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Everything posted by ☣BioHaze☣
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Hero Medic Immediately those are 2 challenging options that don't include KoS gameplay. There is a thrill in just trying to confirm friendly, is there not? When you (and presumably your partner) confirm a players intentions you can then find out what they are looting for. Assisting new players in need was one of my personal favorite ways to interact. In the mod, I once supplied a young british player with food and weaponry by randomly saving him from zombies that cornered him in a barn. He said, "That was single greatest thing that ever happened to me in DayZ!", and ran off without trying to kill me. I've attempted to bring together randoms on one server in the past and successfully had a small group of regulars, all of which made missions together to help the others find something or simply explore and clear a city. None of the above examples include singing around a campfire. Dodging zombies, bullets, and running endlessly? Plenty of that.
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Herein lies your lack of, shall we say, "flexibility"? YES, many players will try to be bandits/killers but to have ANY chance for something else you have to at least try. You may not enjoy the humanistic survival aspects of the game planned for the future. Even as limited as the standalone is now I can think of many other things to do when I encounter another player, other than a firefight.
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Right, and again, like I said, you've brought nothing to really add (other than to deflate the whole topic). Bravo.
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/insert sarcasm That added sooo much to the discussion at hand, thank you. Maybe some people like voicing their opinions, you know, on a public forum..... oh hey, we're on one now! /close sarcasm If I see a thread full of "YO MAN, JUST KILL 'EM ALLLLL!!!!". It can be nice to throw in an alternate point of view.
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My roommate plays with me sometimes and we still don't PK. So the people are of equal value to my thinking whether I "know" them or not. There is a good reason some of us who enjoy this game, do not enjoy the vast majority of FPS games. That's because this game has (will have) more potential than those other games. As far as "dean sorting them out", that's what he's doing with each successive patch; making abject murder less beneficial is going to be a thing in the future. If you add up all of the most important features needing development and polish and try to imagine what the finished product will play like, you will likely come to the conclusion that the experience we are having now is going to be VASTLY different a year from now. So many newer players are woefully short sighted and uninformed. <_< BTW: A big thanks to all of the shooter fans who have poured their money into this survival horror game. You won't be missed when the game becomes less fun for you and you go play Doom/Unreal Tournament/Halo/Wolfenstein ad nauseum.
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I play on low pop servers. I play alone and my microphone is in a drawer. I don't want to set it up every time I want to play on the off chance somebody who doesn't trust my text is going to shoot first if I type. I've always found the whole "no microphone you die" thing to be pretty stupid but I guess it's one notch more sophisticated than the straight KoS'ers.
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I play mostly alone and don't want to be bothered to set up my mic so I appreciate your willingness to let someone even type a response (unlike Khanarak, like the majority of players, they don;t trust someone without a microphone plugged in).... No apologies here, if you play to have a firefight, you play with little imagination, and are in the wrong game. That's fact. Everyone's initial reaction to putting a firearm in their hands in a game is to immediately kill the first person they see. The reasons for this are many and widely vary. DayZ currently has room within it's parameters to satisfy some of the FPS crowd, so the current state of the SA is as you know it (similar to the state of the mod). IF you give any warning you are "ahead" of the general population. One thing you forgot cartire is that a friendly can also offer medical assistance and a much needed second set of eyes and weapons vs zombies/murderers, and allows for greater diversification within your inventories. I simply avoid people and will often choose to run if I can, rather than engage in a firefight. I've had players trying to axe my fully geared character, screaming about needing water, only to be shot dead by me when I would have given them a drink had they asked. :/
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I died from a combination of factors last night but the core reason I died was my own carelessness in-game. I went from the large zombie free northern sprawl/nameless city to one of the towns just south and thought I could sprint leisurely through attracting little attention, but no dice. Apparently I had avoided the whole never ending zombies thing up until just this point because as I tried to gain ground and kill the incoming 1 or 2 zombies I could see, another 1 or 2 was never far behind. Soon they were getting too close for comfort and I took a couple hard and direct hits which began the bleeding. I kept hoping as I tried to run and gun a little, that when I breached the wooded areas, clear of towns, I could find a moment to bandage between picking off zeds/reloading, and switching weapons, again no dice. Honestly, I had wondered why so many people kept ranting on guns being a bad idea/dinner bell in this build and this was the first time using one seemed to backfire on me. Now I'm Fonzie, with a splitting axe, and boonie hat. AAAAAAAAAAAYYYYY!
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A never ending zombie hoard enveloped me last night. No running, no Rambo, no hope. I smiled when I died. "There'sa data wipe a'comin'. I can feel it in my BONES."
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I do not PK/KoS, 2 years on the mod/SA and I still don't do it. I avoid people like the plague and make the experience play out on my own terms. Sound boring? It's my story. I've killed murderers (notice I didn't call them bandits) and fed bambis when I deemed it necessary but mostly it's safer to avoid conflict and interaction in a paranoid world. I've always RP'd survival, regardless of the state of the game. Every person who enters DayZ looking for a firefight has made that decision, because the DayZ storyline is written by the player. As things change, the people who want to play in various styles will have to adapt to the rules. You may play as a murderer but now you need to spend many hours as a survivor, more on the defensive, stock piling the tools of your trade, becoming healthier, and finally finding a worthy target for assassination, and you better get that headshot or no gear for you! Obviously clans/groups will have some advantages, especially considering persistency but a certain BALANCE within ALL of these styles can play alongside each other without the game being solely geared towards a literal hunger game scenario.
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Eh, the zombies I've seen lately DO aggro from loud noises. Right now the current state of the SA is as a shinier version of the mod with some extra stuff here and some stuff taken out there and a host of bugs/glitches. Even the loot economy seems about the same lately. Soon we will surpass the limitations of the mod in many respects and the true vision of DayZ will begin to be realized. I believe A LOT of people who play DayZ for the thrill of the grief/hunt/firefight are going to find the finished product to be A LOT less fun and will slink off to a game with instant gratification.
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bishopomega - that's an old problem that's fairly common I believe. ....I fought off a lot of zombies yesterday. Ever since they announced the coming database wipe, I'm playing a bit more "Rambo style". Playing on low ping servers seems to smooth out a little of the hit detection/recognition. I got blasted by a military zombie, who broke my arm, validating the splint I've been carrying. I played on 3 different vanilla servers last night. On one server all of the zombies seemed frozen until you shot them My observations about zombies and zombie pathing in this current soon to be extinct build are (some of these have already been noted by others or are well known to still exist as problems): Locking zombies out of or into buildings works in maybe 10% of structures (mostly structures built on a level foundation with the terrain/needing no steps to get inside). RE pathing in general: using the hospital and the jail as an example; some zombies get "stuck" at the foot of staircases. Hoppers can climb the stairs in the jail but from what I've seen, most walkers did not. Having many rounds at my disposal I could aggro zombies from afar while killing the ones that came to the foot of the jail house staircase without too much worry as they would neatly line up to be shot, with the odd hopper trying to squeak past. Zombies can see me from incredible distances and I never see a town populated with slow shambling/hopping zombies from a distance (like in the mod). This would improve current gameplay greatly for my style of play. With a view of the pattern of zombies I can plan stealth and attack maneuvers based on zombie layout to improve my chances of looting or possibly clearing a town. I fear that this may not be a reality until the new game engine so I always couch my expectations with each update. Just a few thoughts there, "for whom it may concern"....
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wipe the stable branch clean. DOOOO EEEEET! Mwahahaha! This is why the people who cry about getting glitch wiped are silly. Losing my current character will suck. Helping to fix all these problems, priceless. Thanks for updates and hard work, all!! Pic: I JUST found this in hangar.... Duped, persistency bug? You make the call. Who needs all those Makarov mags?
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^^I was thinking something along these lines. I recently played on a low ping, seemingly low desync server, and felt the zombies were functioning with less bugs. The fact is, the zombies in the mod and the SA have always been terribly flawed. I also believe zombie performance/numbers are a very high priority in development but cannot be properly tested until some very important changes are made first, like the new game engine.
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Maybe I got lucky somehow last night but my last play session was at least an hour. I personally didn;t do anything to fix the DC problem. I merely noticed that Battleeye updated just prior to my being able to play longer. I'm really glad/lucky I have not died or been hit during DC.... Edit: I logged into the same server I was on last night and played for about 2 hours uninterrupted. The loot in the building I was in was exactly the same as yesterday when I logged out. I cleared a the small southern military base and the entire NWAF with little trouble and encountered maybe 6 zombies at NWAF, total. Both military locations seemed to have been looted and no respawn was evident. Zombie interaction is still a little better for me on this server. I really like that the zombies can follow you silently now (you might hear footsteps but no vocalizations), whether it's a sound glitch or not, I have been surprised by a few which made for some fun quick draw situations. Now I've found one of these (construction site) but I already have an FNX with sight....
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I disagree wholeheartedly. In fact, the whole "don't shoot zombies" thing is silly. .22's can be quiet and effective. Once the zombie spawn numbers are up and stealth is more reliably implemented, I will agree. In the mod I often looted larger towns/cities using only the axe just for the reasons you stated. Currently in the SA the broken mechanics associated with EVERYTHING the zombies do makes handling them more than a little RNG.
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It may have been related to battleeye as I was just able to play for an extended period of time after a battleeye update with no DC. Also found a longhorn and I'm not sure I even want to keep it. I have plenty of ammo for the other 3 guns I'm carrying.... It seems really neat though.
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It;s important to internalize that this is a product in development that won't be anywhere near "finalized" for years to come on ANY platform. Ripping on the devs because you get attached to your gear which can be wiped for any reason at any time is stupid.
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Latishia..the heroine we need..or just forest crazy ?
☣BioHaze☣ replied to Hetstaine's topic in Gallery
I did the "forced air out my nose laugh" 3 times. -
I am experiencing this as well. People (including myself) have posted about it numerous times in the official discussion about the current patch.
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Hi! You should take some time to read many of the current official threads on this forum about the state of this Alpha release. Thanks!
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I think there must be some unusual glitch/bug plaguing these official servers today. I am also experiencing DC's 15-30 mins into playing today. Edit: I tried a server that seemed "unofficial" but vanilla and had same DC.
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I keep forgetting to mention an audio bug Ifeel is new to .48 stable. On some surfaces, when I'm crouch running, it sounds like I am the human centipede. Maybe I'm hearing the walking crouch sound played over the running crouch sound when I sprint? I haven't seen anyone else post about it yet and wondered if I was the only on who noticed this.
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The current state of zombies is a little disheartening to say the least. Everything seems to run ok for me right now and I would definitely be playing more if zombies were spawning in properly and not horribly desynced, on top of having completely broken hit detection all around. All these updates are exciting, thanks for all the hard work as always, devs!