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skudd3r

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Everything posted by skudd3r

  1. skudd3r

    Base Buidlind and How it Works?

    There hasn't really been many official details about it. Like the majority of supporters to the game, you are better off playing something else and coming back in 6 months when there might be some bulk to the game, its pretty bare atm (~50% of the items in the game serve no purpose atm). Be cautious of expressing your opinions or concerns to the game as well, the "It's alpha" followers will eat you alive.
  2. I hate how people get all into the, "well in reality...". Well in reality, one does not need to eat and drink every 10 minutes. In reality, there are no zombies. In reality one does not find awesome guns just sitting in a tent. In reality one does not fix a bullet one with a bandage and continue running like nothing happened. If you are going to use reality as an argument for something like this... don't.
  3. Agreed, don't fix it if it ain't broken(old compass was better imo).
  4. skudd3r

    Server hoppers: A renewable resource.

    Already tried to address this as an opinion in the alpha to be put higher on priority list. Fanboi's came the rescue to ensure this in an alpha and that we are stupid... don't be fooled, your opinion does not matter.
  5. Player joins server Player gathers loot Player travels inland Player encounter player Player disconnects Player finds new server Player keeps loot gather Player gets put on closer to the shoreline again if server change I love persistence, but this farming(server cycling areas of high value) and no punishment for combat logging(server jumping) has got to be fixed. Things like server changing for loot farming... Server changing to flank someone... Server changing to avoid dying... This really needs to be higher on the priority list.
  6. skudd3r

    Why is this not in the game yet?

    If that's the case, why have weapons at all. Just have players, items for testing, and increase zombie counter each patch to test stability. If there is no point to testing the other features of the game, don't put the items in to test them? Condense the scope.
  7. skudd3r

    Why is this not in the game yet?

    Loot. Where it spawns, how its spawn, frequency is all based off a stat. That stat is skewwed because of server hoppers. People cant find loot because of server hoppers. People who hop to farm are breaking the game and preventing real testing of how loot works from being tested. This is a major core feature of the game..
  8. skudd3r

    Why is this not in the game yet?

    The longer you wait and the closer it gets to beta, the less likely the feature will be changed/added.
  9. skudd3r

    Why is this not in the game yet?

    Not the case. Zombies running through walls is not an issue, because zombies atm are currently dumbed down. You can easily outrun and lose them. However to properly test the game, which is based primarily around real player interaction, they should fix how that interaction is controlled so you can probably test the main core mechanic. Zombies have always been just a side feature/annoyance of the game, anyone that thinks otherwise is blind. No one gets adrenaline or frightened from seeing a zombie... but a player on the other hand.. This is why I feel the logging needs to be fixed. How can you properly test loot spawn rates, where loots spawn, how loots spawns if all people are doing is swapping servers to get their loot. To me it sounds like you are trying to defend how you gear up fast to pray on fresh spawns. I don't want to run 25 minutes on the server I'm playing on, only to find that the area has already been raided by server hoppers and now I have to wait for a server restart.
  10. skudd3r

    Why is this not in the game yet?

    Also, they have no priority list, they work on whatever they work on... for example one of the last patches... don't see how this is important according to some of the replies about major things being addressed: improved transitions for restrained player
  11. skudd3r

    Why is this not in the game yet?

    The reason I pick this one as my suggestion is because it fits both sides, you get to keep your gear forces someone who wants to combat log or loot cycle to be punished by switching servers and moving them back to the coast to make the jog again. It doesn't add a timer to force people to not play. It builds incentive to stay on servers and find a home server It builds incentive to actually have to play nighttime which no one ever seems to like It makes someone think twice before combat logging far north It prevents server hopping, moving position, rejoining to get the upper hand on someone (flanking)
  12. skudd3r

    Why is this not in the game yet?

    If it bothers you, then don't post? I am simply posting my test of the alpha and the concerns I have. You don't have to agree to it, you also don't have to post and reply because you disagree. I don't get why every gamer thinks they are the ultimate tester and know it all. I work for a medical device company testing software, alpha is similar to feature spec, where you must get in all the odds and ends before software acceptance, otherwise new features will get left out and require a deviation and much more testing and validation. I am simply pointing out the concern, which is the same as how the mod was... which by the end of dayz mod most players were playing on private hives and non official servers because you didn't have to deal with this.
  13. skudd3r

    Why is this not in the game yet?

    Don't see how things like zombies going through walls has higher priority than player base abusing a broken core mechanic to loot up fast, or to server hop to flank and kill players. To me that's pretty broken and annoying. How can you properly test the game when all you have to do is sit in one area, and jump servers to loot up.
  14. skudd3r

    Why is this not in the game yet?

    Disagree. Alpha is the time to fix game core mechanics, this is a core mechanic, needs fixed. You usually bring a game to beta feature complete. I would consider this to be a feature. I have tested the game, and this is my feedback.
  15. skudd3r

    Why is this not in the game yet?

    People combat logging and loot cycling is incredibly game breaking. Also I merely said higher on the priority list.
  16. IP: 23.19.134.242:2312 Name: Official DayZ Origins #AOW Outbreak Gaming Nameplates: off Max vehicles Great server to start-up your houses on Friendly server to start on, people will help you get a vehicle and setup. Also the admin is not in a clan of people, so you don't have to worry about them restarting or banning for a clan benefit.
  17. skudd3r

    SA Injury System

    An advancement in the injury system would be excellent. People are probably aware of the crazy mishaps of breaking your legs in DayZ Mod. You fell two feet, you break your leg A player runs into you, you break your leg A door swings into you, you break your leg A zombie hits you once, you break your leg and so on... I don't really agree that a zombie should be able to break your leg/legs in one hit, perhaps add limp mechanics. That is more believable. Here are a few suggestions: Zombies can injure your limbs, cause you to limp, or not be able to run for a period of time/treatment. Limp limbs can cause you to be inaccurate when firing a gun Pain due to some injuries can cause your character to make noises sporadically, which can alarm players/zombies nearby of your presence. (Heavy breathing also) Make it very rare that a zombie could break your legs, this seems very unrealistic, zombies don't have super human power. Injuries to your arms cause you to not be able to easily due basic actions, cooking/gutting/chopping/reloading/driving, depending on the severity of the injury. Injuries that go untreated can give a chance to other illnesses. You would want to balance this as to not hinder the ability of the player to actually play the game, but provide some more mechanics for punishing the player for being caught by zombies, or shot at by players.
  18. Lets say a user was banned on their arma2 steam account. As long as you do not launch the game VIA steam, you can replace the key at free will. If you try to launch the game VIA steam it will reapply your steam account KEY to that game overwriting your old key.
  19. So an idea spurred when I was giving a suggestion for crafting. Food has the potential to be an accident waiting to happen or even a weapon. I'll explain... We all know there is CANNED food in the game, this gives us very little blood back. Cooking raw meat is the best way to get blood back (other then a blood bag). What if SA added a twist to food? Non canned food could spoil, leading to sickness Non canned food can attract hostile animals (coyotes, wolves, bears, etc) Raw meat/cooked meat attracts zombies within a proximity (raw meat has father range of attraction) Having these items in a backpack/tent/vehicle would cause attraction to those objects. You could purposely place raw meat on the ground or in objects to attract attention there (for good or bad purposes) I was thinking how evil it would be if you found someone's camp, and placed raw meat in/around it to draw attention of zombies to that area. Scenario: you find a group of players and place down some meat to bring zombies upon them as a distraction while you stealthily take items, or ambush them.
  20. skudd3r

    SA Expanding the Purpose of FOOD

    Its merely an idea to spurr ideas, I'm not sure why people instanly go on the hate path of righteousness with their replies, the internet is a sad panda. Zombies in DayZ go by sounds and sight, because they were part of Arma2 mechanics and it was easy. Any zombie genre ever, zombies vision is usually terrible. On the topic of average human senses, humans... It is important to add that “Our sense of smell is 10,000 times more sensitive than any other of our senses and recognition of smell is immediate. This is the only place where our central nervous system is directly exposed to the environment. Source: - reSources, Spring 2004, Volume 11, Number 2 (citing sources now so people don't claim they come out of nowhere) There has been studies on human sense of smell to debunk the claim that humans cannot track. In this study they blind folded and used noise cancelling headphones on the subjects. They were placed in a field and had to track a chocolate perfume. The subjects where easily able to follow the trail at a distance of up to 30 yards and turn 90 degrees when the scent changed directions. I personally would like to think if humans were turned into a zombie state, which infers we lose major intelligence, our primitive senses would become heightened. Just as the sense of smell is direct in detecting fragments of the objects, it is also direct in the way the signal is transmitted to the brain. In most senses, such as vision, this task is accomplished in several steps: a receptor cell detects light and passes the signal to a nerve cell, which passes it on to another nerve cell in the central nervous system, which then relays it to the visual center of the brain. Just because today you don't use your sense of smell to find food, doesn't mean humans at some point never did. Not really sure why you say that? The essence of Romero zombies is "reanimated corpse will attack any and all living humans in its immediate vicinity". This sounds to me like DayZ. You are suggesting that DayZ is the 28 Days Later Zombie, which means zombie has a life expectancy, so if you survived long enough, there would be no more zombies. This would also mean, that for no apparent reason, a human could become infected and turn into a zombie (its a virus after all). Imagine running along in the forest with your friends in DayZ, all of a sudden for no reason one of you dies and becomes a zombie spawn, can't say it wouldn't be interesting. Not really sure why you are trying to classify them period, make zombies how you want them to be. Sure its a virus, but maybe because of their drop in intelligence, their senses are heightened, which by far would be the most primitive (sense of smell).
  21. skudd3r

    New patch coming soon to dayz

    Looks nice, keep up the progress.
  22. skudd3r

    SA Injury System

    Why would you say that? Part of the attraction of dayz is the risk/reward and realism. Why not add to the realism of survival?
  23. skudd3r

    SA Expanding the Purpose of FOOD

    In reverse logic, you are trying to make zombies real? Zombies are not real so your counter logic makes just as much sense as mine :P Anyways, the biology of zombies states: Sight: due to degradation of their corneas, zombies suffer from severe myopia. In addition, they are colorblind. Hearing: zombies go deaf within a few weeks of transformation. Efforts to rehabilitate them through ASL training have thus far proved unsuccessful. Smell: zombies have even more receptor cells than vampires. If the wind is right, zombies can smell humans from as far as several miles away.
  24. skudd3r

    SA Expanding the Purpose of FOOD

    Zombies crave flesh, there dumbed down brains give them heighten senses to smell and sound typically in movies/shows.
  25. skudd3r

    Crafting Suggestions (no discussion)

    Input (Raw Meat, string/stick) Output (Zombie Bait) Tools (N/A) FailChance 0 Enchantments = attracts zombies ActionType = recipe There are some situations where we might want to purposely draw zombies to a location without the use of gunfire! Either for friendly or unfriendly purposes.
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