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Everything posted by jubeidok
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Is this hacked or legit? Holy shit
jubeidok replied to dilorenzovictor@gmail.com's topic in DayZ Mod General Discussion
It's more than possible to have a vehicle or tent loaded up with all that stuff. What leads me to believe that some of it is hacked in though, is that it has no wheels. The user is most likely shooting the wheels out before he logs so no one can drive it away, then spawns in the wheels he needs the next time he is on. Just like how most helos you see flying around a map were not legitimately fixed and fueled. Takes a lot of time to do for real. -
I've been playing games for a long time, a lot of them being online games. Never have I seen a game that got splintered into so many different variants of the original variant, mods of the mod. I look at games like Fallout and Skyrim and they have tons of mods, but they are all mods of Fallout. There doesn't seem to be any abundance of mods that are just re-modded versions of a popular mod. I'm curious if anyone else out there has experience this happen to a game before? Even though the mod still ended up being highly successful and spawned a standalone, I don't think this trend was very healthy for the mod and may even effect the success of the standalone. I feel the general community, not the hardcore that know the difference between a DayZ Origins and a DayZ Epoch, but the less informed users have become severely splintered. To the point where there are so many different play styles that equates to so many different expectations of what the DayZ Standalone should offer. It may all just lead to a lot of rage come standalone time. I guess we can only hope that none of this has affected the development of the standalone. Hope that the publisher isn't feeling any pressure to appease all these different groups. What does this trend tell us about how much playing DayZ affected people? I 100% believe that unofficial, server side modded versions of the mod were spawned out of sourness. You join a private and start with a machete? The server owners are probably pretty sour that they never found a machete in all their time playing public. Start with a Dew and they never found Dew. Servers that have you starting with all the gear, and decent weapons are indicative of a user that feels like they wasted a lot of time in the past, only to be be shot in the back. Then the modded mods came along. I think this is a result of two things. One being the discovery of Arma 2 and all it has to offer. People started digging around in the editor because of DayZ and what did they find? OMG, this thing has air lifts, C130's and auto refueling! Two, I feel is indicative that a large portion of the DayZ community doesn't really like what DayZ is. In fact, I find that all this stuff as a whole is evidence of a large portion of the community playing a game because it is popular and not because it offers what they are looking to get out of a game. I'm quite sure if you were to thoroughly analyse and dig deep enough, you could tie the spawn of every DayZ mod to some form of feeling of loss from playing the original DayZ. Thoughts?
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If you manage your player positioning within the camp you could theoretically stop zeds from spawning inside your perimeter, as the zeds have a min distance around a player that they are allowed to spawn. So with Green mountain as an example, placing a people in the four corners/sides of the inner fence would stop zeds from spawning inside. OH, and probably one on the tower.
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I used to try and play on first person only servers as much as I could, but they slowly faded away. I had been playing in 3rd person for so long now that I hadn't forgotten how much more intense it is when you play strictly in first person(even if the server allows 3rd). Looking over your shoulders to see if you are being chased, while trying not to run into anything. Even the views you will get looking through cracks and wedges and stuff. It's all just a little more immersive and a little more rewarding. So, if you're looking for a new challenge, try it out. Force yourself to play in first person only, even when your opponents may be in 3rd. It's also pretty crazy with the new zeds, they can seem to come out of nowhere in the woods. =P
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If there never was a 3rd person option to begin with, I don't think anyone would have ever have started the argument that the game should have 3rd. All reasons for turning to 3rd person are purely justifications for not wanting to hand someone or something else the possibility of having an advantage over you. If I take a look back, I realize that the reasons why I started to use 3rd person more and more as I played the game were all to overcome something that was giving me problems. When playing old school DayZ you pretty much had to prone everywhere if you wanted to live. So stage one for me was; I'll only switch the 3rd when prone in the grass. I felt that your field of view from the prone position is like having your chin attached to the ground, it was just too low and kills your spacial awareness. The reality was, zeds were dangerous enough that I didn't want one getting too close to me without me noticing it so I chose the comfort of the relaxed 3rd person perspective. Now I could see prone zeds snaking their way through the grass along with me. Stage 2 was when taking cover behind bushes and low rocks, barriers and fences. I justified going into 3rd in these situations with the reasoning that when really sitting behind a bush, you would have much greater control on where you could put your head in order to peer through spaces in the leaves. The same went for looking out windows and doorways. The reality was me just wanting the comfort of being able to see clearly, beyond the obstacle, so I could more effectively identify any possible threats. By now, the game is a lot more popular and I've been blind sided enough times to make it to stage 3. And that is; It's most likely what everyone else is doing, so if the server has it on I'll use it. For me, that was my worst stage, the worst reason to do anything. Then I found a hardcore server, US Chicago 10. Played on that as my main for quite a while before it disappeared. Then came stage 4. I finally decided to shell out for the add ons, high res players skins. So my new justification was; I wanted to see the pretty skins I had payed for. From there I eventually ended up back in 1st by choice and resulted in the OP.
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I think too many people see something like that as needing to be enabled through some sort of game mechanic. I think the mod does plenty to let players attempt such a thing, like barbed wire and sand bag walls to let you close off areas and gaps in fences. There are lots of nice little areas that are quite suitable, but the fact is, it would take time and work to set it all up and make it work. I think that, coupled with how easy it is to break into such a place by simply logging in to a different server is what stops people from attempting in game, self governed communities. I believe early versions of the mod did have some people try this out on a few servers. I've heard of one at Factory, Devil's Castle and the bombed out church south of Goglovo. Unfortunately they were all quickly abandoned due to the internet dick factor.
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Melee Weapon Quick Switch Help/Advice
jubeidok replied to r4z0r49's topic in DayZ Mod General Discussion
I think that everything with the animated version seems fine for what it is. There are a few little animation bugs, but can be avoided ahead of time if you are aware. The switch is basically a matter of getting to some cover and tapping a button, doesn't take too long. It currently even seems to handle changing your mind well. So if you press 1 to switch the main then quickly press 2, the player will go directly to pulling out the sidearm instead of finishing the swap to main first. It might be too late for this kind of stuff for the mod, but ultimately I would want to see making a sling as a crafting option. Thus allowing you to quickly change from your main. Prior to having a sling, I have to ask myself, where am I putting this weapon in order to free up my hands? If it's attached to my bag or in it, then I would like to see the player have to access their inventory to put the gun away to switch the any other weapon. Other options may include; holding the main in one hand while holding the sidearm in the other. For this to be believable though, you would have to take a serious hit to accuracy. Another option for me would be to drop the weapon on the ground. Obviously this isn't a way you would want to go unless you can ensure a safe transfer of the weapon to the ground without a high rate of magical disappearance, but it feels like a logical thing to do if you are rushed. Here i am in this firefight and fire my last round of my AR, I then quickly drop the gun in front of my and pull out my sidearm. Once things calm down I can then go back to retrieving the gun. Another gun related crafting option that can be used to alter the speed of a player's draw could be a holster. Have your sidearm in a holster instead of a belt and you can draw .5 to 1 sec faster or something.(just a little side thought) Either way you go, no insta swap please. Just feels to 90's for me. Ps. If you go towards making the player mobile while switching, please add a low percentage chance of dropping your weapon in the panic. -
Base building - Why is it so important to everyone?
jubeidok replied to m.cab's topic in DayZ Mod General Discussion
Because some people got it caught in their head that you would somehow have time to spend half your day building structures in a world where there are already plenty of standing structures that one could fortify. Somehow a bunch of less than apprentice level carpenters are going to build something that is more impressive and structurally sound than anything already standing. Hmm, go figure. -
Nothing I love more than chopping trees for half an hour.
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Making the mod super hard is the wrong way…
jubeidok replied to m.cab's topic in DayZ Mod General Discussion
Maybe what the game needs is a P button, press it and the game plays itself for you. -
This happened quite a while ago, but just rediscovered it on my phone. Some dude turned me into a chicken and proceeded to waste his own time staring at me, while I decided to play a lil xbox. I'm sure he was expecting me to be full of rage, but I will not give it to them.
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What will be the first thing that you will do in SA?
jubeidok replied to Malvarik's topic in DayZ Mod General Discussion
Disappear. -
Ya, 90% of this game's problems occur between the chair and the keyboard.
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Zombies 'fake' hitting - squatting, falling over - Known bug?
jubeidok replied to kander's topic in DayZ Mod General Discussion
I understand the frustration with comments like that and guys like me. The post was really out of my own frustration, as I feel 1.7.7.1 should have been reverted just as quickly as it was released. A lot of the servers and players out there just go with the latest, they don't follow all this stuff. I had wanted to fear zeds again for so long and finally had a taste of it and it was sweet(some might say bitter sweet =) I apologize for getting you all riled up there(oh, and I took ur advice). -
Zombies 'fake' hitting - squatting, falling over - Known bug?
jubeidok replied to kander's topic in DayZ Mod General Discussion
Dude, the zeds are so broken in 1.7.7.1. It's funny, people acted like they were so broken in 1.7.7 that a near immediate hotfix was release. Seemingly with it's only reason being to break the zeds. Now, they know the issues, have stated it was a bug that got by them, but no effort to get a hotfix out asap. So now we have zeds that can barely give chase, often get caught in some twitchy loop, barely ever hurt you or cut you anymore. It's f n ridiculous. At this point, seriously, why are they even there? -
All about DayZ Standalone in one Thread! Pics,Vids and posts.
jubeidok replied to Aporis's topic in DayZ Mod General Discussion
Does anyone know if you will be able to bar doors shut? -
Cant understand KOS moaners :s
jubeidok replied to jaytmuk (DayZ)'s topic in DayZ Mod General Discussion
Hmm, I'm surprised there is no mention of The Last of Us in this thread. Great game and has some interesting moments in common with this topic. I find it's funny that these discussions still take place though. As the number one reason for KoS is that the zombies are retards. 3 days, we had 3 days and it was a clear as day change in in-game attitudes. Ah, the joy of distant mak shots, how I miss thee. When the zombies aren't retards and can potentially end you if they get their hands on your greasy scalp, KoS will be far less common again. Oh, and part 2... Who here KoS' without staying outside the zombie spawn radius, thus making it an easy job to track and find targets? Can you imagine what would happen if they ever released a patch where even players hiding in bushes would have to fear zombies? Oh wait, that happened. What was the result again? -
Berezino: The Best City in all of Chernarus?
jubeidok replied to TheRaptorFence's topic in DayZ Mod General Discussion
Loot cycling is for pussies. Try playing the game for a change. -
Berezino: The Best City in all of Chernarus?
jubeidok replied to TheRaptorFence's topic in DayZ Mod General Discussion
Ah, The Bere. I also like how it is separated into 3 distinct pods, spread out between some 100-200 yard dashes through open fields. 3 groups could theoretically be operating in these 3 different pods without knowledge of the others presence. You have the upper pod, which is the hospital/store/coffee shop area. Then you have the middle pod, ranging from the store/apartments down to the mil tents. Finally you have the lower pod, from the lumber mill to everything north of it. That's another set of apartments, piers and plenty of places to catch a nice birds eye view. All pods do have views of the others and it is quite possible to have firefights between any of the 3 pods.When it is clear, you can sit in the back room of the coffee shop apartments and snipe all the way down to the power station. Plus, there are some really great hiding spots and lookouts in the area. It really is Chernogorsks best kept secret. -
Suicide in DayZ and why it's important
jubeidok replied to TheMachine's topic in DayZ Mod General Discussion
I don't get the issue so many have with giving the player the freedom of choice. Especially since the only reason seems to be that they wouldn't want to lose out on a precious kill. Are you really that angry at the world? I would choose to look at it as, I made that guy kill himself. Cool, saved some ammo. It would please me, would probably chuckle every time it happened. Look, most people are pussies. Let them be pussies while you take pride in knowing you don't take the pussy way out of a situation. Stat tracking could be used here, so you can go online and see who all the pussies are or just how many of them there are. "Them be lookin' like zombie numbers!" OK. Although we can never seem to have enough, enough about pussy. On to the next matter, a lockout timer upon death. First off, like others have said, no way should suicide ever be rewarded over a clean death. Choosing to fight is the choice that should net you the instant respawn. As for the timer itself, the only way I could agree with this is if it were simply for that server. That way you could go on starting a new life on a new server, no pre-knowledge of the world around you, making it feel like more of a fresh start I guess. The problem with this though, is that now a player can start on their progress back to that spot on a new server with the timer likely to be expired by the time they get there and they can now rejoin back by their body(possibly). Now that I've said that, I guess I'm not really a fan of that idea either. You can't erase the knowledge that the player has so no matter what, there will always be people who try to get back to their bodies. I've done it plenty of times. A slip up I wasn't willing to except, a spawn that doesn't deter and a death in a spot/way that people aren't likely to stumble upon. It's hard to resist. I think this is something we have to accept, and if we're not willing to, take matters into your own hands. I for one, will often bury a body when I find one, with the exception being bandits. I don't bury bandits as I want people to stumble upon them and learn their names. How can we make people care about their lives more? Well, I think they already care too much. Just look at the trends. What other shooter have you ever played where people disconnect to avoid death? "Had this wicked round of BF3, maaaan. I went 32-2. It was freakin' insane, and I only disconnected 37 times!" So why don't people care if they die 37 times in a round of BF3, but make such a fuss if they die once in a session of DayZ? I think the game is doing a fine job with making you care. Since when have we ever said no to more though, so what can we do to make people care even more? I was thinking something like mementos could be cool. This would be either something you find or something you spawn with, open for discussion. Think of some generic type props that you can bind to a player. Like a ring, a photo, a pendant or a rock that is just totally neato! This is something you don't want to lose, it reminds you of a past love or a time when everything was great. Players would be able to add an inscription or note. I guess it's really only something that would appeal to role players and such, as it is kind of just placebo. Your head has to do all the real work to make it something of worth. Though, I suppose they could serve as trophies for all those player hunters out there, more incentive to go check the body. -
It's funny. People were a lot more trusting when the zeds were actually a threat.
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<sniff> <sniff> <sniff> Do you guys smell it? I can smell it.
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Cant understand KOS moaners :s
jubeidok replied to jaytmuk (DayZ)'s topic in DayZ Mod General Discussion
I thought this was pretty fitting for this topic... -
Says. Not sais.
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Cant understand KOS moaners :s
jubeidok replied to jaytmuk (DayZ)'s topic in DayZ Mod General Discussion
Although I agree, big deal, you got killed in a video game. Get over it. I also have to ask, what skills do people who play this game to deathmatch/KoS think they possess? I've seen people say that they are really good at PvP and that the people they are killing are just bad and so on and so on. The people who claim they are player hunting, what does hunting a player really consist of? I think we also have to understand there are two types of KoS. I think one type, is just by chance. You're running around scavenging for supplies, run around a corner and there's someone over there doing the same. You see him, he doesn't see you, you make a quick decision. What's done is done. The other type though, is the problem type in my opinion. And that is the type that are playing the game for the sole reason to KoS. Their whole mentality when spawning is to find a weapon, find a player, kill said player. These guys, I think are the ones that just can't play traditional FPS'. You know, like the Battlefields and the CoDs. You see, they can't keep up with the action, everything is happing too fast. Explosions are going off everywhere, there's practically an enemy around every corner and they always know you're there due to UAV type systems and mini maps and this gadget and that gadget. These guys are getting killed every 30 seconds and it's infuriating to them. These are the guys that end a round with like 3 kills, 23 deaths. So now they happen into a game where it's slow, it's calm, they can think and damn, half their targets don't even have a means to shoot back. It's heaven for them. Sadly, these are also the guys that couldn't live a day on 1.7.7 so now we're back to "calm" and "quiet" when it should be a shit storm out there.