thorgold
Members-
Content Count
320 -
Joined
-
Last visited
Everything posted by thorgold
-
You called?
-
Aw, a weapon won't fit in your starter pack, so you can only carry one? Well, I guess that means you have to go find a new pack! Really. This suggestion is along the same lines of crying for weapons on spawn back. Yes, it's inconvenient. Yes, it makes the game somewhat harder. Life's a bitch, adapt and overcome.
-
"Not fully infected." In any context, that's impossible. You're either infected by a disease or you're not infected by a disease. First, normal zombies and players can be leg/head shotted like this normally, so this half-infected thing wouldn't be much of a change. And, again, unless he can cover 500m of open field in 10 seconds, the sniper can land several body shots on him. Don't even say "He has chest armor!" Do some research - even the heaviest body armors are only rated to stop one or two bullets, and even then you break ribs from the impact. Crying and moaning. Like the rest of the zombies do? How can one man acting weird make a camp full of dead soldiers more depressing, or a ghost town full of the walking dead more ominous? Even if ArmA's AI was capable of this (it isn't, not by a long shot), it's still a pointless idea. How would rotting food make the game more complex? Most players I know don't carry around raw meat - they only kill an animal when they're ready to set up a campfire and cook it. The longest I've had a steak on me is about 3 minutes. No. No. A nerf is a nerf - why should players who choose to engage in PvP be penalized? They have guns, we have guns. Just because they have no qualms about killing you and are willing to KoS doesn't mean they should have a harder game. Just get the fuck out.
-
1) If you want a safe zone, make one. The game isn't going to hand you luxuries like safety and security. Freeside Trading Co. makes this happen and it works well, but it has to be done by the COMMUNITY, not the GAME. 2) No. What purpose would this have, besides giving bandits an extra edge? "Oh hey, there aren't any bandits on this server, so I won't be facing much competition." Just no. 3) No. Currency is an abstract concept formed by structured societies that are a refinement of the barter system ("money" is just the manifestation of labor, see a book on economics). We have barter: barter's logical for this scenario and it works. Even better, it doesn't introduce hard-coded rules to the world like "This is money so it has value." 4) FUCK no. I hate to use the cliche, but go back to CoD if you want that sort of thing. The game is unfair and meant to be unfair. Just because your last character got 500 kills doesn't mean your new character can or should have any benefits. Now, levelling in one life, like learning to repair stuff or fire more accurately? That'd be acceptable, but cross-life levelling would just be a bad, bad idea. 5) No. The woods are meant to be a sort of safe haven - this isn't Skyrim where every 250ft there's another bear/giant wasp/dragon to kill. Go to a National Park and wander around the woods. Attacked by bears yet? Bitten by snakes? I don't think so. The wilderness is good as is; the only thing that could be improved on is the addition of roving zombie hordes (which has been suggested before and shot down as technically difficult to pull off).
-
1) Why should food rot? It's either canned goods or cooked meat. Canned goods have shelf lives of YEARS, and cooked meat lasts longer than public health officers would have you believe. If anything, this would even PROMOTE PvP since food will become more rare, and forcing survivors to stay in the cities for food loot would only further centralize the deathmatches. Currently, killing for beans is a joke, but rotting food would make killing for beans an authentic excuse for banditry. 2) No. This isn't Left 4 Dead, we don't need special/boss zombies, especially ones that make no sense in character. Why the hell would the zombie ONLY attack gunshots? The virus (to paraphrase Rocket) strips away all humanity and leaves only enraged hunter instinct. It's a cheesy and ham-handed mechanic. Plus, it'll only hurt non-bandit players - sniper bandits will have all the time in the world to shoot ol' Grenade Zombie, while Average Joe with his makarov in the church is gonna get blown up because he can't get enough distance. 3) Just... no. What justification is there for this? "Snipers use hills, so we'll make the hills cloudy?" Your issue with these suggestions is that you assume banditry is a problem that must be fixed by hardcoded in-game measures (sloppy ones at that). PvP isn't a problem, it's an obstacle to overcome. Sniper covering Cherno? Use tactics to take out the sniper or, if he's out of your ability to attack, don't go into his killzone. Campers on the firestation spawn? Good, you know exactly where they are; avoid them or use your intelligence to kill them. If you're being killed repeatedly by the same tactics, the problem is not that bandits are an OP problem, the problem is that you're not adapting to the problem. You're taking the weak way out - instead of overcoming the obstacle, you just want to nerf it down to your level.
-
1. Search bar. There are 100 different threads about this. 2. Are you seriously suggesting "Fix the bug?" That's either incredibly stupid or incredibly rude.
-
AI Death squads, bullet lethality and delayed disconnect
thorgold replied to =MeRk= Morbo513's topic in DayZ Mod Suggestions
You obviously missed the part where Rocket explained why these ideas weren't workable or weren't useful. -
Those are awesome photos. Nice work!
-
1.7.2 Opinion thread. All your opinions, good and bad, go here.
thorgold replied to Denuth's topic in DayZ Mod General Discussion
Lost all my gear - all of it. Teleported into a building and broke my leg. Promptly got into a race with an aggroed crawler to get to the hospital (crawler won :(). The zombie aggro range is definitely messed up, because while I'm getting less zombies aggroing through walls they're homing in on me from much, much farther away. After I respawned, though, everything seemed just peachy. Haven't gotten around to bear traps yet, but I have a feeling a lot of snipers may be using them to camp buildings, depending on how they're deactivated :\ -
So. 1.7.2 arrives. Excited, I logged in. The previous night I'd logged out with an M24, AK74 Kobra, and enough ammo to clear Chernogorsky of undead and bandits completely. Woe is me when I log back in... with nothing. No backpack, no weapons, not even a flashlight to call my own. Worse still, I'd teleported 50m back along my last login's running path into a building, so my leg was broken instantly. With only 9k blood, a broken leg, and no way to defend myself, I had only one choice. I had to crawl through Berezino to the hospital for morphine. Simple enough. As I crawled, I deftly rolled around the zombies that blocked my path. The shamblers failed to notice the lump of flesh slowly making its way through the open fields around the town. Just as victory seemed close, with my man within 200m of the hospital... tragedy. On the other side of the fence I was using for cover, a crawler had picked up my position by the sound of scraping ashpalt. Its growls alerted me to its presence, but with no weapon, what chance did I stand? The scene played out thus. Two cripples crawling on their stomachs down the main road of Berezino. One frantically claws his way away from the other, and the growls echo into the city. Progress is slow, and the other zombies take no notice of the race, but the cripple in the rear is catching up. Suddenly, he stands out, waves his arms, and the lead cripple starts spouting blood. 9k blood... and 200m to the hospital. I thought I could make it, and I was right. I made it to the hospital... Only to get eaten alive as I tried to break the window with tin cans.
-
Decided to raid the berezino military tents for the first time. I was on a night server, so I was fairly cautious in my western approach, knowing that if there were any campers in the city that they'd be watching the tents. I crawl past a rise of the hill to see the camp... And freak out as I see the dead military bodies. Mistaking them for dead zeds in the dark, I thought I was in the midst of another survivor's raid. I spent 15 minutes sitting in a bush, trying to find a sniper or looter in the city. Finally, the server reset at midnight so I took the downtime to switch to a day server. When I realized myisguided paranoia, I felt like such a noob. But dang, that was a tense wait.
-
Tents belonging to read characters will respawn after 3 days. If the character is alive, they respawn after 7 days of no use, but are infinite as long as their inactive timer is reset and the owner never dies.
-
The revolver is best against zeds, the 1911 is best against players. The revolver's higher accuracy allows you to make shots outside of its aggro range, while the 1911s iron sights make long distance shooting unreliable. However, in pvp combat, the greater RoF of the 1911 gives it an edge, because any long distance shots can be made with a primary without consideration of noise.
-
Those are BEASTLY, Kija. Did you take those shots?
-
[Image] I found the pot of gold at the end of the Day Z rainbow.
thorgold replied to evilviking@gmail.com's topic in DayZ Mod Gallery
Watch out for 'dem leprechauns snipers! -
Better to play in the Dark than the Light!
thorgold replied to joe.gaming890@hotmail.co.uk's topic in DayZ Mod General Discussion
I prefer the two hours surrounding sunrise and sunset. It's dark enough that you're invsible to zeds, but there's juuuust enough light to move by. I'm usually soloing it up in the NE, so I'm not experienced in nighttime PvP -
How to get great gear without server hopping
thorgold replied to Reared'by'night's topic in DayZ Mod General Discussion
I approve of this strategy. One question, though, how do you deal with snipers who'd rather camp the barracks from 300m than go in for a CQC kill? -
What roles do you play with your team?
thorgold replied to Aldorisio's topic in DayZ Mod General Discussion
Navigator (since I'm the only one who knows how to read a goddamn map), Scout, Overwatch, and medic (since I'm out of the fight, I carry all the bloodbags and morphine). Gear: Binoculars (most important, IMO) AK74 Kobra (defense), two mags (Used to carry an M24, eaten by teh lagz) Revolver (better accuracy than M1911), 24 rounds 2 canteens 2 cooked meat Map, Compass (who needs a GPS?) Survival gear (match, ax, knife) Medical gear (4 bandages, 4 morphine, 2 blood bags, 3 painkillers) -
Stop modeling DayZ after 28Days Later
thorgold replied to Rough89's topic in DayZ Mod General Discussion
Zeds WILL be losing their hyper senses in a later patch. Rocket has confirmed that their super hearing/sight are a result of a raycast detection bug not working right with walls, and it'll be fixed after 1.7.2 or so. -
Want.
-
Search bar, OP. There's a suggestion for this quite literally on page two.
-
1) Electric fences: No. Heaters: Maybe. There's already an idea for a power mechanic based on getting the power plants back up and maintaining them, I support that idea more than your proposition here. 2) Fuck no. 3) Too little detail on the mechanic to support. NPCs besides zombies would be interesting, but you're lacking information on how exactly it'd work and not be OP (presumably NPCs would be adepts at shooting the seemingly random zombie zig-zags, being arma AI themselves) 4) Support. I would absolutely love it if my group could dress up in Priest robes, grab some AKs, and go on a shooting spree through Cherno. Variety is nice, and could help aide the whole friend-or-foe problem we have.
-
death screen song changed to "why cant we be friends"
thorgold replied to serbian bro's topic in DayZ Mod Suggestions
I wholly support this.