thorgold
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Everything posted by thorgold
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Allow 'direct' water source drinking & increased match spawns
thorgold replied to ste244@gmail.com's topic in DayZ Mod Suggestions
While I don't think that matches are all *too* rare, I wholly support direct drinking from water sources. I almost died of thirst within reach of a water spout a few days back because I didn't have a canteen to fill up. Reminds me of the story of Gideon - we MUST drink from cups! We cannot drink like animals, with our hands and tongues! -
While I think it'd be a logical implementation (well of COURSE the ocean is cold), it'd be too hard for newer players. You think it'd stop groups camping near the shore? The inverse, actually - experienced bandits and players would be the only ones able to survive the coast, while new players would die even faster or be forced away from the good (if dangerous) starter loot near their spawns.
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o7 - A Salute to the Firefight on TX4
thorgold replied to Hunter5's topic in DayZ Mod General Discussion
Nice story. Good firefights - rather than one-off sniping ambushes - are the stuff of legends. -
Simple Solution to Loot Farming via Server Hopping
thorgold replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
Technically, the 1500m distance would be a 10 minute jog - you'd have to get 1500m away, which means you'd have to run 1500m back. Also, you have to include the fact that you won't be going 5.5 m/s - you'll be dodging zombies and other such stuff. In retrospect, I think something like 750m would be more appropriate, but like I said in one of my posts - only testing would see what's best at this level of detail. -
THIS GAME IS IMPOSSIBLE FOR NOOBS
thorgold replied to JERRY220's topic in DayZ Mod General Discussion
Stealth, stealth, stealth. Zombies only beat the shit out of you if you let them see you, and that's the point - when you spawn, you're not a god player set up to survive after 3 seconds. Once you have a gun, zombies are laughable - does the fact that you get owned while defenseless make zombies overpowered? No, it means that you're being to aggressive when it comes to looting. A weapon's a weapon. That sniper didn't kill you because he had a DMR and you had a Makarov, he killed you because you were running down the middle of the street, trying to shoot him from 500m from the hip. You aren't outmatched by firepower in this game - sure, an M4 will outshoot an Enfield, but the key is that only an idiot will actively engage a bandit with an Enfield rather than run and hide. And, in fact, urban areas aren't the best place to get military gear. Sure, NWA and Stary have great drop rates, but deer stands drop military gear often, and there are dozens of stands littered around Cherno - it just takes patience to get to them. Again, your fault, not the game. A horde won't converge on your position in a building unless you attract it - running around instead of walking, sprinting instead of crawling, etc. Rural areas are extremely easy to infiltrate because it's so open - in urban areas, you have to check corners, in farms you just have to sit on a hill until the zombies disperse a bit. Better yet, a lot of the better guns in the game spawn outside of urban areas. Deer stands, as I've said, have good loot, just less probability than towns. Farms are grade-A locations to get weapons that give you a hand over zombies. Best of all, you can RUN in rural areas. Yeah, you're trapped in a building, and running out will attract the horde... but just run up a hill, break LoS, and go prone. You have 226 square kilometers of wilderness to lose 'em in. Again, it's a matter of mentality. Not being able to shoot zombies means avoiding them is all the more important. However, I have to give OP some credit. As it is, the game DOES have an extremely sharp learning curve. First, you have the curve to learn ArmA 2's controls and mechanics (even with the tutorials). Then, you have the curve of figuring out what the hell to do - where are the danger zones, what's the "just died, no gear" strategy? I've managed to jump the curve through excessive research (anyone else watch Nooby's Misadventures?) and wikiwalking prior to playing, but should hours of Youtube/wiki studies be necessary to play the mod without frustration? Sure, the OP's a noob whose argument comes off as whiny and juvenile, but we have to ask - is DayZ really too hard on newcomers, like he says? -
What would I have to give to get some NVGs?
thorgold replied to Super_Walrus's topic in DayZ Mod General Discussion
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The only broken leg I've had to far (thanks to liberal caution) is falling off a ladder. Across the street from a hospital. Yah, it was worth the crawl.
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Simple Solution to Loot Farming via Server Hopping
thorgold replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
Agreed. Couldn't let him have the last word on that last one, sorry. -
Simple Solution to Loot Farming via Server Hopping
thorgold replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
1. When I say realistic' date=' I mean relatively. Besides your childish examples of lack of realism, there are infinite ways DayZ is unrealistic - but it's damn close, despite the concessions made by Rocket. Part of the realism provided by DayZ is, primarily, the continuity of a player and the servers. Your arguments that people who server-hop are looking for "ideal conditions" is bullshit - the conditions are posted on the server selection menu, just read the title. Ping, server time, etc. are all displayed before you ever click join, so saying "GAWD I JUST SERVER HOP FOR DAYTIME" is a lazy excuse - especially since, by game logic, you shouldn't be logging in in high-loot areas! 2. I'm not going to acknowledge that immature shot at my personal life, but rather focus on the "dozens of other loot spots." You said earlier that loot hoppers don't affect me in any way, so I should stop crying about it. But if a loot hopper has NWA locked down with wire, that forces me to waste my [i']own time backtracking to another loot spot. Sure, there are other places to get M240s besides NWA... a good half hour walk away, plus zombie and player danger! So do only those who server hop have the right to their time? Am I supposed to forfeit my own time and leisure so that they, the "poor college students with an hour or so to play," can farm a spawn point? Who says I'm not a college student who's making time to play, and now I can't play effectively? Your logic is faulty. Yes, there are other loot spots, but by going to those spots we essentially concede that loot hoppers have precedence to high-rate spawn locations and their time is more important than ours, which is inherently unjust. 3. Very mature. -
Simple Solution to Loot Farming via Server Hopping
thorgold replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
People who log in for the first time in an hour do not have a loot penalty, so your point is moot. The only people penalized by loot suppression would be people who have logged in/out/back in in the course of an hour. Oh, and thanks for pointing out that gem of a side effect - this suggestion ALSO prevents ghosting! Since looting a player counts as LOOT, anyone who uses different servers to ghost behind snipers/attackers would be unable to loot the victims. -
Simple Solution to Loot Farming via Server Hopping
thorgold replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
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I agree with this. It's fairly logical, given current gameplay mechanics - the zombies are punching/clawing at us, not taking a saw to our jugular veins. What I think would be the best implementation of this mechanic is limited bleeding - since our health is measured in blood, it wouldn't make sense for a punch to instantly erase 1000 units of it! What I think would make more sense would be to combine the damage buff and limited bleeding. A zombie punch will do 3,000 damage... over 30 seconds. This gives bandages greater use, gives, teamplay more importance (cover me while I stop the bleeding!), and makes injuries make more sense. Summary: Make all hits cause "bleeding" which does a set amount of damage over a limited time period (3,000 damage over 30 seconds). The bleeding will stop at the end of the interval, but bandaging the wound before the end of the interval will prevent full damage from being inflicted.
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PvP a solution that everyone can be happy about!
thorgold replied to W1Z22's topic in DayZ Mod Suggestions
This is... flatly a terrible idea. DayZ is a realism simulator, and having a PvP on/off mode would absolutely wreck not only the challenge of survival but the atmosphere of the game. Comparisons between DayZ and the Walking Dead are made often, and with good reason. Why? In both this game and the show, the focus is less on the horror of the undead but the threat posed by intra-survivor interaction. After noobs dying from basic ignorance, what's the #1 cause of death in the game? Players. Being able to turn PvP on and off at a whim would be a gamebreaker. Why would anyone turn PvP on, unless they were a bandit? Hell, I'd just turn it off and waltz into Cherno, popping off smoke and flares. Zombies aren't the real threat in DayZ - they're obstacles that slow down and interfere with survivors, and most deaths to zombies are due to ignorance (let's shoot our way into Elektro!) or player-induced disability (a helicopter? OH GOD IT'S HOVERING ON ME). So, in essence, turning PvP on and off completely removes the human element from the game, making PvP more of a controlled sport than an active danger during gameplay. It's sort of like how PvP in Minecraft works on many servers - everyone running around free and safe, but there are arena-staged fights that are just for inter-clan competition. Players are the main threat of DayZ. Having the option to turn off PvP - on the server level or on an individual player level - completely counteracts the point of the game. The closest thing to this idea that would ever be okay to implement would be Singleplayer mode (which Rocket's already had trouble with), because that could be justified in-game as "Yah, you're alone." -
[Video] Direct Chat + Music = WIN AHAHAHAHAHAHA
thorgold replied to tsmhicks's topic in DayZ Mod Gallery
That was hilarious! Especially since the default skin face looks confused as he slides into the shot. Hicks: HEEEYAAAYYYAAYY I said Hatchet: Dafuq. Hicks: HEEYYYAYYYYAYYY Hathet: Uh... tent? What the he*BLAM BLAM BLAM BLAM BLAM* -
Space Station 13' date=' amirite? [img']http://cdn.memegenerator.net/instances/400x/22722126.jpg Because NVGs are just that awesome.
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Pretty much what the others have said - starting out, everything can and will kick your ass, so your only option is to never give zombies/players the opportunity. Before entering a building/area to loot, check the number of zombies, and where they are. If they're close to the building, or you think there are some inside, throw junk (cans, bottles) to lure them away. Stay silent, stay low, and don't push your luck. Just because you haven't run into any trouble doesn't mean there isn't danger. Once you get inside a building, don't be sprinting around and making a ruckus - stay away from windows and watch your noise/sight bars. First priority is food and water, not guns, remember.