Unyaro (DayZ)
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4 NeutralAbout Unyaro (DayZ)
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Male
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Location
Winnipeg, MB, Canada
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Admin abuse refers specifically to server restarts, everything else is hackers. And the fact that you know about their camp probably means you yourself were hacking. Hell having specific names of people who were cheating tells me you must have been hacking yourself. Well done.
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Holy shit, Baho and Lookmanoff - 3 pairs of NVGs, rangefinder, Gps and coyote backpack!!! Epic loots!
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Insanity System, combating banditry
Unyaro (DayZ) replied to CraigWazHere's topic in DayZ Mod Suggestions
Agreed, the system is too harsh, but for all those saying that people shouldn't be penalized for playing the way they want...Survivors get penalized by bandits existence, banditry is far too easy and far too rewarding for the amount of risk involved. Being a bandit is actually more beneficial then just being a survivor. 1.You get to sit on the outskirts of a town, so little to no risk of zombies. 2. Players approaching your position make noise while you make none as you're sitting there not moving, thus giving you an awareness of someone trying to flank/find bandits 3. You do not need to scrounge for supplies as you can simply kill players and steal all their work(meaning less risk of encountering zombies and getting shot by other bandits/survivors) That's 3 benefits to being a bandit, while bandits can also play like survivors whenever they want, thus meaning they suffer 0 penalties for their actions. Perhaps the better way of going about it if you don't want to penalize bandits is to reward survivors? But something needs to be done, because bandits have a clear advantage at this time as a playstyle, and those that are just trying to grief and troll are doing just that(barely playing the actual game anymore). -
Zombie noise changes: Passive when passive, aggressive when aggressive
Unyaro (DayZ) posted a topic in DayZ Mod Suggestions
I find right now that you'll hear zombies making aggressive noises while passive, and passive noises while aggressive. Yes they tend to stay towards passive noises while not aggro'd, and aggressive noises while aggro'd, but it can be very disconcerting hearing a zombie start snarling and making aggressive noises when you're hiding in a building doing your thing. I would simply like them to only make the appropriate type of noise to their situation. I don't feel this would make them less difficult, as it's normally pretty clear that they're aggro'd, but it would stop me from twitching out every time I hear one snarl while I'm looting a building and then not actually having a reason to freak out. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Unyaro (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
They run faster then you, the only reason they dont "catch" you is their swing animation. They stop to swing and lose ground on you and then have to catch back up before repeating the cycle. -
Valderan on steam
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
Unyaro (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
I've noticed that yes, while I can still sneak around zombies, random aggro happens way too frequently. So I've taken to the easier strategy that doesnt involve sneaking, I spawned a character, ran straight through cherno, got myself an enfield and m1911, ran through stary sobor(had 5 zombies walk through tents to hit me, meh big deal I survived and got to full health), proceeded to run all over the map(I was very very lost) had around 95 kills(2x as much as a spawn I had been playing for 20-30 hours of sneaking) and then got gunned down by some guy in the woods. This all took me 1 hour... to get the same amount of gear(minus a military assault rifle), more kills, more exploration done. Tbh I preferred it when I felt like sneaking around was effective and was useful, I can play marathon runner sim+zombie sim and it feels marginally better then l4d. When I was sneaking everywhere I felt like I was just playing a survival zombie sim and that was satisfying, yes I could have just been doing marathon runner sim before(Doesn't seem like much has changed as far as evading zombies goes), but I LIKED sneaking everywhere. tldr: Zombie aggro range seems too far, far easier to run everywhere attracting hundreds of zombies and ignoring them then to even bother sneaking. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Unyaro (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
Another point, to those saying the aggro works... If we're operating under the assumption that the zombies are infected(as they are), you could stand 100 meters away and be in plain sight and they'd likely ignore you.. otherwise we'd have zombies chasing each other nonstop. It's not like they have a radar to detect non infected as opposed to infected. It has to be considered to be based off our movement and other visual identifiers, if someone's 100m away from me, I can perceive them, but not with great detail. Additionally, tall grass etc is in the game as a eye candy, not an actual visual block, trees seem to be the same for the most part(walking in a forest doesn't lower my visibility. So something that should realistically provide us cover does nothing of the sort(And I can understand this from a game perspective... the performance hit that would be required to have grass actually reduce our visibility would likely be staggering), and this leads to a false sense of security. Apparently if you play with low graphics there isn't grass or as much of it, I wouldn't know as I always play with maxed graphics, but that also leads to an advantage for other players.. Hey I can lower my graphics and spot idiots who think they're hiding in grass! Doesn't seem right to me. -
1.7.2 Opinion thread. All your opinions, good and bad, go here.
Unyaro (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
... I'm disappointed if their view range is that far increased, the one time I actually got in to play I was playing at night and noticed no difference on zombie aggro radius.. I didn't think it had been changed at all. Apparently playing at night is the way to go? -
Lighting, Lack of food/water/weapons, first experience
Unyaro (DayZ) replied to Tribunus's topic in New Player Discussion
http://dayzmap.info/ -
Zombies attacking in buildings can blow up buildings
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It's luck, when I first started(and I've been playing only about a week), I searched all towns and buildings I could and never found a weapon, I was telling my friends how brutal this game was etc. Then I found out that only certain buildings consistently have guns, barns, pubs, supermarkets, office buildings, fire stations, deer stands, barracks. If you're looking in a building that isn't one of these, your chances of actually finding a weapon are significantly lower. Supermarkets and office buildings are actually lower then the rest as well(except for deer stands.. but that's just because they only have 1-2 loot spots as opposed to like 20).
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Venting, feel free to ignore: entire villages with "fake" houses.
Unyaro (DayZ) replied to HedonismBot's topic in New Player Discussion
Two buildings in that entire list that have 0 loot listed and potential for zombies, and that's not even guaranteed to be 100% accurate. Zombies typically = Loot possible. Rough count on that list shows 42 seperate buildings that have Z's but no loot. Not sure when you stopped counting.. maybe just finished at under 'default' Check under 'Residential'. My assumption is anything with a loot chance has some sort of loot spot, even if it's listed as -. otherwise why would it not be listed as 0, like the first two. -
Yea, it would be a slight annoyance not being able to run in open areas if zeds were just spawning everywhere(they'd wander from forests to fields), sure it would make forests and fields more dangerous for snipers.. but it would also mean having to crouch run EVERYWHERE, and that sounds like more of a pain then snipers.
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Venting, feel free to ignore: entire villages with "fake" houses.
Unyaro (DayZ) replied to HedonismBot's topic in New Player Discussion
Two buildings in that entire list that have 0 loot listed and potential for zombies, and that's not even guaranteed to be 100% accurate. Zombies typically = Loot possible.