1337stealth
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Hacker name: Niggerlips McGee Server: US 1128 Time 11:25 EST Teleported to individual player locations and killed the entire server and proceeded to taunt the victims. I know this wasn't just murder because I respawned and it happened again. edit: Just checked back on the server and he's still there at 11:34 EST. I suspect he's emptied the server purposely and is farming the gear on the map.
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Tents only deposit items but you can't take out items
1337stealth posted a topic in DayZ Mod Troubleshooting
Date/Time: July 9 2012/11pm EST What happened: Placed items into tent, tried to recover different items but it would not transfer the item to my inventory. Tried on different tents. Hit resupply off the tent, received some painkillers but no weapons or ammo. Tents can receive items but not give items back. These tents should be noted not as my tents but a previous tent I set up before dying. Couldn't put items into my backpack either. In addition my skin was reset to civilian but that's being addressed elsewhere. Where you were: Northern Chernarus What you were doing: Exchanging items in tents. *Current installed version: 1.7.2 beta 94444 *Server(s) you were on: US 4 North Carolina *Your system specs: 2.66 ghz intel i7, nvidia 330GTm 512 mb vram, 4 gb of ddr3 ram, laptop, Windows 7 x86 *Timeline of events before/after error: This is new with 1.7.2 update At least my items can't be stolen. :dodgy: -
Day Z endgame suggestion (Warning: long post)
1337stealth replied to oebus's topic in DayZ Mod Suggestions
I've been thinking about how to make the endgame more interesting too. Currently I just reached the endgame of DayZ for the second time (ghillie suit, vehicle and high end rifles), you can achieve this easily by raiding the correct locations and staying outside of cherno, the NW airfield and elektro. So like others have said, they can survive easily but now choose to murder. I think the idea of clearing the map is great and also of more difficult enemies. Maybe these enemies could be an outside military force sent in to clear Chernarus from infection and indirectly survivors. They would have basic soldiers patrolling military spawns (including deerstands) and occasionally spec ops helicopters that come from off the map and land in cities to cleanse the area. As well if you got in the vision of a helicopter while it flew to cities it would try to gun you down. These helicopter raids would be around 4 times a day and difficult to counter. With soldiers patrolling military spawns it would make it harder to get good guns, my current character skipped civilian guns altogether and went straight to a AK74 kobra and G17. These soldiers have guns but you can't pick them up on their death to prevent a large amount of military firearms getting into player hands. Just an idea, I want to avoid the introduction of specialized zombies like Left 4 Dead and maintain the straight realism like 28 days later and the walking dead. -
DayZ needs to continue to have freedom but fully depict a person's mental state.
1337stealth replied to 1337stealth's topic in DayZ Mod Suggestions
I think the zombie killing should have an effect but at a high number. Over 150 zombie kills should have the same effect as one player kill. They are monsters but they were people, this topic was obviously addressed in the Walking Dead comics and TV show with the solution being to kill the zombies but with some moral consequences. -
DayZ needs to continue to have freedom but fully depict a person's mental state.
1337stealth posted a topic in DayZ Mod Suggestions
This is a repost from a reddit thread. http://redd.it/vxfln DayZ has successfully captured the physical aspects of a zombie apocalypse with an environment, persistent gameplay and realistic limits of the human body. Although it has forgotten a major aspect of it, humanity, not a stupid change in character model but your character's emotional state. Some would hope that the player would have emotional attachment to their actions in game it simply doesn't happen with a player base that has become detached emotionally from games. Murder needs to stay in DayZ but needs to affect the game character since players have become detached. This came from my idea of wondering how messed up my soldier in Battlefield 3 would be after killing 50 other people. While spec ops forces in real life may be able to kill many people they still have deep emotional consequences, regular soldiers even more. In DayZ our characters are civilians, the soldiers are dead at bases and the spec ops in their helicopters. What I am suggesting is a mental health meter that is effected by the amount of zombies (a large amount 50+) and players you've killed, in addition the amount of isolation you have been in. In real life if you're a axe murderer/sniper alone hunting people in the woods, I'd say your pretty messed up. The effects of being inhuman would be loss of control of your character progressively, perhaps hallucinations and sudden mental breakdowns. I'm not a psychologist but we need a simulation of the human mind. Your mental state would reduce slowly over time if you avoid killing things but thats unacceptable in a zombie apocalypse the fastest way to solve and prevent your mental problems would be human contact. People naturally are drawn together and need each other. The mental consequences of being alone, player and zombie killings would be reduced with larger amount of players you're in proximity to. A group of two players wouldn't be able to handle much but adding more would creates near immunity to mental effects. You would be still crazy if you killed 50 players in a short timespan though. This would stress the need for groups that are a common theme in zombie media like Left 4 Dead and the Walking Dead. An interesting effect would be the adoption of a player in poor mental health since he could accidentally discharge a weapon or lose control in a firefight. This would create a liability and further consequence to being mentally unstable. In conclusion this would force people to cooperate and force PvP ideally into more group vs group fighting. You could still go solo and murder a few players but you risk going back to your group as a liability with decreased player control. Since players don't feel hunger or thirst to DayZ, Rocket made the character have those effects. Since players have shown little remorse to murder and mass zombie killings (they were people once) we need to force the character to have consequences.