Zecknaal
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My friend found a post that described a method that works for us. When you place a tent in the 1.7.2.5 world, it will save ONLY what you have in it for the FIRST time you save it. To break it down: 1) Place the tent 2) Put all the gear in 3) Save the tent The tent will forever have that gear in it when the server restarts. Doesn't matter what you add or what you take away, the tent will come back with that gear. Me and my friend lost a lot of really good gear before we figured out that bug, but luckily, in the 1.7.2.5 world it is impossible not to dupe your gear, so you can get it all back. Vehicle storage appears to work the same way, as our pickup truck has turned into an infinite fountain of M4A1 SD's....
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State of Decay (another Day z copy cat)
Zecknaal replied to NightmareP69's topic in DayZ Mod General Discussion
18 months ago it was announced as "Class3" for XBLA. http://kotaku.com/5936740/microsoft-releasing-another-zombie-game-though-this-ones-about-teamwork -
My friend and I were just killed on US 2133 Dallas. The events took place between 4:50 - 5:15. My friend was first killed on a hill overlooking Elektro where we had been fighting bandits. He said the guy appeared in front of him, he tried to put a clip into his body and it did nothing, and was shot in the face. I spawned at Balota after a (legit) bandit killed me, and while running back to my body I thought I'd loot the airfield for a gun. I heard a guy doing the whole "kekekeke whoooooooo's there" thing. I asked if he was the dickhead hacker who had killed my friend and he goes "Who's your friend? The guy in the hills? Yeah". I saw a guy named Sean typing in chat, but he might not have been the hacker since the hacker was using voice chat. The hacker then proceeded to shoot me in the face when I told him to go fuck himself.
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No, it's hackers. This happened to me last week. The hacker had set it up so that Abort was disabled, and you were killed whenever you press alt+f4. I would seriously recommend using end task to get out of that server, NOW!
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Hm, version of Dayz where everybody has guns to shoot one another on a preset battlefield.... it's almost like there's a game that does exactly that with the same engine and weapons and everything! http://lmgtfy.com/?q=arma+2
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Careful for fake server crash / alt f4ing kills you
Zecknaal replied to terex's topic in Mod Servers & Private Hives
This happened to me on US 664 a few days ago. It isn't necessarily just a "fake server crash". The server was running just fine, with abort disabled. I was trying to log off after running to my campsite, and noticed the abort button was disabled. So naturally, I used alt+f4. I briefly caught a message about "That's what you get for alt+f4ing you fucker" and then "YOU HAVE DIED" came up. I told my friend who was also playing, and he was able to successfully end task without dying. I suspect in your case, the server may have actually crashed while this script was running, and it just proved to be a shitty combination. -
I don't want to get into a flamewar, and the OP has a reasonable question, but I always felt this line of argument was pretty thin. There isn't anything about a Mac that makes the design software only workable on a Mac, that's just the development platform they choose to go with, largely because historically the Mac has been used for those purposes. In reality, the same software could be made for cheaper PCs and run just as well though.
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Robin Hood the Anti-Hacker Hacker.
Zecknaal replied to jefe4life's topic in DayZ Mod General Discussion
I like this. It reminds me of when I played SC1. Anybody who played that game knows that towards the end of it's life, it made DayZ look hack-free. People would just join games, ban the host in the lobby, and drop the entire game. I had to resort to getting an automatic IP-based ban program so that I could "shoot first" when the known hackers joined my game. It worked really well, and only one or two of them ever found a quicker hack to beat my auto-ban. -
Prediction: Life expectancy to fall sharply in 1.7.2.4 due to extended suicides
Zecknaal replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I'm not sure if you have looked up any of rocket's posts on the matter, but he has made several addressing this complaint. Yes, it will be a pain in the arse, for now. But the issue will be examined more fully when he starts to work on group/clan dynamics. I'm not going to tell you that you can't voice your opinion on the subject, but I think that complaining about this is like complaining that zeds walk indoors. Yes, it's a bug/problem, rocket knows about it, and he'll address it at the appropriate time. The point is, you and rocket basically agree that it is a problem, so there isn't much left to be said until the group dynamic phase comes (which is targeted for the standalone iirc). rocket's posts: http://dayzmod.com/forum/index.php?/topic/42806-pending-update-build-1724/page__view__findpost__p__418800 http://dayzmod.com/forum/index.php?/topic/42806-pending-update-build-1724/page__view__findpost__p__406482 http://dayzmod.com/forum/index.php?/topic/42806-pending-update-build-1724/page__view__findpost__p__406242 I feel like there is probably a way to condense those links into a hyperlinked word, but I don't know how. I am a software developer. How sad is it I don't know how forum tags work? -
Current Gameplay (Not what you're thinking)
Zecknaal replied to KWilt's topic in DayZ Mod General Discussion
I think in terms of adding gameplay and incentive for players to stay north, you need to consider a more drastic change. I don't think that loot changes are going to ultimately be enough to convince people not to just come back south and farm newbs. No matter how you tweak the drop rates, eventually some clan is going to get the god-stash and getting more loot will become irrelevant. This is where I'd really love to see some manner of base-building come into play. I don't know if that's in terms of building a base in a field from scratch, or taking and holding a town (which I'd like better). If you wanted to incentivize staying north, you could make the northern towns easier to hold, or more richly rewarding to hold. I'm not sure exactly how that would work. I also think you could coax at least some temporary cooperation if you could use these to set up some kind of trading posts, or other communal activities. It would give you a reason to care if people die every time they get within 100m of your town. To lend some credence to the idea, I'll draw a few comparisons to Minecraft. Both DayZ and Minecraft are pure sandbox games. In Minecraft, you start the game, and the first thing you do after making a hovel is go and look for better loot (in game terms, ore). And you do this again and again and again until you have all the redstone, iron, diamond, and whatever else you need, enough to last until the end of time. At that point, your focus begins to shift from gathering to building. Building a bigger, better, more badassed fortress is what makes you keep playing the game. Now, I'm not going to say that Minecraft = DayZ. Obviously there is a greater focus on building in what is effectively digital lego land, but that doesn't mean there aren't parallels, or that DayZ couldn't add a lot of great gameplay by drawing on inspiration from a great idea like Minecraft. -
broken leg because i missed 2 steps wtf?
Zecknaal replied to thahn204's topic in DayZ Mod General Discussion
I got killed by my tent yesterday too. I just placed it. I think accidentally shooting my gun and moving during the process is probably what got me. -
Better Medical System AKA Getting hit in the head doesn't break your leg
Zecknaal replied to Champloo (DayZ)'s topic in DayZ Mod Suggestions
I would absolutely agree with the context sensitive damage. Regardless of whatever else is added or changed, I think that's a must-have. I would also really like to see different levels of bleeding implemented, as right now it does seem somewhat ridiculous that a gunshot and punch result in the same amount of bleeding. As for leg breaking, it might not be so bad after 1.7.2. I think we just have to take a "wait and see" approach until we know how hard leg damage has been nerfed. At least the devs are acknowledging it is an issue and are taking steps to correct it. -
Liberation! (Mechanic of reclaiming towns for Survivors)
Zecknaal replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
I don't think NPC guards are the way to go. It would make killing the zeds a bit too easy. I think this really goes to the challenge of holding onto a town. Large towns would only be capable of being held by organized groups of people. I don't think it's unfair or unrealistic. Plus, if they are popular enough to be used at all, they'll always have *some* kind of defense. If you're a smaller group, well, maybe you only get to fortify some random farmhouse to be your base. It is also worth nothing that 1.7.2 now includes bear traps, which would be useful in defending towns against bandits or zeds. I shudder to think what kind of bear trap hell the game is going to be for the next few weeks, but it does demonstrate that rocket is not opposed to some kind of unmanned defense mechanisms. -
While I agree that it is a little too easy to break bones from bullets, I don't think it is improbably or unlikely in any way. If you take a gunshot to the leg in the wrong spot, you can lose the whole damn leg. I think you might want to consider that the "leg is broken" icon can also mean "leg has a bullet lodged in it". I've never had the experience, but I don't imagine it's very fun to walk on. Actually, the only complaint that I have about gunshots and broken bones is that I don't think it is positional damage at all. A headshot does more damage, and a legshot should make me go down, but it seems like ANY time I get shot I go down with a broken leg. Get shot in the shoulder, get a broken leg. Get shot in the hand, get a broken leg. It's like the Kennedy assassination! Magic bullets everywhere! But, maybe that will be fixed in 1.7.2, depending on how hard he nerfs leg damage.
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I don't think it would take very much to implement at all. There are already sounds for bumping into fences - just add a new one for tin can traps. Perhaps make them low to the ground so that the careful player could climb over them without activating them. Or maybe higher up, and then can be proned under.