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T.G.

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Everything posted by T.G.

  1. I would have to equate TWS equipped items with magic anyway, but it would be nice to see a magical suit that shields its wearer's heat signiture from prying (lazy) eyes. Perhaps a super secret mixture of mud and fecal matter.
  2. T.G.

    If Dayz & warz had a baby :o

    The soundtrack is almost too much for words, almost...
  3. Thanks for the info Fraggle, crossing fingers and holding breath, hoping that all our high expectations will be met in the development process of the stand alone, if not immediately, eventually. Good luck with the hangover.
  4. I like the idea that the locations of helicopter crashes being random, and although with experience you might know where to look you never know for sure until you check. This factor of searching for your prize is a major component of the game as far as I am concerned. The lack of this component in every other looting aspect of this game is my problem. Unlike the experience gained in locating crashes aiding in search for future crashes, finding regular loot spawn sites requires only an internet connection. As these locations are constant, they have been mapped out by various sites and analyzed statistically to the hundredth decimal place. Even avoiding these meta exploits, a player will with experience learn rather quickly what buildings garner what items simply through repetition, because those buildings always have those items. The absurdity of finding in plain sight food in a ransacked market in an apocalyptic setting where washing machines oversee trash piles on every corner yet only pubs seem to have indoor plumbing, crushes the imagination and promptly calls disbelief out of suspension. More importantly finding an obvious item in a predictable location cheapens the experience this game attempts to construct. I understand that it has to be located somewhere. I am asking that it be located more randomly in a manner similar to that of helicopter crash sites. Not in fields of course but redistributed though out the urban areas. Little nests and stockpiles assembled by another survivor before meeting their unfortunate end. Perhaps this would result in fewer actual spawn locations from server restart to restart. One lucky player might find a good stash, with the emotional experience on par with stumbling across a crash site. The stand alone seems to promise more enter-able structures. I hope these structures are added to the over all distribution of loot in game in a way that encourages greater exploration of neglected areas of cities as well as smaller towns and villages in the less traveled locals of the map.
  5. This is just a suggestion for the stand alone, but doesn't the heli crash site loot spawns of the mod work within the the limitations of the ARMA engine?
  6. I feel lately that if I could fathom the point of wire fencing kits beyond trolling others this game would make more sense, beyond trolling others.
  7. T.G.

    Zombies: Faster and Headshot Only

    Before we all start demanding tougher zombies maybe try playing without cross hairs on a difficulty higher than regular. I am legitimately frightened of the the day I log in to see zombies running though buildings. Of course I am very bad at this, so I will apologize to the bad asses who head shot only on expert and still need a challenge.
  8. Wire can still cause graphic artifacts, still does nothing to zombies, and still is respawned on server reset regardless of player removal or destruction. So other than trolling actual players why is it still in the mod at all?
  9. T.G.

    Man Vs Door

    It has been a while but I am always wary of opening a gate anywhere near a wrecked vehicle. Funny how a single occurrence of being smashed to death by the reflected force you exert on a rusty old gate meeting an inanimate objects jagged frame will shy players away from possible encounters like that. I will not mention the numerous times the inability to find the sweet spot to open a door in a clutch situation has led to my demise.
  10. T.G.

    [Grenades Versus] Episode 1 - Tents

    Nice vid, but when the server restarts and the tents respawn will you adjust your scores? Grenades are going to lose in the long run, tents are just that boss.
  11. T.G.

    Remove the 5 minute login unconciousness

    I always get to choose where I log. I have never been randomly kicked for client not responding. These things have also never happened repeatedly for days after first getting a log in timer. Maybe look at what the timer is trying to penalize and seriously ask if this is the smartest way to go about it. It seems like I am logging in wrong? What can I do to correct this? Seriously log out timer, not log in timer.
  12. T.G.

    Fixing the issue with ghosting.

    OP you lost me when you suggested that a log out timer was bad for players looking to avoid conflict. No player should have the supernatural ability to instantly disappear from the world when encountering another player (or zombies) for any reason. I think in all fairness if you are disconnected (for whatever reason) from a server and reconnect you should be in the same position on that server. If after disconnecting from a server a player chooses to connect to an alternate server they should not be given the ability to exploit the game and should be respawned randomly.
  13. T.G.

    [VIDEO] Duping / duplicating yourself / equipment ! ( HOW TO)

    Caught some players doing this today. At first I thought they were just combat logging to avoid zombies. Great idea spreading it around as much as possible, forum needs kill on sight button next to you have my beans.
  14. T.G.

    Well whats left to do?

    Sandbox game that was never explicitly about a gear grind seems boring now that self appointed gear grind mission is complete? Sounds like boring is as boring does to me. What do you expect quests? Take for example the suggestion made above: capture, hold and protect towns from zombies. Sounds like a fun idea. The great thing is you can log in the game and do this right now. Take Cherno or Elektro and clear the streets. Maybe just start with one building. Own it. Make it safe for uninfected for as long as you can. You may not capture it permanently, but really what fun would that be. You will never finish killing the endless respawning hordes of zombies, because again that would not be that fun. Seriously trying to hold it for as long as you and your friends can while actually killing those tourist mode zombies instead of just losing aggro by breaking line of sight sounds like fun. You will lose some ammo, you might lose some equipment and maybe even your precious debug kill count. It seems like these are the things that are standing in the way of playing the game in the first place. Just a suggestion, but in the end it is just a game and perhaps you are over it, eventually we all will be.
  15. T.G.

    Loaded Bandit Camp Coords!

    Does not work to remove tents or items permanently, the contents will be back again at server restart. Hopefully one day this will be the easy solution to unwanted tents and excessive items.
  16. T.G.

    Do tents spawn in apartments?

    Yes, but I find it rarely fails that if I am looking for something specific it will not spawn.
  17. T.G.

    Fun came Back

    Was that a female bandit head wrap at the end?
  18. T.G.

    hacked tents

    Same problem on my server, tents are saving though so I have been emptying the duped contents and saving the empty tent. I tried driving over them but the fastest method does not always work the best. Too bad this does not help with the abundance of duped sandbags, wire fences, and tank traps.
  19. I was really excited to get back into the game with 1.7.2.6 once I heard that some things had been changed. I really enjoy moving around the map without the interference of graphical artifacts. My other worry has apparently not been addressed unfortunately. I would like to suggest that tents, wire fencing, sandbags, and hedgehogs be permanently removable by some player action. As you might imagine after the duping fest over the last few weeks many servers are littered with illegally duplicated tents, wire fencing, sand bags, and hedgehogs. After returning to the server I frequent my first mission in game was to make my way around the map and destroy all the known locations where these exploits have been practiced recently. I manually removed enough hedgehogs and sandbags to get at the tents and wire fencing with my motorcycle. I flattened every tent I came across and to my dismay upon logging back in today they are back after server restart. So today my friends and I will attempt the second test of 1.7.2.6 and manually remove illegally duped items from tents and dispose of them in game and save the empty tents. I presently have no solution for removing wire fencing, sandbags, or hedgehogs permanently. I would like to suggest that these server side obstacles be made removable by player action with appropriate tools. As I understand it they will magically disappear after a period of time through no action whatsoever. This inconsistency does not invite me to attempt a player built base, knowing that it would disappear after a week or so of its own accord.
  20. I think the gear economy in game would benefit from some checks to the practice of spawn farming. Instead of players sitting in one location and piling trash loot on the ground outside of spawn buildings and diminishing the rarity factor of rare in game items. I would propose that a player close enough to spawn the zombies at a location would halt the respawning of gear until the zombies despawn from that location.
  21. T.G.

    1.7.3 - Lets Wipe the Hive

    Yes please fresh clean start for all, it is still an alpha they can blame it on the transition from upgrade data misdirection or some other witchcraft. If nothing else I am sick of every single doorway being swamped in hedgehogs, wire, and sandbags.
  22. T.G.

    DayZ Cow Level unlocked

    Cute. I understand how flashlights work. I was trying to briefly imply as others have now as well that:A) A player walking out of the industrial area of northwest airfield with a flashlight activated at night is not the smartest tactic and makes the viewer begin to question the legitimacy of your play. B) When said player first encounters an obvious irregularity in the game, which could only be described as a hack, player shows no concern for further complications from hacker. Maybe it is one of those "good hackers"? Maybe they are going to give you an AS50, but only if.. C) Player accepts challenge? So after a and b the player seems suspect in both motivations and legitamacy, but after they begin wasting ammunition (head shots work on cows too) there is no doubt in my mind that this is a hoax. There is no logical story to expain why a rational player would behave in the manner portrayed. The video strikes me, and obviously others as well, as a cry for attention from a player who has exploited the game mechanics for too long and is bored with the game. This might seem too harsh and personal, but reread your comment above if you are in doubt as to when this got personal. My favorite part of your video, just so you know I did watch it, was around 5:54 when you pressed P to quickly check that you were still the only player on the server. Cute.
  23. Stops? This is the debatable, while it might stop it for one player it does not stop a team of farmers. I would continue to encourage a solution that would favor moving players across the map in search of gear instead of allowing for them to hover in one location and still meet all their survival needs.
  24. Yes I do understand that many places that are currently high traffic areas might not ever get a respawn until the server restarts. I do not see this as a problem. I see this as adding a challenge to a survival game. This does not exist now as far as I know, what does exist does not work as you have described. As I have described the zombies would be the key. Zombies spawn in when a player reaches approximately 200m from the gear spawn. When they despawn seems to be related to other variables. Removal of gear from the location would trigger rerolling percentage for new gear only if the variables of zombies clean up, player distance (all players) and time (again for all players) are met. While I agree that with loot spawning at set locations in the game the practice of loot farming might be impossible to stop, it can be made much more problematic for a player or players bent on camping one location to nullify the rarity of rare items. It seems like in this sense the design for helicopter crashes works so much better than generic spawns. This proximity check would not stop gear from being infinite, but it would make it seem a great deal less infinite and therefore more precious to players.
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