenly matched teams, clashing left and right over every resource they can find. But hell, isn't that was should be happening when we're trying to secure our own livelihoods in an apocalypse? As for the limitation of resources, I feel that if survivors actually occupy a spot long enough, then there should be a degradation to loot spawn, to the point where it will go nil eventually. (Maybe the same could be done with zeds, but we'll toy with that mechanic when it becomes feasible.) So they're forced to either move, venturing on to find a new settlement to run dry, or they work with scavs, collecting loot from across the continent in return for possible protection and security while within the settlement's "walls". Ah, but there is so much room to work with, actually. The big problem is that it all lays in the player's hands. So if the players don't want to do anything after this, then what? DayZ has clearly shown that power-struggle is a staple, in that we all want the best weapons as fast as we can get them. So once these groups start forming, and leaders and councils are put in place, who's to say that coups won't be planned? Or that raid won't happen overnight where two opposing tribes team up for a one-night stand, just to fuck over another tribe and steal their resources? There is always something to do in these situations. It's just a matter of whether players actually want to do it. If they're content with sitting around, simply waiting for the scavs to get back with that coyote backpack full of beans, then yeah. It's gonna be boring. But that's on the fault of the player. If someone is bored, hell, they could attempt to commit genocide in the middle of the settlement if they'd like. Whatever they want to get a kick from. But unless they're prepared to died or kill a helluva lot of people, it's not gonna work well in their favor. My main problem with this, though, is that zombies pretty much become an RNG of 'am I going to actually survive' if you're aggro'd. You'd lose the safety and security of running through woods to lose zombies, and running through towns without a weapon is suicide as of right now. If we don't want the lifespan to drop, I think we should sway away from pretty much throwing inescapable situations at survivors. As is, I've already run for 4km with a single zombie constantly following me before. I don't need to aggro more, unwillingly, while I'm trying to shake just one.
  12. KWilt

    An-2 Colt (Large Biplane)

    Really? Huh. Never knew that. When was this?
  13. KWilt

    Starting a 'Serious Group'

    Anybody got a way to contact H4Z? He'd know what happened to the TS. (Unfortunately, I'm away from home, so I can't get to him.)
  14. This, ladies and gentle men, is what I've been waiting to see. Thank you. I wrote it myself. The problem with this is that I PvP and PvE characters wouldn't be mutually exclusive. So you couldn't farm quips in the PvE then pass them out in the PvP like sugar-coated... equipment. (Fuck, I really need sleep.) I was waiting for someone to make this suggestion. I didn't want to be the one to do it and then nobody else even consider. But yes! I feel this is definitely one way to solve the problem. Maybe not entirely, but it's a step. This gives the bandits something to challenging that's on par with survivors. And, if one of those low-tiers does get up to the barracks, and happen to actually loot it successfully, then it's actually something to cheer about for once. Alright, I need to fucking sleep. See yinz in 12 hours, maybe.
  15. KWilt

    What is with Direct Chat?

    Yeah, I don't think I've ever seen anybody type in DC before. Ever. Always assumed it was just bugged.
  16. KWilt

    An-2 Colt (Large Biplane)

    Either way, I think this is pretty much one of the most-supported ideas on the forums. Granted, the final say is rocket's but I don't see any harm in having the Colt in the game.
  17. I've heard of the horrendous instances where you'll be spotted from 100m for no apparent reason. Hopefully this can get fixed. And I'd really like to roll back to 1.7.1.5. The game is tedious as is, and we don't need to artificially lengthen gameplay time by making the only safe way to even look at a city is while proned. Addressing the bottlenecking further into the continent, I don't think that's much of a problem. As the days wear on in DayZ, I actually think bottlenecking is something we should look forward to. However, the big problem, at current, is that there is not reason to let anybody live through your bottleneck right now. Of course, that's also something I'd like to see rocket work on (group dynamics, specifically, where it's better to have that random survivor you've come across alive, rather than dead), but for now, I think the separation of levels is a necessity that would be fairly beneficial. Granted, those bottlenecks would exist, and hopefully as we reach the end of the development cycle, that's where communes and small settlements start to pop up, but they're also quite easy to bypass. Granted, the bypasses aren't the most convenient, nor safest, routes, but banditos can't exactly cover every square inch of a latitude line. So survivors looking to gamble can still take a shot at cracking the NW airfield or Stary. Focusing on the idea of 'small tribes' as well, I would love to see that evolve more as the game goes on. As mentioned above, group dynamics are something I look forward to in the future, but right now, as we establish our 'clans', I think we have a very good opportunity looking ahead. As these tribes, whether nomadic or stationary, evolve further through conquest and claimants, we'll eventually be able to set up those settlements, and all the pieces still fall into place. Lone wolves can still come and go as they please among these tribes and eventual-communities, and these tribes and communities can either clash or ally themselves with each other. Again, this all relies on group dynamics, as well as the advanced communication I'm hoping rocket will supply us with in the next few coming updates. But for now, as it is, I'd like to drive the small groups and tribes with 'ze phat lewt' to move more northward and prepare everything for the next coming updates. In short, as it is right now, I'd like to see those low/mid resource survivors to either hang near the coast (not exactly on the coast, but pretty much the southern-most two or three klicks) or to travel northward to try their hand at getting themselves military-tier weapons. This allows this group of players to team up fairly easily with the common bond of low-survivability, and move more northward with safety and precaution. Meanwhile, those who have established themselves with the military-tier weapons can be busy in the north, looting the larger towns, collecting up the vehicles, and setting up their camps. As I've said, none of this is currently possible with the total lack of trust and willingness among most survivors, due to a lack of easy communication and mixed bag of paranoia and lack of knowledge, but as soon as rocket gives us radios, we might actually be able to pull this off. (In hindsight, if half of this doesn't make sense, don't worry. I'm kinda half as confused as you. Little tired. I'll try and clarify what I can later. Right now, though, there's no way I can even be asked to try.)
  18. KWilt

    quick questions about loot

    Nope. They're hacked. Ditch 'em, but keep the Ural.
  19. KWilt

    Good-Bye.

    I love how most of us don't even care, but we just sit here and reply to these threads for the shits and giggles. I honestly think, sometimes, we're just trying to top each other in who can say 'goodbye' in the strangest/most long-winded/most-assholish way.
  20. KWilt

    View distance decreased?

    I've heard 800, I've heard a klick, I'm not sure anybody has any idea anymore. But for what it's worth, I tend to go with 1000m unless otherwise proven.
  21. KWilt

    Infected, well, infect

    So... you weren't really worried being down to 6k health at all? Not a teensie-tiny bit? That's ballsy.
  22. KWilt

    Good-Bye.

    Bye. See you whenever.
  23. KWilt

    Adding some character depth

    Yep. Nothing new. Classes have been suggested a million and one times. And every time, it's nil. Besides, why have a predetermined class when you can be a beer-hall hanging drunkard with a nasty vendetta and a cold-hearted demeanor to boot?
  24. KWilt

    Infected, well, infect

    Already got this. Not quite deadly, but still pretty bad. EDIT: Since it doesn't tell you on that page what it does, it drops blood to 6k until you get treated.
  25. KWilt

    Question about prone.

    Ah. Now I understand. Weird. Can't think of a time when I've done the dive and I've had my weapon down. Usually it's if I just prone while running.
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