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Everything posted by CarloNord
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I suppose, maybe it would have a 60 - 80% chance to briefly stun and a 40 - 20% to damage.
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Go outside and try to accurately throw a knife, it's very difficult for anyone, no matter how well trained you are. and if by some reason you can, you'd be hard pressed to actually do damage, considering about 80% - 90% of the knife would do no damage.
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We need large ass hordes, I've been able to run around electro and get a following of like 20 zombies (directly after which I ran around a corner to find to idiots trying to be stealthy, needless to say they were scared), in the 2 largest city in the damn country! I wanna be able to run into electro and get a following of like 100 zombies! Give stealth a meaning! This'll make people wanna form groups, or be stealthy, cause try fighting 100 zombies alone! Or more!!! Make firing a Lee Enfield in berezino attract 200 of the suckers!!! MASSIVE ZOMBIE POPULATIONS!! :bandit: Muahhahahahaha!!!! :bandit:
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What glitch?
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survivors you kill turn in tu zombies?
CarloNord replied to DannyFilming's topic in DayZ Mod Suggestions
One problem here, the "zombies" are not actually dead, they're INFECTED. They're still alive, they're just crazy. You could even compare them to the common infected from the L4D series. They're not dead, they are totally aware of everything happening, they just perceive it all differently and the virus changes how they think, effectively giving them rabies and crack, you've never been killing zombies, you've been killing people, evil terrible baby-eating people. TL;DR: The DEAD survivors could not BECOME zombies BECAUSE the zombies are NOT DEAD. -
I can't speak for everyone, but I think trading will come into play naturally, when/if radios are implemented. People will then be capable of communicating across the map, and able to set up areas the individuals will meet and trade.
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[ Better use of the Czech Vest Pouch (6 slot backpack) ]
CarloNord replied to Recon-Unit's topic in DayZ Mod Suggestions
How about we start with no backpack at all? But increase the spawn rate of the vest pouch? Either that, or we start with the vest pouch instead? -
Decrease Zombies Hunting Time when unarmed
CarloNord replied to subvision's topic in DayZ Mod Suggestions
You've got video examples of losing zombies? Mind if you post one or two of losing em in forests? I can't seem to pull it off. -
So much want... Given the videos I do like the vehicles physics and the seasons and the crysis engine (NOT A DEVELOPER/COMPUTER GENIUS HERE) generally has been reliable. However Arma's engine seems to work well enough, I've encountered almost zero problems, except for like 4 but those have been on occasion. Also, I doubt the load time for something like this would be as fast as it is currently and working the seasons and physics constantly would probably not agree with servers. Along with that, DayZ is a MOD of Arma 2, I doubt you can just up and go switch the engine overnight. If DayZ became a standalone then by all means use the damn engine, hell, I wish I could see this in Arma 3. You've earned my beans.
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I'd only agree to a class system if they were VERY minor differences, such as one character can run faster and has more stamina so their aiming doesn't get as bad as fast. Or makes less noise, can hold their breath longer, can take more punishment before breaking a bone, has more blood even, but more blood is kinda over-powered if given too much, maybe 1K at most. But you get the idea, minor things that don't totally define your character, but are more like paths that are hardly there so it's easy to stray off of.
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I agree to this, but what if you build in a town? Zombie spawns need to be affected then. Also, what if I want to build inside a pre-existing building, lockable doors with permissons given to certain players and the ability to board up windows would be awesome! Also a lock picking kit, along with two different lock-picking items required to create the kit. Maybe some indoor pieces of furniture (for lack of a better word), Such as cots, like you said, maybe a stove, sand-bagged windows, antenna/satellite dish/HAM radio desk if radios and radio stations are implemented, maybe a food storage cooler, or even a wardrobe?
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We are in a military simulator modification... and if you listened in life you'd know that a full jerry can/any container full of gas will have a low chance of exploding. Keep in mind it's still flamable, but not really explosive, you'd have a better chance of the can exploding when it's empty, because it's not the GAS that explodes, it's the GAS FUMES given off by it that do. Also, the chance of a bullet actually making a spark on the can, regardless of whether or not it's metal, if very low. Mythbusters guys, watch that shit. But all the crap aside, I wouldn't mind at all if this was implemented, as long as we could throw them into place for traps as well! ^_^
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I don't know why, but the idea of not even being safe in the middle of nowhere... It's freaky. Think of it this way, you've escaped Electro after spening and hour or so looting like a madman at night, as you stop to get a hold and take inventory on what you've got and what to do next, You begin to hear bruch mving in the distance, you hear it all around you in the dark. Your heartbeat quickens and you move to elluminate the area, and you spot this, and this is your incounter... http://www.youtube.com/watch ?v=8OuY1yJUNnk (Remove the space and skip to 1:20 and watch until 1:50) That there is something like I imagine it, but of course not a human, unless it could be a mutant strain of infected, and of course, NOT a one hit kill. Also, I like this idea, would make me want to travel in a group that much more knowing there's crap out there that stalks you, this might discourage being a solo bandit/survivor!
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You're gunna have to do better than that...
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But we're not in a zombie apocalypse in real life are we.. If there was a real zombie apocalypse' date=' and you had no water to drink from apart from the ocean, a smart person would drink from the ocean wouldn't he/she in order to survive? But well, this is only a suggestion I thought of while playing the game [/quote'] ... You don't think there's a reason EVERY human on earth drinks freshwater? Freshwater = Plausible, Saltwater = Death/kidney failure/ massive amounts of puking. [EDIT] Not to mention salt absorbs moisture, which is the reason you'd drink in the first place, moisture...
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New zombie type- dead snipers! (Please read before commenting)
CarloNord replied to FlashHawk4's topic in DayZ Mod Suggestions
Did you even read the original post? -
Ever since I first EVER time being attacked by zombies, my screen's been shaking a ridiculous amount, almost like I'm constantly in shock or something, I haven't taken pain pills or anything but I'm wondering about this cause it is persistent. Relogging doesn't change it or anything, neither does dying (but maybe I just don't notice), so being in first-person is nauseating. It's my understanding that Shock goes away after 5 minutes? Or is this different?
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never heard of shaking going away without painkillers well' date=' as with my understanding, it starts after getting hit? [EDIT'] Oh... Nevermind, I had another look at the wiki, ad those are two different effects I was thinking of...
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The shaking is supposed to go away after 5 minutes is it not?
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Electric and Natural lighting's V 4.0
CarloNord replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
If lighting the towns would attract snipers, and it would be better to stay away... What would be the point of lighting them up? not everyone in there mother has a sniper nor is everyone going to kill people ;) obviously there are people who are will-en to light up the towns (the umpteen post before you) if you want to stay in the dark, then go to the dark part of the world the point is that you can see, people will naturally find comfort in the light. it will add a unkown factor for other players, increase the atmosphere of the game, it will also help navigation at night, promote group play, the pro's out weigh the cons. plus if you roll in a group, it's quite easy to take out a sniper. spec one who shoots at night lol I see, as for zombie spawns, They should be lessened to the point where they're pretty much not there, like you'll find maybe 3-4 zombies in all of Electro. However, that's not very realistic as the lights would attract zombies, as would the noise from the generators. -
Electric and Natural lighting's V 4.0
CarloNord replied to scoffield77@gmail.com's topic in DayZ Mod Suggestions
If lighting the towns would attract snipers, and it would be better to stay away... What would be the point of lighting them up? -
Wait... So you want the normal pumps to pump gas for you... Pumps that require electricity... Also, I hope you realize that vehicles, or atleast most, have a cargo capacity of their own? There's like three vehicles that (I think, not sure) that don't have cargo capacity, one of those not requiring fuel in the first place. So just get fueled at the container, then fill your jerry cans when your done, then drive off, simple.
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I'm having an issue with running DayZ regarding the "deleted.chenarus" error. I've gone through many different threads, googled many different times, and I've manged, to get it all working, except that. The game seems to not want to start in CO instead only AO, help? Notes: -I've tried running steam as an administrator -My launch options look like this: -mod=@DayZ -beta=Expansion\beta;ca;Expansion\beta\Expansion -I'm running beta patch 94364 -the official download doesn't work for me, it can't display the webpage, so I use a download I got from elsewhere, although maybe that's an issue with Firefox... -The games work fine separately -Before installing the beta patch and DayZ I wasn't able to run CO, but when running AO standalone, it still had chenarus and all those goodies from Arma 2 -When trying to run CO, the cmd appears for a single moment then dissappears.