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Cooper42

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About Cooper42

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  1. I've made a different suggestion to this. When logging into a server, you are placed -at least- 100meters away from any building you were near when you logged out. This stops loot hoppers, it stops snipers. It doesn't stop people dropping from a server and moving position to ambush other players though. This remains a big problem.
  2. I'm intrigued as to the "base camps" various people are trying to set up. There is more to do; what the game needs is not more "goals" but more mechanics that lead to more player-defined goals.
  3. Cooper42

    Incentives to Cooperative Play

    The issue is not "there are no inceb tives to cooperate". the issues is that "there are no incnetives to cooperate with people you do not know and trust outside of the game". Let's apply your "list of cooperation" to possible stranger with stranger grouoings: If they don't shoot you in the face and take your beans first As long as, once the zombies are dead, they don;t then shoot you in the face and take your beans. As long as they don't wait until you've looted the town and are walking back up the hill then shoot you in the face from your vantage point and take your newly acquired beans. See above Unless you have beans in your inventory, then they will wait for you to open it and not be looking, shoot you in the face and take your beans. Who will, when the fire is out, shoot you in the face and take your cooked meat. And your beans. Shotguns are especially good if you group up with strangers. Makes shooting them in the face and taking their beans very easy. Or, shoot them in the face, take their weapon and ammo as a backup to yours in case you run out. And beans, in case you run out of beans. That guy without fire power is a prime target for face shooting and bean stealing. The shoot the pit crew in the face, put their beans in the car trunk. On the way back tot he car, sneak up on him and shoot him in the face. Stash beans as per above. They'll have taken your beans and run away by then. Shoot them all in the face: Whole base of tents to yourself. Fill tents with beans. When meeting back, more faces to shoot, more places looted. Variety of beans from different towns! Then shoot them in the face. Your OWN helicopter FULL OF BEANS Etc... Referring back tot he original statement. Therev are MANY reasons to cooperate WITH OOG FRIENDS in DayZ There are NO reasons the cooperate with STRANGERS in DayZ. This is what is most often meant by "there is no reason to cooperate". Stranger meets stranger. The only question: Who gets the beans?
  4. Cooper42

    Disconnecting to avoid death

    Re: All the posts along the lines of "But what about bugs?" This is an alpha.
  5. Let's not punish anyone. Let's just make it so that cooperating with strangers has some benifit. At the moment, in purely gameplay terms, the choice between "shoot anyone and everyone you see straight away" and "try to work with strangers" is so very, very much in favour of shooting first that it leads to the current situation.
  6. Cooper42

    Disconnectors

    ^ This is by far the most annoying itype of disconnecting. Killing someone and their body disappearing is annoying, but their will be a solution eventually. But someone being able to duck inside and disconnect removes all tension. If I was playing Arma (not the DayZ mod) I would -never- follow a target into a building if I and my team-mates had the exits covered. That's just really bloody stupid. Doors are where poeple die. Cover a bulding for an hour if you have to... Heck, in something like DayZ you could starve players out of a hiding spot if needs be... Or negotiate their surrender... But in DayZ, if you wound someone and they take cover inside, you have to run to their location to be sure to be able to put them down before they disappear... Which means you run the risk of them getting the jump on you as you enter the building. If there was a significant disconnect timer and players taking refuge inside knew that if they disconnected there'd be a very high chance they'd loose everything, it would lead to situations where you could pin someone down...
  7. I like it how it is now. If you die in DayZ, bugs asid, you dies -because you did something wrong - - You didn't check your surroundings. - You didn't move behind the tree line. - You didn't scope an area before moving in. - You didn't get the fuck away from the coast asap. - You didn't check each and every corner as you moved through a town / airfield. - You didn't keep an eye on that other survivor your decided to trust. - You didn't take the first shot. And so on... There is rarely a moment another player kills you that you could not have avoided. The issue is, currently, that there is nigh on zero incentive to try and work together with a stranger. I have done it -once - when I was so close to dead it was my only option (dehydrated and miles away from water pumps and during a period when loot wasn't spawning properly). In the dead of night another survivor who I had bumped into earlier agreed to use a blood pack on me that I dropped on the floor. I was lucky. The game does not need to punish nor highlight PKers at all (even though I am not a bandit at all, I hate the idea of the bandit skin). But it would be nice to have some greater incentive not to shoot on sight. Because as it stands, people like me who avoid killing other people do so at a massive disadvantage in game. To PK or not PK: The game should not punish either decision. As it stands, the game is so heavily weighted in favour of taking the first shot, regardless. And don't shout "reality" in response. In reality, if I had someone slowly moving through a village in my sights from a vantage point, I would gain far more by being able to talk to them (local chat / voip really needs fixing) and scope their intentions out then join them in clearing out an area than I ever would by killing them, gaining their stuff but having to take on a horde myself.
  8. You'd be surprised at the number of griefers out there who go hunt down a CZ then turn on their heels to take pot shots at people spawning or walking through Cherno. By sniper I guess I meant the hunting rifle. It's a decent enough scope to work given the fog in this game... It seems a bit boring and cowardly to me, but it floats some people's boats.
  9. If the problem is primarily the "spawn and run and gun" lot, then the poblem is that people spawn with way too much gear. How about the current default gear at spawn you only get once every 3 or 5 hours. If you die within 5 hours of your spawn, you start again with only one clip, no bandages. Sure, it means you can go on a Mak spree, but it won't last long. It might also encourage new players to run to the woods and hide; not jog on along the railway tracks like some kind of grotesque rifle range for snipers...
  10. Cooper42

    Kicking of Players for Clan members

    I absolutely love rocket's attitude and he is so totally right to keep a hardline on this. The car analogy is wrong. Totally wrong. All it does is highlight that some people have clearly entered into this with the wrong attitude. If I buy a truck full of books and build an extension to a public library as a gesture of good will with the intent to support something I enjoy and want to share with other people, I'd be a fucking arsehole to then shutdown the library, kick people out or yank books from their hands as and when I see fit... When did people become so averse to sharing? That rocket is taking the line that this is a group thing, for everyone, regardless, is incredibly admirable. That he is not bending to those who throw tantrums when they are asked to share makes me happy. I will deal with long queues, waits to get in and even still donate to servers when / where I can as long as this game remains about sharing the world and experiment, not splitting it up and locking it down.
  11. Cooper42

    On the subject of Barracks

    Head for deer hunting towers. They're dotted around the map and are listed as 'military' for loot too. There are a number of locations where 3-6 deer towers are within a few minutes walk of each other. Much safer than the airfield, and closer to the coast. Go via these and a few churches / warehouses and by the time your reach the airfield you'll be kitted up well that it won;t be worth the risk to run past the snipers.
  12. How? There are vast areas that tents could be placed in. I'm not suggesting restricted spawn areas (which has been suggested before), but -anywhere- in the open. There is no way any open area could be 'spawn camped': You'd have to be covering about two thirds of the map...
  13. Cooper42

    Remove tent space requirements

    I've found quite a few decent locations, even given the restrictions. A bit of time scouting the area to check eye-line from likely routes other players will take and good locations can be found easy. For example (I don't use this anymore): There's a series of tree between Pogorevka and Rogovo that has a small pond to the west of them. There is a location between the trees where a tent will fit. It cannot be seen from the wooded area that joins the two villages (the most likely route), except for a very small moment. It cannot be seen from the pond. It cannot be seen easily if you follow that line of trees towards the pond from pogorevka to the pond. It is only clearly visible if you are, for some reason, following the road (which is in open fields) or moving directly from the larger pond to the north to that pond. It's in easy distance from a church, a warehouse, two very close deer huts and three more about 5 minutes away. I had a tent there which was not raided for a week on one of the US servers... Once you go further north there are loads of clearings that will take half a dozen or so tents. Just look for somewhere at least a 10 minute walk away from the airfields and you'll be fine. , change your tactics. If you want to set up a bunch of tents right next to Berez. or one of the airfields
  14. Issues: 1. Accidentally crashing / disconnecting whilst inside a village to login and be next to a group fo zeds. 2. People logging out inside buildings (esp. airfield hangars) and logging in later to have the jump on someone who's already cleared / scouted the area. 3. Snipers on rooftops who are so cowardly they disconnect the moment someone even points a makarov at them and then login on the same rooftop in another server. 4. Moving to the location of a group you wish to ambush on another server then joining the server of the group you want to ambush. I'm fine with the odd metagaming / OOG dirty trick, but there's no easy way to deal with these issues as a player. Solution: Login locations (or save state locations) should be limited to spaces where a tent / fire could be placed. I imagine the calculations required to work out "nearest location to last save that a tent could be placed" would put a fair bit of strain on the database; so maybe, before saving the state of a player, the game could do the same check it does for tents. This would mean players would have to find somewhere safe for a bit before they move into a town / village. And to pay a bit of attention to where they disconnect at the end of a session. And keep an eye on the debug info in the top right and the time from the last save There are enough open, but quiet, areas that this isn't much of a threat to those logging in. I always go prone somewhere safe and wait for a save to happen before I disconnect anyway. It means any attempt to ambush a group is made difficult by not being able to appear inside woods. It also screws up disconnecting snipers who would now have to run the risk of moving through town and up ladders to take their locations again. It screws anyone loot-jumping from within airfields / churches / towns etc. It also means that if you crash / accidentally disconnect whilst inside a village you don't reappear next to a group of Zeds... It will mean less frequent saves as you move about (given anyone should be moving in as much tree cover as possible) If that's too much of an issue, a simple calculation of distance form nearest building would work just as well, and still solve 1 to 3 if not 4.
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