thorgold
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Everything posted by thorgold
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SEARCH. BAR. There are HUNDREDS of "More, slower zombie" topics. This has been suggested countless times and shot down by Rocket himself - they're not zombies, they're infected people whose rational minds have been stripped down to the point of pure hunter instinct. While their zig-zaggy AI is currently unintended, their speed is fully intentional. Furthermore... zombies run in the Walking Dead. Season one, when Rick sneaks past the horde with zombie guts, they start sprinting after him once it washes off. In fact, these zombies behave A LOT like the Walking Dead - shamble until you're detected, then all hell breaks loose.
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Anyone else feel zombies still aggro heavily?
thorgold replied to Freekill0's topic in DayZ Mod General Discussion
I found that the aggro is extremely consistent in 2.3. Yes, their senses are, in general, better - but it's a logical increase rather than abritrary. No longer can we just crouchrun through an area and avoid detection by proning. If you're crouching in front of a zombie, it'll see you. If you're close to a zombie, it'll see you if it looks your way, no matter what. If you're sprinting through a field, they will see you from several hundred meters off. On the flip side, though, it's easy to avoid them. You can run around them if you're watching their eye movements. We can run in buildings and shoot without alerting the horde. Tin cans offer great ways to distract zed from looking your way. I enjoy the increased senses because it makes zombies feel more like a threat. I used to be able to quite literally crawl anywhere in the game. As long as you didn't trip a zombie with your face, you'd never be detected. Now it feels like I actually have to try when stealthing it up - and my zombie kill count has shown that I have a good ways to go. -
Rocket has said (check the "Rocket said" post in GD) that while he considered game mechanics like addiction and cannibalism, he left them out because they would cause the game to have issues with ratings boards in strict countries like Australia. And we all love our Aussie bros, so we'll leave out the squick so they can keep playing.
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SEARCH. BAR. NPCs have already been suggested and shot down by Rocket himself. Any AI is a massive drain on the server's resources, and full-soldier NPCs would be impossible while maintaining current quality standards. As well, there are other methods in place to prevent camps out in the debug plains such as server resets (destroy anything out there), database wipes (again, destroys anything) and yet-to-be-announced measures.
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[UPDATED] Weekly Stats, PvP Trends
thorgold replied to ZedsDeadBaby's topic in DayZ Mod General Discussion
I think this is the primary cause of all the bitching. People don't come onto the forum to say how they DIDN'T get shot, or killed by zeds, or starved, they come to bitch about campers in cherno. It's a psychological thing - we remember the bad more vividly than the good. Your character may have 100 deaths, but the 10 that were murders are the only ones that stick out because they were so negative. The need for more than two points of time only applies if you want to analyze the trend over the entire period. What were the statistics for July 10th? 11th? You're asking for snapshots of those times in order to create a less linear chart, and that's understandable. Did banditry increase day one, but then have radically lower values that averaged out to the final data? We don't know. However, that doesn't invalidate the data we have. Instead of a curve, we get a line - a line that is correct in its endpoint (the percentages presented in his analysis), if technically inaccurate in the intervening time period. We have an OVERALL trend, and for any linearization of data all you need are two points - the start and the end. -
While the sentiment is the same, this is a suggestion for a moderator-stickied DNSL, not just a list of stuff not to suggest. Nice try, though. Oh, and @Zombo: There is a solution for server-hopping which is being tested by the brave souls in the 1.7.2.1 server. From reports, it's a delayed DC timer and zeds stick around longer after a DC :\
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You break your legs with no morphine. What do YOU do?
thorgold replied to Zexis's topic in DayZ Mod General Discussion
I crawl. Only twice have I been caught without morphine, both times within a 30 minute crawl of a hospital. Since then, my first target after getting an ax has been the hospital for medical supplies. But I'll crawl, or call for a medic if I'm nowhere near a hospital. -
Don't use six Launcher if you don't want a forced update. there are alternative launchers and as well as, I dunno, launching the game manually. There are plenty of people still using 1.7.1.5 for its stability, and theyre not "griefing," nor do the technical problems you cite pose any problem at all (I have the files for the past three patches, and plenty other people have similar archives.). Also, use the suggestion forum, not discussion.
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Try fighting off a horde of zombies without using an ammo dupe. Sure, you FIND tons of ammo, but how much do you actively have on your person? 60 rounds? 100? Are you going to loot more as you fight off the horde? No. The abundance of ammo is an illusion - there's always a ton of ammo until you need it.
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It's an interesting idea, but I don't think it's possible with the current engine. I'm happy enough with a day/night and weather cycle.
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Cool story bro. Stop spamming topics. Use the "DayZ Stories" thread.
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Cool story bro. Stop spamming topics.
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1.7.2.1 is a test build that Rocket's using for volunteer testers. Everything on that server/build is subject to annihilation at any time as stuff is changed/revoked/broken. It's not a "playable" build, per say. See the topic in Announcements.
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SEARCH BAR. Also, don't get attached.
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Yogscast spawned weapons and Admin Help?
thorgold replied to TiredEthan's topic in DayZ Mod General Discussion
If you want to bitch about Yogscast's filming methods, go argue on their Youtube comments. -
Because it is such an inherently stupid idea, as well as one that has been suggested before (but, to his credit, was "underground" base with lots of loot instead of "offshore" base with lots of loot). Let's make more places for ridiculous amounts of loot to spawn, accessible only by players advanced enough to have weaponry that render zombies moot threats!
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Yesterday: Found a UAZ in the middle of the road. Drove it around, put gear in it. Today: UAZ was respawned due to server issue. Lost M24 and assorted gear. Shrugged and moved on. Vehicles are already fairly common, especially since out-of-map camps started getting wiped. You will find vehicles, you will lose them. Vehicles aren't game-enders, they're just game changers. Wanna go raid NWA? Well, driving in guns blazing is now an option for your group. Want to start a taxi? Option. Having a vehicle doesn't automatically make you a god-stomping bandit who leaves a trail of destruction in your wake.
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That was sort of my point, in that the wall of barbed wire prevented people from sneaking in. In the time it takes to get next to / try to remove even one fence, you'd get shot. Hence the usefulness of barbed wire.
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Can't tell if trolling...
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A possible solution against the jumpers and use alt+F4
thorgold replied to LarsZinger's topic in DayZ Mod Suggestions
SEARCH BUTTON. USE IT. -
Think about it this way - if bandits can see around corners, so can you. Furthermore, BIS developers have even commented that 3DP is more realistic than FP because a computer can't simulate the spatial awareness that are provided by all our senses working together.
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A case against random weapons/loot
thorgold replied to PointAndClick's topic in DayZ Mod Suggestions
I feel this precisely communicates my feeling on the idea. The randomness of spawns prevents stagnant gameplay - you talk of strategies to secure certain loot at certain times when those strategies already exist with the random spawn mechanic. You want an M4 SD? Better plan on how to loot cycle NWA without getting shot. With a static spawn mechanic, it would become less of a dynamic, flowing game and more of a "Everyone to NWA at 20:00 to camp the FN FAL spawn." As a result, the game would become even more deathmatch-ey. Why go to NWA when you know the M24 won't spawn for another 24 hours? Why risk a supermarket run in Cherno when you know someone else already nabbed the tent spawn? Static spawn rates would only create hot times. What we have now are hot zones, where people congregate for long periods of time in order to play the random spawn system. Your proposition would only make those zones hot for 30 minutes a day, after which nobody would bother to loot. The current system is fine as is - the chance of finding something is random, but there ARE static spawn locations that allow for planning. You can't just server hop a cabin in hopes of finding a M24, you have to go to one of the areas where there is a chance to spawn a weapon. The randomness not only makes the game more authentic, but also more tense and emotionally impactful. -
Who say's it's not for claiming buildings? If I want to hide in the office building and loot cycle (which is justifiable as "searching more thoroughly), why can't I barricade the doors to prevent another survivor from getting in? What if I want the firehouse as a safe zone for my group and fence off the street to prevent random ax murderers from running in? Sure, it's abuse when used to server hop, but it's stupid to say we "can't" do something in this game that is explicitly made possible by game mechanics.
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It's an apocolypse. There will be murder and pillaging. But...
thorgold replied to oifriendlyfire's topic in DayZ Mod Suggestions
What a new and unique idea! I'm sure that if I used the search bar, this would be the ONLY result in the entire forum. Who would have thought about putting a timer on DCers and server hoppers? You, sir, are a genius. PM this idea straight to Rocket, he'll do it today. (Oh jeez, I'm sarcasming so hard right now) -
Have you ever been physically exerting yourself for 9, 10 hours at a time? Not just like a manual labor job, but actively running, crouching, and moving for hours without rest? You get hungry, fast. Besides, the game wouldn't be challenging at all if we only had to eat once for every 8 hours of in-game play.