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Hide "so and so was killed" messages
keep_pabst_blue replied to unclegus's topic in DayZ Mod Suggestions
Unless you are a person who aims for a high score in pvp murders...in which case you would stop playing the game. Do you want people to stop playing the game? I have no murders, btw, just find your proposition a little narrow-minded for lack of a better word. -
There's the Coyote Backpack. 24 versus 20 on the Alice. It looks kinda like a camping pack.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
keep_pabst_blue replied to Denuth's topic in DayZ Mod General Discussion
I agree with everything you said. There are additional glitches, but there are the most egregious for me. However now that I've swapped my Enfield for a Winchester, I can shoot all the Z's I want and almost NONE of them alerts. It's very nice! Quieter than Makarov, yet still gets single-shot kills. -
So true about movies/games and silencers. A silenced shotgun or automatic rifle is MUCH louder than you'd believe watching movies and playing games. Cool pistol video too. Very nice demonstration of this fact.
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Sneaking Up On & Distracting Z's Discussion
keep_pabst_blue replied to keep_pabst_blue's topic in DayZ Mod Suggestions
Interesting...do you mind me asking how you target with your hatchet? Do you use 1st person or 3rd? Do you aim for head? I'm just really struggling with the timing of the melee executions. Thanks for your reply! -
I want to throw a couple suggestions out for new sneaking/distracting zombie tactics. The smoke grenade is GREAT for distracting Z's, but I have a lot of problems getting bottles or cans to properly clear a room or hut. Distraction: I suggest some kind of firecracker that has a smaller sound radius than a gunshot, but attracts Z's temporarily. They wouldn't get "fixated" like they do on smoke grenades, but it would allow you to sneak into a farm/house. You'd then need to sneak out or distract again to clear a path. You'd pick up ten-packs, like flares/chemlight, rather than singles like smoke. Sneaking: If you have a hatchet/crowbar, I think you should be able to sneak up on Z's carefully. Once behind them, you should be able to perform an automated kill as a selected scroll wheel action. I suggest this because melee is very difficult to pull off without getting swatted first today. I realize this could be difficult to implement currently. I have no idea what the engine would allow in this regard. What ideas do you guys have for distracting Z's? Any successful tactics you care to share, please include. So far I've had some success with flares, great success with smoke, and little to no success with can's/bottles. With buffed Z's I feel like we could use more sneak/distract abilities.
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Hatchets as a secondary weapon (pistol slot)
keep_pabst_blue replied to Ozast's topic in DayZ Mod Suggestions
This is somewhat related, but what if you could sneak up on Z's, and select a silent takedown as a scroll wheel action? It would only really work on the lumbering Z's - I can't see sneaking on hoppers or crawlers. -
Hatchets as a secondary weapon (pistol slot)
keep_pabst_blue replied to Ozast's topic in DayZ Mod Suggestions
Dude, it's a "hatchet" not a 20kg Axe. *sigh* What an idiot. A hatchet IS a one-handed weapon. EDIT: I saw your retraction too late. Sorry. Anyway, we should definitely be able to use crowbar/hatchet without freaking dropping a rifle (or loading into pack if you have a big pack). -
Jesus why is everyone so bitchy and rude on this forum. Try not being such assholes. I agree with OP that you should be able to use an hatchet without sacrificing your primary weapon to the glitch gods of dropped weapons. Hatchets should take up secondary slots anyway, IMO. Just because you're an early adopter of the game doesn't give you the right to be an asshole to newcomers that make suggestions to make entry in to the game more enjoyable/accessible. Grow the fuck up.
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You're right. Developers of games should never do things that are hard. Actually I think what OP is suggesting would essentially be an entirely new game, or a full-price expansion pack. DayZ is a mod, not an expansion. You cannot possibly expect a single developer to create a 200+ square km map from scratch on his own. Seems to me this undertaking would take at least a year - I say let's focus on fixing the current game.
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Canned Fruit! (And all the implications there-in)
keep_pabst_blue replied to urspider2018@gmail.com's topic in DayZ Mod Suggestions
I've never survived long enough to get scurvy. On the topic of food though it seems food should be a little more readily available. Or at least we could start with matches. I just lost a really good character because of hunger. I spent about 6 hours hunting for food and found none. I was far northwest and searched NWAF, and nearby villages. Nothing. It all happened because I ate a can of food and it glitched and didn't "feed" me or recognize it. I logged out/back in, and still had hunger, and my food was gone. Real shame. I think food should spawn consistently in certain places - maybe homes or or something. It just seemed like such a stupid way to lose a really solid character. -
I like this suggestion. Using the axe in general seems really cumbersome. Seems to me it's more fitting to replace secondary slot than primary slot anyway. It's a shame you can't really "sneak" up on z's too. A silent "splinter cell" style execution would be awesome and is standard fare in most zombie fiction.
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Liberation! (Mechanic of reclaiming towns for Survivors)
keep_pabst_blue replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
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Liberation! (Mechanic of reclaiming towns for Survivors)
keep_pabst_blue replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
I was actually discussing what could make DayZ more fun with a coworker today and I started thinking up a scenario very much like yours. However, I would suggest this. There is no "minimum" player number to take over turf. Like in gangwars in GTA San Andreas (sorry for the unfortunate example haha) the zombies are a "gang". A single player can enter a small town (cities would have many sectors - for example the "factory could be one sector, or maybe a small block area) and kill off the zombies. That area is neutralized but zombies keep coming from surround block areas. Of course, small villages or single farmhouses would be easier to take over because there is less spawnable area surrounding them (forest, plains, etc.) This would require a large team to take over large villages/cities, while a single guy or a friend could take over a small farm in the middle of nowhere, or maybe a deer blind. This accomplishes two things. One, you don't NEED 15 people to stall zombie spawning. You could take over a farmhouse momentarily, kill the zombies, raid supplies, and GTFO (then zombies resume spawning of course). Or you could wait there for your newb buddy with no supplies to come get some stuff. Two, you don't need to write a crazy "horde" script or "town" script. Just pause spawning while people have cleared it. I think "held" areas SHOULD spawn new items. This will not only give you a reason to hold areas, but also give bandits a reason to try to raid. While bandits earn "negative humanity", survivors that hold secure areas could gain "positive humanity". I think there needs to be a REASON to kill zombies and help people. Very well fleshed out original post/idea, compared to my rather rushes suggestions, but I think this kinda of "territory" gameplay HAS to emerge to keep players interested.