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zybul

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Posts posted by zybul


  1. Yes.

    There is already a problem with too much ammunition and PVP so this would balance it out PERFECTLY.

    Me me likes dis.

    I really think matters of ammunition and PVP are probably regional... i.e. I don't see a lot of ammo/relevant weapons and/or PVP near the coasts or "down south"... having not survived more than a few hours at a time, I can't speak for what is in the big cities and/or the north, but I can certainly say that finding a gun let alone another player is usually a big deal...


  2. If I've got a hatchet, I'm pretty fearless - it lets me kill zombies with impunity. My best run was when I found a hatchet in one of the villages down south and just kinda- stealth rampaged, killing zombies. If I found several, I'd duck down, but I'd go in and fight them one-on-one pretty wrecklessly. Best run I ever had, and I can't remember if I ever had guns. It ended up with me crawling for a couple hours with a broken leg after one lucky swipe from a zombie, until I got near the top of green mountain and had my flashlight out for some stupid reason instead of my hatchet - got hit a couple more times, went unconscious, died.

    But more generally, I've yet to encounter any players really out in the open on the roads and/or near the coast. Even in small towns. I usually run pretty freely until I near towns/buildings/where zombies usually are, then I drop to crouch and prone crawl for sneaky business.


  3. Just loot military buildings. (Fire stations. deer stands. military tents) as for the ghillie suits, loot residential (houses, apartment buildings etc)

    Everyone else, Im loving the feedback and additional ideas. a shambling walk animation would be a GREAT implementation as well!

    I kinda figured thats where the gear would be... just places I don't get close to because I die. Frequently. XP


  4. I like the idea of diversifying zombie types - crawler/hopper/shambler/fast zombies - so that they are actual types and not just the same basic zombie that can switch between movement types.. it is sort of crazy to see crawlers suddenly get up and rush you, or shamblers to stop, get down, and crawl under things (I'm not familiar with most undead being this versatile - runners, I could see things like jumping/climbing and being more mobile). Swimmers/climbing zombies also seem to be somewhat out of place, but again, I understand running a lot of live mobs shambling in the ocean taxes the servers, and also that people too readily probably shimmy up ladders to "get away" from zombies... although its weird I see climbers in doors, but not outdoors...


  5. I'm ok with that too. My issues with the bandit/non-bandit gameplay is mostly related to the fact that being a bandit is easier AND more rewarding. Weapons and ammo should be 1/10th as available as they currently are, and finding sniper rifles and ghillie suits are way, way too easy. So you have a lot of bored, heavily armed bandits, and not much to do with other survivors.

    I'd be interested to know where all these Ghille Suits and Sniper Rifles are... probably far away from anywhere I've managed to get to in the last five days... XD


  6. I don't thing it should work with zombies they like to eat you even if your dead.

    That was kind of my initial thought, too...

    However, what might be interesting is that players could cover themselves in gore ala Walking Dead and move slowly near zombies and thus be "safe" in their "guts suit"... of course, you might then look like a zombie to another player... costs/benefits...


  7. You seemed to miss my point. It wasn't that it shouldn't happen, but that it won't, because people aren't going to give their time to stand around doing nothing. Also, if you don't like having to crawl around to get loot and whatnot, DayZ is not for you.

    I apologize for not being clear on what I meant. Essentially, I was proposing that any sort of "safe zone" - if we do have one/need one (which is an entirely different argument and one in which I would probably say we don't need one), needs to be player driven and maintained. Should it be easy? No. Would it happen frequently? No. Should it? No. But IF it were going to happen, it'd need to have some kind of associative costs/price to maintain... honestly, I don't think a "safe" zone, at this point in time serves a lot of purpose either.

    As for crawling, yeah, it can be frustrating at times, but it doesn't mean the game "isn't for me"... I just go do something else or decide to just be a little reckless and see what happens. ;) A fresh spawn has little to lose!


  8. The main problem with this player create safe-area-paradise-thing is that people don't want to spend hours of their day standing around at a gate, looking for zombies or bandits. At this point, it literally becomes a job. It'll be fun for about two hours or so, until the "guards" get tired of guarding, and the traders get tired of standing around doing nothing.

    Sometimes neither is spawning with nothing and having to run/twenty minutes or crawl for 30 minutes trying to get to a loot structure only to find nothing... or an hour running to another map point, only to die... but a player maintained safe zone WOULD be realistic. I think the best way for something "safe" in DayZ to exist (semi-permanently) is to have it come at the price of some sort of player engagement/maintenance if it were to happen at all...


  9. I found loot. I hope you enjoyed my epic tale of loss, love, and betrayal.

    Oooh! -swoons-

    It's like the time I found a perfect condition old bike after spawning in near the lighthouse by the coastal airfield. Best spawn-loot I've ever found. I road that bike into the ground... and then fell into the mouths of zombies.


  10. I will have to check out Rocket's presentation, but something they pondered on Weekend Confirmed was the idea of players creating and maintaining zombie free zones themselves - rather than having a "safe zone" permanently, players could, if they worked at it, establish areas free of infestation through the placement of the appropriate fences and defensive perimeters, maintained by continuous player occupation... which then makes me think about how this could become a dynamic with infection. If you create safezones dependent on player vigilance/maintenance, it makes the tension and fear for losing that "safety" if some player corpses spawn zombies... I dunno, I'm probably reinventing the wheel someone else has thought of before. But that was my thought.


  11. After my last character died, I found myself respawning, AGAIN near Tulga/Three Valleys. Being a nooblet, I had wandered aimlessly not too long ago (read: earlier today) around Southwest Chernarus before dying on the road to Kamy - near dehydration, just lost all my stuff in the water - cruel ironies of life. So I respawned, saw where I was, and cursed. Back near Three Valleys.

    Knowing a little more now, I skirt past the little cluster of houses near the coast and head into three valleys, lucking out with an Enfield inside the warehouse up the road. Problem? One shambler, one squatter, smack dab in the middle of the warehouse. I skirt past them, rolling occasionally, hoping to get to the loots on the other side (didn't bother to go around outside, since a couple other Zeds were loose). I freak when they notice me, then keep calm, get up, and walk over to the rifle, load up, and cap them. I hold my breath. Silence.

    I peak out. One guy is shambling my way, so I duck back inside and take him out quickly. Feeling good, I head up for the barn in 3 Valleys and after some schenanigans, I find the barn with not one, but two rifles - another Enfield, and a shotgun, along with some essentials. Ecstatic, I quietly extricate myself out, noticing four zeds wandering around out front, so I go the other way, back towards the coast. As I head for the gap in the fence, another shambles in front of me. I turn right to go behind him and around, when another zombie @$%^ing spawns in front of me. I back up, go out towards the road in front of the barn, only to see a squatter amble by. I freeze, back up, try to back out my original exit. As I crouch-run to 'safety', I hear the hungry growl of the ghoulies...

    Who says DayZ doesn't have a dark sense of sadistic humor?

    FML, but it was deliciously evil and worth it... makes the game feel more "alive", even if it is 'random'... right? ;P


  12. Hi Ace.

    I just started playing a few days ago myself after hearing great things through the RebelFM and Weekend Confirmed podcasts, and am interested in partnering up with other new players. I can run skype for voice communication and am flexible on servers - I'm west coast but I have no problem with Central servers.

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