Agrocr0c
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Everything posted by Agrocr0c
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Loving 1.7.2.5, awesome additions/fixes, I am most impressed.
Agrocr0c replied to Cpt.Carramack's topic in DayZ Mod General Discussion
Why bother even writing that reply? Fucking twat. -
Alt-F4 If you exploit by using alt-F4 to disengage during a dangerous situation it means just one thing: you are NOT prepared for the situation and cannot handle it; that is why you leave. The adrenaline gets too much and you 'flight' instead of 'fight'. The consequences are that you deny yourself any self-respect, and you dishonour the opposing player brave enough to stay logged in during the same dangerous situation. In a game like DayZ which is designed to be punishing and scary, and empowers players to kill each other in a shot or two, would you not feel like a (gaming) failure if you ran away from a dangerous situation - even a certain death 'cornered' situation - just because you got scared? Soon, you will be paying for this service in Standalone DayZ; being made to feel scared; being taken by surprise by individuals and gangs of players; being hammered by more polished Zeds; competing for items and spawns against other players or face in-game death. If you are paying for these sensations and emotions why leave the server when things get thrilling? Hackers Invariably a hacker fits the bill. There are two types: Firstly, there is the hacker that has been beaten in the game by those with more luck/talent/courage/firends/DMR rounds and, as above, has been unable to engage the game properly as intended because of either an attention deficit, low gaming skill, or lack of friends to group with for support. So, like some American highschool psycho gun-nut that was bullied and wants to strike back in a fit of bitterness and pseudo Power, he breaks all convention, rules, morality, and social standing for a moment of revenge which leaves everyone feeling hollow. Secondly, there is the bored hacker. This hacker becomes envious of other players' good fortune infinding gear or vehicles, or becomes dismayed by bugs or bad luck or deaths to hackers of the first type. Either way, they will have a hilarious time 'dicking around' with 'stuff' at everyone's expense with no real purpose. Boredom sets in then 'The Devil Makes Work For Idle Thumbs'. These people are all united under one sigil: <==3
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Some home truths for hackers/exploiters
Agrocr0c replied to Agrocr0c's topic in DayZ Mod General Discussion
You are struggling. Why don't you bow out gracefully and leave this thread if it bores you. If you stay and continue to reply then you would be contradicting yourself, wouldn't you. I'll tell you what you and your type wants to hear: you're right, I'm wrong. This issue has been discussed so much that it isn't an issue any more and I'm an idiot to observe it and comment on it despite my experience. OK, so goodbye Hendrix (the less cool of the two). -
Some home truths for hackers/exploiters
Agrocr0c replied to Agrocr0c's topic in DayZ Mod General Discussion
If you've read 9001 posts on these forums about this subject you need to get off the forums. Thick head. -
Attitude of 'something for nothing' misunderstood
Agrocr0c posted a topic in DayZ Mod General Discussion
The attitude I am witnessing in the forums is distressing and repellant. There is no right for anyone to demand patches, bemoan delays, or complain about a product that is unfinished and distributed for free for us to test for our own benefit because we haven't paid for anything and have no right. Many people misunderstand that Arma II has to be bought to play DayZ; Arma II being a deep military simulator, while DayZ is a free user-made mod for it [Rocket is the user that made it - a former employee of BI that worked on multiplayer missions, I believe]. Giving something in return for something is called 'consideration'. For example, if I buy a house the money I provide is my consideration and the house is the vendor's consideration. We must understand that any consideration we think we have provided Rocket in return for his DayZ mod, has in fact been consideration to BI in return for Arma II the military simulator. If we provide no consideration for DayZ, then this means we have no fundamental right to ask for anything from Rocket in return for our nothing; and asking him and his team to hurry up when giving you things for free is just unacceptable in this context. So, if Dayz is free and you understand that Arma II is what you have bought as a vehicle to play DayZ, then you should have a vested interest in DayZ becoming the best game you can imagine by helping it develop, as opposed to stifling its development , so that you get value for money if you don't enjoy heavyweight military simulation you've already invested in. -
Save your breath - I was playing Quake Alpha in about 1996 and aimbots were shooting out of their backside way back then -- nothing changes; until the hackers lose anonymity they'll never answer for their misdemeanors; it's pissing into the wind.
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PvP tips we all should know.
Agrocr0c replied to Bacon Surfboard's topic in DayZ Mod General Discussion
You lot are missing one vital point: zombies. If you approach a building, whether it is isolated or part of a town, and there are zombies within approx. 200 meters of it, then there is a player there. If you are within 200m or so of that same building, then the zombies are probably 'yours'. So, provided you stay more than 200 meters from a building so that you cannot cause the spawn of zombies, any zombies you do see can be attributed to another player and give you the heads-up. -
DayZ playstyle doesn't reflect my personality - thank goodness
Agrocr0c posted a topic in DayZ Mod General Discussion
If I behaved in DayZ the way I behave in real life, it wouldn't be much fun. I'd probably be part of an orderly queue waiting for a deer stand spawn, or be hurriedly exitting any town occupied by gun-toting gangs of players with my tail between my legs. So, when people complain about people acting like assholes, or people murdering for fun, or people stealing and deceiving and cruelly playing with others in DAyz, I don't understand it. Surely, any video game is an escape? Surely, in DayZ as an example, I can be a murdering, adrenaline-soaked psycho if I feel like it? I can lie and cheat, and steal and GBH my way around the map, only answering for my crimes to the odd 7.62mm round to the face. We don't all have to be nice when we play online; we are nice all day long at work and at home. We are nice to people on the telephone. I, for one, am not playing DayZ as some life simulator, Im treating it as an opportunity to wreak havoc on players that have just one life and will be gutted when they lose it. Because of this, they will fight for it with the hope of victory. That is where the excitement lies. And really, I am a terribly nice guy :) -
It doesn't fix it (the flush function). It sometimes helps and sometimes makes it worse. I must've tried it 50 times.
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Why should I be playing this mod furthermore..
Agrocr0c replied to camperJM's topic in DayZ Mod General Discussion
If you have stats like that, particularly the 30+ player kills, then you must log out at every dangerous opportunity an must be a snivelling coward so no wonder you dont fucking enjoy the game. If yo had some bollocks, you would never come close to 30+ murders/bandits Lame. -
Tragedy of the Commons: An Inner Look at the Economics and Psychology of Loot Cycling and the Inevitable Collapse of Day Z
Agrocr0c replied to mynameismonkey's topic in DayZ Mod General Discussion
The OP is deliberately using overly complex language to express a simple point. This is called copious verbiage; he will quickly alienate himself. What a dork. -
Barrack's Windows... Can they be penetrated?
Agrocr0c replied to adamtheheretic's topic in DayZ Mod General Discussion
I watched a documentary on sniper missions, and one of them explored the change in trajectory of a bullet hitting and passing through glass. After experimentation, the trajectory was shown to change slightly - the bullet is forced downwards by a few degrees. -
I'm reading lots of posts regarding friend or foe and a growing shoot-on-sight mentality. There are items in the game that could help: e.g. how about throwing green smoke if you are friendly [approach without fear], White smoke for neutral [leave me alone] and red smoke for warning [freeze! leave!]? If there's no time to throw smoke or if all parties are surprised then it's probably possible to use the 40 metre range direct chat anyway. Moreover, chaotic knee-jerk reactions without any signals are interesting in and of themselves. This is just one idea I can think of that may solve some situations and create more dialogue and intrigue between players with the tools that we currently have within this experimental alpha test. Come on, let's use our brains and initiative - we are humans after all. There must be other people brighter than me that can formulate and promote some signalling system?
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I like to think the title says it all: if you Abort excessively to avoid dangerous situations such as player contact and ovewhelming zombies, you are not getting the most out of this game. If you stay logged in and deal with whatever eventuality is inside or outside of your control, Dayz really comes alive. If you log out at the first sign of vulnerability, you miss the point of all the game mechanics such as the subtle sound effects; the disparities and risks associated with each movement mode; pros/cons of different equipment sets; and you'll never know how to improve your play and behaviour whilst afraid. Being afraid is OK. Everyone feels afraid in situations in Dayz where they could be killed or humiliated, or out-manoeuvred, but to Abort at the first sign of risk is to doom yourself to boredom with Dayz. You will perhaps survive but not without a nagging feeling of guilt, cowardice, and covetousness, as others roll you out of the way off from the server to make way for those with courage. Courage is, in Dayz terms, remaining logged-in even though you feel afraid and vulnerable. It is possible to let those initial feelings of wanting to Abort wash over you. Let your muscles contract (juddering hands? Wobbly crosshair? Oh yeah) as your inner muscles relax and help you to breathe smoothly. Try to be brave because it stops you thinking about being scared. Talk to yourself, talk yourself through your next immediate moves, 'Reload - Check fire mode - check orientation - check where I am going to move next if I have to'. Anything that stops you thinking 'Shall I Abort? Shall I abort?'. If you do this, you gain self-respect and respect of others. You may die, you may make mistakes, but next time your are in that situation, you will be better prepared to deal with the adrenaline and how it affects things and most importantly, how it brings Dayz alive.
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If you want adrenaline don't log out.
Agrocr0c replied to Agrocr0c's topic in DayZ Mod General Discussion
I'm talking about Aborting when surrounded by players or zombies. Mainly players because AI never delivers the intellect and drama of a player encounter. I think that is important for players to try to conquer their fears because it is liberating and will make the game better for all of us without exception. The quick Abort function cannot be dismantled through honour alone, the function needs to be controlled in-game with a view to gameplay and that's rocket's problem, not ours. Most importantly, the experience gained from 'riding the adrenaline wave' instead of bailing out makes the next similar encounter no less frightening, but enables you to think more clearly through it, and allows you to accept, acknowledge, and progress through its effects. One quick analogy would be talking out loud to a suspected 'ghost' in a 'haunted' room to comfort yourself - if you accept the situation is dangerous and engage it, it strangely makes it less frightening. At the end of the day, no one is getting hurt - it is about pride. Some players are too proud to risk death; too fragile to engage an enemy if they don't have the first sneaky shot; too disrespectful to give an enemy player their due. These players need to understand that they are not wanted nor catered for in Dayz. The reason the game stands out is because it is different from the softer less punishing games out there. If you want three lives and the ability to disappear in a fit of cowardice and panic then surely you should be playing a less emotive game, or rent your own Softcore server. -
Playing with friends = good for the community?
Agrocr0c replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
I've never disagreed with a notion more than I disagree with this one. I understand your point but completely disagree because, albeit a zombie apocalypse, the most lethal aspect of the game is the enemy player. The threat of an enemy player far outweighs any zombie threat and this is the priority of the game if I understood Rocket correctly at Rezzed. The zombies are kind of a background inconvenience and embellish the player-centric struggles. The game is moving more and more towards supporting groups of friends that play this game together, with certain features geared towards 'bases of operations', underground strongholds, and more. Groups of players offer more threat, more ingenuity and possibilities, and more fun, and more intrigue for better or worse. Surviving alone is a last straw option for any would-be survivor. Befriending someone in real life and getting them to play Dayz with you on the same server doesn't worsen the community, it only amplifies it and populates it and makes it trickier to play and that is what we want - unpredictability and inspiration from others' ideas. Being alone is scarier in some ways but only because you feel more vulnerable, something a friend can alleviate. Wanting to be more scared is commendable for the adrenaline junkie, but won't lengthen your lifespan one bit, and it will also make you unable to deal effectively with the aforementioned groups of friends that will be out there covering each other, whilst you check your own six and shit your pants motionless under a pine tree waiting for the action to pass. That in turn, leads to calls to enfeeble groups of friends because they overpower individuals in every aspect but for stealthy low signature. Finally, justifying the context of arriving alone to survive is difficult when players are expecting and anticipating interaction with other players to provide the maximum challenge. -
Discreet whistle to help locate close proximity friends
Agrocr0c posted a topic in DayZ Mod Suggestions
I'd like to see a discreet whistle function, like a soft Pheep! or the like, which denotes 'I'm over here!' Countless times my friend and I have found ourselves only a few metres apart in dense vegetation or in cluttered towns yet have been unable to locate each other without walking out into the open so the other can physically see where they are. This is clunky and in DAyZ very dangerous. A soft whistle for positioning would be ideal - a simple Pheep! or an animal noise emulation would be sufficient and discreet. Most people enjoy 5.1 sound where possible and so this function would not only be incredibly useful, but has many situations where it would add to the level of tension, stealth, and alertness when you may hear others' discreet whistles. -
A short and empowering story about Luck. I spawned near Cherno with a new character and the first move I made was a trip to a Cherno hospital for essential gear. My friend had joined me on the server and was making an effort to respawn a new character close to Cherno so we could meet up and head out together. Predictably, soon after a successful visit to hospital I was seen by some wishy-washy yellow-belly that clearly wanted my new character dead. So the rounds started cracking over me and one struck me as I vaulted fences and cut corners to break line of sight. I knew I would soon be "dead as fuck tryin' to race a g-uuun". Meanwhile, my friend says over Steam Chat, "Sweet. I've spawned in Cherno and you're not gonna fucking believe this..." Little did I know that at that moment Lady Luck had arrived in Cherno and was ready to dish out some much needed help to the persecuted. I yelled at my friend that some limp-wristed micro-penis was unloading his Makarov at me near the (Northern) hospital and that I was indeed doomed to bleed to death for lack of an opportunity to bandage during my escape and evasion. My pursuer was no more than 10 metres behind me at any given time. Intense and desperate. "Don't worry," he said, "I'm coming! Hospital yeah? I actually spawned in Cherno and I'm very close." I confess at the time I wasn't overly impressed because what exactly would he be able to do to help me with no weapons and a fresh character? Then I heard the noise. I heard her - Lady Luck. An unmistakable sound of thunder and crashing and rending. Louder and louder the sound grew, and wider and wider my smile grew. "Huh?" WIthin seconds there She was, proud and parked-up in the middle of the road within spitting distance of me and my plight - Lady Luck in all Her glory. "Get in! I spawned in Cherno right in front of it!!" It was my friend in his newly aquired M1 Abrams Battletank... I jumped in, astounded, and ended up in the loader's seat which happens to have a large .50 calibre machinegun on it... and my friend was now occupying the gunner's seat with the main cannon on it. The tank was still, the engine was running, and I was reminded that somehow the tables had now turned in my favour. I pointed out where was the last known location of my pursuer and we rotated in tandem. Lo! And Behold! There, shivering prone against a little wooden fence or hut or somesuch flimsy structure was my murderous and clearly flabberghasted little parasite-friend that wanted so much of my blood. We opened fire without a second thought. Fire. Thunder. Smoke. Metal Rain. Death message. Revenge. Laughter. Excitement. Impending doom... I shouted amidst the delirium that I was going to die within the bowels of the tank and with that sentiment fresh in his mind, my friend hit the Turbo and we ploughed our way North to the trees. Within a minute, we were safely away from the melee enough for me to jump out and bandage with a few thousand blood left to go. I lived. It was glorious. And mark my words there was no foul-play, just pure Luck. The rest of this story ends less glamorously when our tank is later found to have disappeared from where we left it. I guess her Ladyship just repo'd it for some other stricken fellow in the future.