thorgold
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Everything posted by thorgold
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This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
Ah, just checked a map. You were in the warehouse that has windows all over it, as well as dreaded stairs. My guess? 1) Sniped through a window (the horror!) 2) Fell down the stairs due to sprinting -
This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
Redundant phrase is redundant. Hater's gonna hate make death threats. -
This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
You mean the canopy building with no walls, sitting in the middle of a courtyard exposed to sniper fire from several directions? Or do you mean the hangar, which has no cover and can be shot from anywhere to its front? Or do you mean the firehouse, which should be renamed "Sniper shooting gallery?" -
This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
The disturbing thing is that the latter is more likely. -
This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
Alright, so this tells us several things: 1) You were killed by a sniper while looting, you didn't just "break your legs." AKA, you were killed because you were exposed in a bandit-concentrated area with no backup. Additionally, since you say you had morphine, this is further reinforced - if it was a bug, you'd be able to patch yourself up no problem. The only other explanation is that you jumped off a roof and went into shock and bled to death. 2) Your friend went straight to your body, despite there being a sniper in the area, without checking for whoever may have killed you. Other players heard the shot, so he must have, too. Sounds to me more like you were dumbasses and looted without support and got pissed when someone had the gall to shoot you. And by "relocated on top of him," I'm fairly sure you're exaggerating. By your description of what happened, it's more likely they walked up behind him, took embarassing photos, and shot him while he was trying to juggle your UBER 1337 GEAR in his backpack with his other UBER 1337 GEAR. What bugs are there to fix? A sniper shooting out a noob's kneecaps? The stealth system? The difficulty curve? -
Whatever backpack he's using, I want it.
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This game is fucking garbage!!!!1
thorgold replied to -NGR- Larkinto's topic in DayZ Mod General Discussion
I am getting wasted on your tears right now. -
Suggestion to improve trust/interaction among players
thorgold replied to Womble (DayZ)'s topic in DayZ Mod Suggestions
Pre-fucking-cisely. Buff survivors, don't nerf bandits. Nerfing everything is what Blizzard does, and I doubt any of us want DayZ to go down that path. -
http://i48.photobucket.com/albums/f216/IMVU_Kursk/DalekRising.jpg EL-E-VATE But yeah, no. Zombies aren't "zombies," as in the living dead. They're infected "rage zombies." They're quite literally what the misguided news reports in Romero films say - people infected by a virus who turn to psychopathic behavior and cannibalism. It's just that, with Rage victims, the victim turns so fast there's no "feasting" besides the first bite. We survivors are just the immune carriers. The infected still retain basic intelligence, if it is clouded by bloodlust and hunter instinct.
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I don't think the size of the map is the issue. The fact is, this already exists. Where you find loot, you find zombies and players. Where the loot is better, there are more zombies and more players. Hence, you get "zones" without actually having to hardcode in the mechanic - which is the best way to do it, since the mechanic is better off as a product of community interaction and player actions than arbitrary "this area is red, it's dangerous" rules. Dead Frontier is an action zombie MMORPG. Looting mechanics work explicitly of the concept of zones - further into the city you go, more danger and more loot. Each zone layer has tougher zombies. Easiest is green, with normal/easy zombies, progressing up to Black / Death Row, where you have pretty much all boss zombies and the best loot. Given the basic premise and color scheme of your suggestion, I assumed it may have been inspired. Heck, just take a look at the map.
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Suggestion to improve trust/interaction among players
thorgold replied to Womble (DayZ)'s topic in DayZ Mod Suggestions
The problem was not that it caused bandits to be KoS, the problem was that it differentiated. Survivors hesitate when they see other survivors - it may be a noob, a friendly, or just a random dude; I don't have to engage. Seeing someone with a bandit skin, however, not only says "Hey, this guy is definitely dangerous, don't even bother not shooting" but also says "Hey, it's totally okay to kill this guy without worrying about moral implications." Not all people are KoS, despite what the carebears on the forum cry about, but when bandit skins were in even the most fluffy of the carebears would take a shot at him. Again, let's see how this stands up to ZedsDeadBaby's mirror example. If you don't kill bandits, you're a bad person. Why let evil survive in the world? We might as well put blinking lights over their heads saying "Kill me, I'm a coward who won't shoot back." Fuck it, make the light carcinogenic, too. If they don't have the balls to shoot a hostile player, they should be the last people crying about getting killed. Otherwise you just end up with a bunch of pansies who argue over who gets to loot the barracks first instead of playing like survivors and fighting for survival. You assume that banditry is, by its own nature, a "wrong" playstyle that should be punished by "Shoot me" skins and insanity debuffs. There is no "wrong" way to play DayZ, and claiming that PvPers like snipers and for-fun bandits are "more pussy than carebaers" is the most blatantly ignorant thing you can say. It's like saying you can build a sandcastle wrong! I love how you assume I'm a bandit. Check my stats (well, when they're available at some point in the undisclosed future). Zero murders, zero bandit kills. I run from firefights and I give any snipers I find to whoever's running overwatch on the clan raids of NWA. -
Then how about you not being allowed to play another character on that server, and characters/gear become server specific? The entire "unfairness" of hiding bodies is that it keeps you from getting your gear back. If the OP thinks that hiding bodies is unrealistic, then a mirror mechanic should be added to prevent unrealistic meta gaming like cross-character gaming. Stop whining. When you die, your gear is gone. There's NO SUCH THING as fair, not in this game or in real life.
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Ahem.
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Suggestion to improve trust/interaction among players
thorgold replied to Womble (DayZ)'s topic in DayZ Mod Suggestions
Nuts, the /hyperbole tag was ineffective. Should've been /sarcasm instead. -
Menu -> Options -> Controls -> Scroll to bottom -> "Surrender" -> Bind it. There is already a surrender emote, several other topics have already made his misguided suggestion, and I'm honestly annoyed that it has to be repeated on a daily basis. The surrender key works - you just have to use your secondary weapon and actually have the surrender key bound.
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I agree with Stoop_Kid. It's an incredibly interesting idea, and possibly an undertaking that could be made when DayZ is in full release, but a project of this size would be beyond the scale of even an alpha. This suggestion would basically be the addition of no less than 100 new maps to DayZ. While your estimates on the ease of procedurally generating these maps are correct given our current tech, you underestimate the time it would take to fine-tune the maps. What 225km area are we snapshotting for, say, New York? Will it be the rural Appalachians, the suburbs, or Greater Manhattan? How do we balance a California server with an Alaskan server, given the difference in population/zombies and buildings/loot? How do we make sure that players living in Australia don't only have desert, empty maps under 250ms ping? While the servers would be different in their appearance and possibly playstyle, there would have to be hundreds of hours spent assuring that no one region of the playerbase had an advantage or disadvantage due to their server's map having different conditions. Map making is more than rendering a landscape and loot spawns. Player dynamics must be called into play - where will players congregate? Will the entire map be used or will everyone stay in one corner? As well as limitations with the game itself; could a server support a Los Angeles server, with all its buildings and zombies? Can we make a playable map out of an Australian desert? Stoop put it perfectly: It's a decent fantasy, and very much within technological capability, but making a usable product would take years and hundreds of man hours to complete.
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Noise? It'd be a nice touch. Aggro? Eh, no. Not for backpack zippers, not for sodas, not for eating. I think it'd be a tad too arbitrary as a method of detection, besides being effectively useless (5m detection range + muffled by buildings walls as of 1.7.2 = zombie has to be standing on top of you to hear). The application of such an aggro draw would be so limited in scale it'd be a waste of time to code. Not a bad idea, but just impractical - it'd be like adding mechanic that allows you to throw your pistol as a distraction. Legitimate? Yes, but in such a narrow window of use it'd be more effort than it'd be worth.
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Suggestion to improve trust/interaction among players
thorgold replied to Womble (DayZ)'s topic in DayZ Mod Suggestions
No. This would badly detract from the authentic paranoia response that is currently produced by survivor-bandit ID issues. There was a reason that bandit skins were removed - they painted bandits too easily as "Kill this guy," which effectively was a condemnation of the style of play. Anything that makes a bandit more easily identified - and therefore, easier to kill (that hesitation of "is he friendly?" is a key advantage for bandits) - is a nerf to an entire player group that is completely unfair. There will never, ever, EVER be a hard-coded differentiation between bandits and survivors that is more deliberate than the current heartbeat alert. You can't tell the difference between a sociopath and a normal person in real life (see: "He was such a normal guy!" in EVERY NEWS REPORT EVER), why should you be able to tell the difference between a bandit and a survivor? The inability to tell the difference is the key part of PvP. And don't even FUCKING suggest hats. You are a horrible person for even thinking about thinking about that, and I hope you die in a raging cancer fire. /hyperbole -
By is definition, "betrayal" is a breach of trust or loyalty. Ergo, the fact that you're being betrayed and killed is because you're trusting the wrong people. Furthermore, a few negative experiences (bred of your own naivety, no less) are not a reason to nerf a perfectly acceptable playstyle. If you're sick of being killed, play smarter and get better. Always sniped in Cherno? Figure out where the killzones are and avoid them. Ambushed in the NWA barracks? News flash, soloing is impossible to do safely. And no, the games not supposed to be fun. SHOCKER, the game won't pander to your desires and provide universal entertainment! Of you don't like learning to take risks, failures, and the tenseness of survival in stride, this isn't your game. Just because you like some aspects doesn't mean the rest of the game and community has to dumb down to accommodate your idea of "fun." I find digging bandits exhilarating - I've played on low pop servers and it's boring because there's no risk. Suceeding in a survival game with no challenge isn't fun, and zombies will never, by themselves, be enough of a challenge to remove player bandits. Otherwise, no game would have multiplayer - we'd just use bots.
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I have a feeling you play deadfrontier. And no, I don't like this idea. He only justification for the Zone placement is distance from the coast, and adds arbitrary difficulty. We already have "zones" as defined by zombie spawns, loot spawns, and player activity: "Green:" countryside, anywhere without a town but a few buildings. Few loot spawns, few zeds, few players. "Yellow:" small towns and city outskirts. More loot, more zeds, more players "Red:" NWA, Cherno, Elektro. Lots of loot to be found,clots of zeds, lots of players. We don't need hard coded, superfluous features added when the game already has similar mehanjcs as a result of the basic engine and player community.
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Well, imagine my surprise when I checked my subscription feed this morning and found myself on one of Acebane's Bandit Acts! Ironically, there was an M24 in the deerstand :lol:
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Bro 1: I can't believe made it to NWA! Bro 2: Yeah, no bandits ye- *BAM* Bro 1: I CAST MAGIC MISSILE Sniper: Fu-
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Given that the servers must connect to the hive to access the developer data for dayz players, it's fully within the dev team's rights to lock out and shut down any server that refuses to adhere to certain rules; rules like battleye compatibility, public access, and server specs. How is it unfair to shut down a server that's facilitating hackers or allowing clans to horde all the vehicles? Volate the terms of use and you lose your server. Nothing unreasonable or unfair about that.
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Alright, so anyone who spends 30 seconds in the suggestion forum probably understands the absolute barrage of stupid and repetitive ideas. On a daily basis, one can expect to see at least five "PvP solutions," three starting weapon ideas, and a few suggestions to change mechanics governed by the ArmA engine itself. The only thing to do about the spam is ignore it, which rarely works since the noobs who suggest bad ideas tend to support (and bump) other bad ideas. In short, we need a DNSL: a sticky at the tip of the forum to define what suggestions are either already covered or unwanted. DO NOT CREATE A TOPIC FOR ANY OF THE FOLLOWING: Please click the link for a relevant post/thread! PvP penalties (aka, PvP "Solutions") Insanity and other debuffs [*]Bandit identification (skins, tags, etc) [*]PvP-free servers [*]PvP-free zones [*]Weapon removal / spawn nerfing (snipers, military-grade weapons) [*]Combat disconnect "solutions" [*]Server hopping "solutions" [*]Loot farming "solutions" [*]Inventory system "solutions" [*]Barbed wire, tank trap, or sandbag removal [*]Starting weapons [*]Non-zombie NPCs (death squads, traders, survivors) [*]Zombie AI changes [*]Warning prompt for the respawn button [*]Respawn penalties / incentives for staying alive [*]Random events (air drops, crashes, convoys) [*]RPG levelling / skills / classes [*]Anything that involves fixing a bug or hack (it belongs in BUG REPORTS) Other useful topics: "Make DayZ a Living Hell" (Tougher zombies, scarcer loot, cooperation-required mechanics, general difficulty+) These topics have been covered extensively in many hundreds of threads. If you wish to submit your own input on any of the above ideas, use the search bar to find the most recent topic and post there. Do NOT create a new topic simply because the old topic on the idea is old or inactive, unless your suggestion is so radically innovative different that it qualifies as a topic to itself. Yes, these are legitimate suggestions (mostly), and it's not poor taste to want to debate them. However, there are already topics going for these ideas and creating a new thread just to get attention for your own variation is noobish and borderline spam. In fact, most of the original threads for some of these ideas died because Rocket himself shot them down (for example, one of the earlier Death Squad suggestions, see the "Rocket said..." list in GD). Don't post dupes, or I will glare angrily in your general direction until a mod arrives. PROGRESS: Currently finding threads to link to. ... bored Screw it. I'm gonna go raid NWA. Do it later.
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List updated to about 60% completion. Linked to the "Living Hell" topic because it's a generally good discussion thread for difficulty changes.