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30 GoodAbout Mercator
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Then your last sentence should've been phrased differently, buddy. "I'd be able to stalk so much easier if i had some visual help. " is enough for me to put a sarcastic spin on the topic, sorry. Regarding all these "realism" comments...such as this one ; that's almost too idiotic to comment on, I mean really...? A bb gun...? Come join us on PR and pit yourselves against others (without silly disconnects or hackers)...you'll soon get the hang of what is being fired, from where and by who... It's hard, yes, but it's part of Arma's representation of combat. If you don't like the challenge of being yourselves responsible for a large part of the situational awareness this game provides you, then that's cool, ask away and maybe Rocket will do some more hand holding for ya...
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That average life expectancy statistic used to be skewed by people hitting the respawn to get to a certain spawn area. More so in the past when you could also spawn on the east coast.
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Petition to remove anti-serverhopping coast spawn UNTIL IT IS FIXED
Mercator replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
I don't get it...where do you people have your vehicles/tents then? Probably on one server, right? So why not play on that server? Most of the people I play with, end up on the same server because of where all our vehicles & stuff are. Seems silly to me, to continuousy switch servers and have to walk 10km, when you can just as easily leisurely drive there... So, if you found one that fits your version, timeframe and has decent fps, consider staying there for a while and you'll have less of these coastal trips to worry about. Of course...if it's free serverhopping you're after...hmmm, not so good then... -
That says it all, doen't it? No, wait....maybe an arrow pointing towards the culprit...?...perhaps with a distance and elevation indication attached to it? And throw in a nice auto-aim feature for good measure, right? That'll make it a breeze to play... I understand your pain, bro...why they'd make a game challenging, is beyond me too :(
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Sorry, but in my view, that's a terrible suggestion, my friend. With a decent headphone you can easily hear from what direction sounds originate from. After a while, you'll even be able to tell which weapon and at what distance, depending on the surroundings. I think Arma does this very well! No need to include a radar or such other crap...for lack of a better word...
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Camouflage ability for parked vehicles in forest
Mercator replied to Mercator's topic in DayZ Mod Suggestions
Useless in the context of hiding them from zombies...yes, of course. But when it comes to players, it'd be damn handy imo. -
Would be good, if you could somehow camouflage your vehicle somewhat, when leaving it parked in a forest. If I was to be in a situation such as DayZ describes, I'd surely take some time to decently cover up a vehicle after parking it somewhere. And in the woodland area of Chernarus, there's definitely no lack of shrubbery, branches, etc... to do this.
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Yes, it's possible. But it can take a loooong time.... We've done in 1 minute and up to 30 minutes... A fix is needed!
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Rocket and team are Lazy/Incompetent/Do not know what they are doing.
Mercator replied to TheDee (DayZ)'s topic in DayZ Mod General Discussion
Aight, let's see some of you "pro-gamers" come up with something better... Here is where you will find all you need to produce a mod in Arma. Have fun testing all the bugs out of your brilliant contraption! Seriously, if you've ever dabbled a bit in making missions and scripting in Arma, you'd know it's not all that easy to finetune a lot of stuff. That Rocket dude and BIS have done a pretty good job so far, me thinks. Can it be better? Ofcourse! But... {_x developPatience 1} forEachMember DayzForums...would be even better... :D -
It isn't! Written by Celery on the BIS forums _atv=_this select 0; _unit=_this select 1; _atv lockDriver true; _atv lockCargo true; _unit setPos [ getPos _atv select 0, (getPos _atv select 1) +1, getPos _atv select 2]; _atv setPos [ getPos _atv select 0, (getPos _atv select 1) +0, getPos _atv select 2]; _unit switchMove "RepairingKneel"; _unit setDir 170; _atv setDamage 0; sleep 20; _unit switchMove "aidlpknlmstpslowwrfldnon_idlesteady02"; _atv lockDriver false; _atv lockCargo false; and use a simple addAction command to execute it... Thought I'd give this a bump, as we've been having some real trouble with ATV's and the coastal road :D ^^Bump^^
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AKM; effective range; zeroing in general
Mercator replied to Bydo's topic in DayZ Mod General Discussion
Best thing for you to do, would be to download this mission, and install it in the editor. And while in the editor, you can practice and try out all the weapons you want in the game, ballistics and zeroing included, except maybe the DayZ Winchester and double barrelled shotgun. -
This is how I run over long distances.
Mercator replied to lanik's topic in DayZ Mod General Discussion
McDonalds for breakfast :huh: ? You mean burgers and fries? Wow... -
(Rocket) Why are we logging in on the coast
Mercator replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
Maybe I should have mentioned it in my previous post, but I did in fact experience the same thing as so many of you that posted here did. Logged out near the NW airfield yesterday, because me and my buddy flipped an ATV going too fast over a bridge and wanted to wait for the server reset. Needless to say, if you spawn on the coast afterwards, it's definately annoying since, as you probably know, vehicles can be hard to come by. So am I "compassionate" about what's happening...? Ofcourse! Doesn't change my opinion about the bulk of the posters here. The "universe" comment still stands. The "I want it! Right now, dammit!" attitude is still displayed by a majority of the forum members here. That...is what strikes me as childish and silly. By all means, continue to do so...it's what this forum is partly for. And we all hope that someone reads it and takes notice. However, I can guarantee you, yours and everyone else's comments and suggestions will be taken a lot more seriously when drafted in a less abrasive and sometimes downright insulting fashion. Or do we really need to include a fuck, shit or douchebag comment in every post we make, in order to make our post stand out from the rest? I'm afraid that, on this forum, it's the other way around. Apologies if my earlier post rubbed you the wrong way, fella. -
Totally lost any faith I had in Rocket/dev team
Mercator replied to TheMachine's topic in DayZ Mod General Discussion
I just have an @DayZ5 and @DayZ4 in my directory. Depending on which version I want to start up, I just remove the appropriate number. Easy. -
(Rocket) Why are we logging in on the coast
Mercator replied to Siggy (DayZ)'s topic in DayZ Mod General Discussion
^^This^^ I agree there are many instances where logging out and changing servers doesn't equal "fleeing combat" or "server hopping". But I seriously doubt it was meant that way by the devs. If you take a pause for a second and try to think of the idea and it's implementation, you'll realise it's probably a very difficult balancing act to get the feature to correctly detect "alt-f4-ing" or serverhopping for loot or flanking/sniping. Give people working on this mod some time to work out where things go wrong and right. I find those "I'm done with this game!" comments so childish and silly. Feels like most of them are meant as some kind of threat as in "Oh, but now you done did it, dude! I ain't ever touching this crap again and you're losing the most important fella playing your game....namely...me!" The old but recently revisited "I'm the center of the universe" syndrome... Contrary to what some of you seem to think...no one is out to ruin your gaming experience but other players, sons! Least of all the people behind this mod, remember that for once. Thx