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Everything posted by AlfalphaCat
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How do all these alt-spammers keep things straight? Or do they just not bother?
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Sorta bummed that they didn't go with adding a big island like they proposed with just tacking Utes onto the map. Are there still plans on adding a larger island? Would be a great way to break up having 'hot' areas that everyone seems to congregate.
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i just really liked the wool pea coat accenting the welders mask. Classy and functional?
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well that was a fun little video, nice outfit BTW
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I really miss this feature from the mod. So cool to play all night and the sun is rising in game as well as real life. Navigating by the stars too. We always dreaded when there was a New Moon. That being said, most of the lighting tools available to us were better in the mod, and some had more than one utility. Like distracting zeds with flares. Have you guys not played on a night server recently. Night time was adjusted quite a bit, sure inside buildings a light source helps, but out side even while being cloudy, it is perfectly fine to not use a flashlight. No gamma hacks required. Too damned hard to find night time on servers right now. They all just restart when it gets dark, or are totally empty, which is just no fun.
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Experimental Branch: 0.50 Discussion
AlfalphaCat replied to SmashT's topic in PC Experimental Updates
I think that is just the buggy repairing mechanic, same thing would happen to me after using sewing kits. Not until you moved it or reconnected would it show it's actual state. -
I think you are all looking at the uses of barricades all wrong. It is not for 'saving your progress' or stashing gear. It is for defense, versus players or zeds, not to keep all your loot safe. I think hiding gear will work entirely different. You shouldn't have just one base of operations either, eggs in a basket and all. I also think it is silly to only barricade one building in a town, why not, as a group, fortify a section of a town. If it is a small town block it all off, using extra vehicles, sandbags, whatever. Dayz should always be about not getting attached to your gear, but about how long you can stay alive. These systems are being put into place for when you are playing, not to keep you perpetually geared even if offline. It will not be the I-WIN button that most of you seem to be hoping for.
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Experimental Branch: 0.50 Discussion
AlfalphaCat replied to SmashT's topic in PC Experimental Updates
Are you using a wireless mouse? Maybe something is obstructing the sensor? -
So are rocket launchers going to be added soon?
AlfalphaCat replied to TheWizard14's topic in General Discussion
How 'bout just M79 grenade launchers and RPG-7. http://en.wikipedia.org/wiki/M79_grenade_launcher Saw off the buttstock and throw it in your pack. :) :D -
Top ten things you should pick up in a survival situation, but often don't in DayZ.
AlfalphaCat posted a topic in General Discussion
Top ten things you should pick up in a survival situation, but often don't in DayZ. In no particular order. 1.Rope(super useful for multiple tasks, can be deconstructed for smaller fibers) 2.Knife(duh) 3.Clothing(admittedly not as much as before) 4.Books(could always burn 'em, ya know lightweight firewood) 5.Hat(If it was really cold out, you would definetly want this over a ballastic helmet at first) 6.Duct Tape(really almost as useful as rope) 7.Burlap sack(ya know to put stuff in) 8.Sticks(trust me, you wouldn't be running around like a chicken with your head cut off, impervious to injury on rough terrain.) You would break as many bones as bugs have. 9.Food 10.Canteens/water bottle Was kinda hard to think of 10 things, off the top of my head, that are in game, but often overlooked. Discuss if guess. What things do you often pass up, that might be lifesavers IRL? -
Top ten things you should pick up in a survival situation, but often don't in DayZ.
AlfalphaCat replied to AlfalphaCat's topic in General Discussion
I think people are still missing the point of this thread. I am not talking about things that would be useful, but are not in the game. I am talking about things that all of us often(do not read as always) pass up for whatever reasons, in game. Whether the game has given a use for them yet or not. Sometimes our playstyles dictate what we pick up and don't pick up. Like the guys that just gotta look like they dropped in on a military mission. The food and water thing, well, ya gotta admit that at times they haven't been super necessary in some stages of this alpha, or it is just so abundant that we are sure we'll find more. And maybe we could come up with some ideas for the game to use them. -
Top ten things you should pick up in a survival situation, but often don't in DayZ.
AlfalphaCat replied to AlfalphaCat's topic in General Discussion
These are things you should pick up in a REAL survival situation. Whether they do something in the game is besides the point. At the very least discuss how the game could use these items. -
Top ten things you should pick up in a survival situation, but often don't in DayZ.
AlfalphaCat replied to AlfalphaCat's topic in General Discussion
I was thinking more along the lines of things you might not have space for, or that don't do much, if anything, in the game. Things that would be really useful, but hey you are going for a "look". I don't know, just stuff you often don't grab every time you see it, or just don't have space and it doesn't always come in handy for game play purposes. -
Anyone excited for the .357 Lever action?
AlfalphaCat replied to Whyherro123's topic in General Discussion
Awwwwww, sweet Winnie Cooper. :) -
Things that make me wonder about the whole DayZ deal and idea/direction of the game in general.
AlfalphaCat replied to Hetstaine's topic in General Discussion
Maybe the infected clean when we aren't looking. :P -
Experimental Branch: 0.50 Discussion
AlfalphaCat replied to SmashT's topic in PC Experimental Updates
Good thing this isn't REAL LIFE. Sheesh, dude, go smoke another one and sleep it off. -
Experimental Branch: 0.50 Discussion
AlfalphaCat replied to SmashT's topic in PC Experimental Updates
While I agree it should be challenging, it should also punish you severely if you slip up and fail the challenge. Whether you survive after failing in some way, say not looking for food and other survival kit, is not the point. DayZ is at a turning point, where the game is going to change the way it is to be survived. It will be vastly different from the previous iterations of SA. I think a lot of the new to DayZ crowd are just used to the, 'quick!! get a gun' then you're set for life, style of gameplay. Every time it gets harder where it needs to, they cry, because apparently this is not the game they are looking to play. Bugs and balancing issues aside, DayZ looks like it is finally on the right track to become a great survival simulator. I, for one, am happy to see these changes. :) :) :) -
Experimental Branch: 0.50 Discussion
AlfalphaCat replied to SmashT's topic in PC Experimental Updates
LMAO, you sure are a cute little doggy. :rolleyes: -
Night is not really that dark any more. Looks more like a better looking version of the gamma hack. It's hard to see inside buildings, and that's about it.
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How are we supposed to play the game right now?
AlfalphaCat replied to UltimateGentleman's topic in General Discussion
My sentiments, exactly. -
How are we supposed to play the game right now?
AlfalphaCat replied to UltimateGentleman's topic in General Discussion
At least I can keep my toons alive. :rolleyes: :rolleyes: -
How are we supposed to play the game right now?
AlfalphaCat replied to UltimateGentleman's topic in General Discussion
Hey everybody look at me!!! I suck at this game, so it must be broken!!! -
You would just get rabbit starvation anyways, if that was actually a thing in game. http://en.wikipedia.org/wiki/Rabbit_starvation
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A look at one of the new zombie models
AlfalphaCat replied to haknslash's topic in General Discussion
Looks great!! Now hows about they make them actually scary to deal with? *yawn* -
Anybody remember when Dean Hall said...
AlfalphaCat replied to Weyland Yutani (DayZ)'s topic in General Discussion
90 is the number.