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Brickle (DayZ)

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About Brickle (DayZ)

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  1. Brickle (DayZ)

    Bells and whistles

    On second thought, yeah, a high amount of M16's and some M240's and M249's could be justified by the apparent U.S. military presence. Also with the British weaponry I suppose. I maintain that high power sniper rifles would not be nearly as numerous and with such variety though. Honestly, what's the ratio of infantry to snipers in the military... it can't be better than 100:1 even can it? I really don't know for sure. I also maintain that not just anybody could be particularly effective with military grade sniper rifles without proper training. I have no "training" myself (aside from just shooting paper targets occasionally) but I can be quite effective with a .03-06 within 200 yards, but I don't expect I could shoot a .50 cal very well at some of the distances achieved in this game. BTW can you tell I'm fed up with being sniped all the time? If the story is supposed to be an isolated outbreak, ok, the GPS could still work. I don't like that story though, I want the whole world to be fucked. That's just me though.
  2. Brickle (DayZ)

    Bells and whistles

    I pretty much agree. I also find it hard to believe that in a post apocalyptic eastern block country there will be loads of M4's and M16's and MP5's and high powered military grade sniper rifles and suppressed weapons. The AK's make sense though. Furthermore I find it hard to believe that Joe Schmoe survivor is going to be able to effectively make use of a .50 cal sniper rifle upon first gaining access to one. Unless we're all supposed to be highly trained marksmen. I can see a scoped hunting rifle of some kind, and even SOME military grade weapons given that there are military bases present. The weapons available in this game do NOT fit the narrative IMO. Aside from the weapons, how does the narrative support GPS? If the whole world is infected who's managing the satellites and general infrastructure? How long do the batteries last? I accept that maybe the frequency of these weapons could be due to scripters. Giving me a misconception as to the intended frequency with which these weapons are available. I did read that post where Rocket said he wanted to move the weaponry in a more "find at home" direction. I really hope it goes a long way in that direction with these ridiculous weapons being EXTREMELY rare. One more thing is the frequency and effectiveness of Coke and Pepsi in regards to hydration. IMO remove all those and force players to water pumps and ponds, making these a more contested resource. /rant
  3. Brickle (DayZ)

    How did you kill your first victim?

    My first kill was at the tents in Starry. All I had was a makarov. I was crouched in a tent and waited for this dude to get kinda close (one tent over and on the other side) opened up on him, put almost every round into him. He shoots back with an AK. I move out of LoS. I reload and go back to shoot some more. I had no idea why he'd stopped shooting, maybe he was unconscious or something. Then as I finish him off I realize he'd been in the process of throwing a grenade at me. He was successful in his grenade effort so the thrill of my first kill was very short lived as I died about 2 seconds after he did.
  4. Brickle (DayZ)

    What is Your Most Common Cause of Death?

    I die from players more than anything, mostly because I've decided not to shoot anyone who's not a bandit unless they shoot at me. Except wookies, can't tell what you are by your skin so if I can see you I usually shoot. Hackers have gotten me plenty too though. 3rd is glitches, been killed by several trees/fences/doors etc. Zombies never kill me anymore, not since like the first week or two that I played.
  5. Sunday night about 9 pm central That was pretty fun, I admit I got completely owned, I was the last one of the 4 or so that you killed, but you got hatcheted so TAKE THAT. IMO you just lingered too long and got greedy. GG though, I fuckin LOVE this game.
  6. Brickle (DayZ)

    -=SAG=- recuiting

    Are you guys in US or EU? When are you guys usually on? I'd like to join a group. I'm in the US and I usually play in the evenings during the week and then sporadically during the weekend. I meet all the requirements listed.
  7. Brickle (DayZ)

    AHHHH ArmA 2 OA Down for Maintenance!!

    yeah that's exactly what i did and no server shows up. at the top it says "Network Games on 123.45.678.901:2302" (not the actual IP of course only an example) No spaces anywhere or anything. I've tried it with 2 different servers that I've played on before, so they SHOULD work.
  8. Brickle (DayZ)

    AHHHH ArmA 2 OA Down for Maintenance!!

    I tried this and I must be missing a step. I enter the IP, make sure the port is correct, click ok. Nothing happens. Is there a join button or something else I have to do once the IP is entered. The deal in the lower left corver has changed from LAN to the server IP but there's nothing I can do to actually join the game.
  9. Brickle (DayZ)

    Players should be recognizable as friendly or not friendly

    I'm not suggesting a gesture. I'm suggesting permanent player models distinguishing bandits from friendlies. A friendly gesture that is abused by bandits would change nothing, nobody would trust it.
  10. Brickle (DayZ)

    Players should be recognizable as friendly or not friendly

    I could imagine a realistic scenario where the societal evolution of the survivors leads to non-murderers comming up with a way of distinguishing themselves from murderers. In reality it would have to be something very subtle that the bandits couldn't easily pick up on and duplicate with the purpose of lulilng peacful survivors in to confidence. But this is a video game and a more blatant and permanent means of distinguishing folks is merely representative of that evolution. Screaming friendly has done nothing but give away my position so far. I have only seen one stranger so far that hasn't immediatly opened fire on me and that's probably only because we both had nothing more than a hatchet at the time.
  11. I would like some means of knowing players who are to be engaged in combat from those that mean you no harm. My idea would be to have some kind of visual effect on players who kill everyone they see, and a different one on people who don't kill others. Like 2 sets of models for each type of clothing. One model for murderers and one for non murderers. Once you have five murders for example (I can't be sure what quantity would be best) from then on you would have the "bandit" version of any clothing you're wearing. Killing bandits would not change your appearance in this scheme obviously. This seems to me to be the easiest way to allow players to work together more instead of having to go with the "shoot first, ask questions later" attitude all the time. I haven't read through all of these suggestions yet so if I've doubled up on someone else's suggestion, sorry.
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