Jump to content

zokk

Members
  • Content Count

    33
  • Joined

  • Last visited

Everything posted by zokk

  1. zokk

    Freeside Trading Co.

    Steam: Xenon697 Teamspeak 3: Shylan In-Game: Shylan Forum: Shylan Timezone: UTC -8 Position(s): Organization, Gatherer
  2. Ah, thanks. I guess I missed that post. Is there a confirmed date and time for the meeting yet, or is that still up in the air?
  3. What's the address for the TS3 server we're using for this? I'd like to bookmark it and at least listen in, even if I can't join in the discussion because I don't have a mic right now. Someone should PM it to me; broadcasting it to the entire forum would probably pose a significant security risk.
  4. I'm down for helping with this; maybe in a logistics or fetcher role. I'm not big on PKing, but I could do guard duty as well, if needed; I just don't have the weaponry right now.
  5. I actually heard you moving around just before you shot him. I was about to ask him if he also heard someone moving around nearby, when he keeled over dead about four meters ahead of me. You scared the crap out of me, man. I haven't logged back in since you killed him.
  6. zokk

    The Ban TS3 thread!

    While it would certainly be an interesting experiment to wipe out all meta-coms on say, the hardcore servers, it's totally impractical (to the point of being nigh impossible) to implement and enforce something like that. I'm already running that experiment, though. I don't have a mic right now, and no reason to connect to a VOIP server, even just to listen to other people talk. I'm limited in my communication entirely to in-game 'shouting distance'. I can safely say 'been there, done that', and that sometimes I'm OK with it, sometimes I'm not.
  7. Great... I busted my virtual ass' date=' dead-reckoning (no in-game map, no compass, and no watch) my way through the back end of nowhere for almost four hours, from where I spawned in Elektrozavodsk, all the way to Grishino; only to find out that I spawned less than a kilometer or two from where you [i']meant to have us meet you? Fantastic. Maybe I should just let that PKer kill me and save myself the trip back. It's not like I have anything of value, anyway. I dumped everything, made sure not to pick anything up, and just high-tailed it out to Grishino to be able to make it it time. But what's done is done. Maybe PM me with a new time and location to meet up? I'll be up pretty much all night, too.
  8. We've got a PKer at the rendezvous point. All bets are off.
  9. I'm holed up nearby with eyes on the location. I'll be switching to US Hardcore 2 at 6 PM PDT. Nobody shoot me if I happen to pop up right next to them, OK? And I have no voice coms, only direct chat; so give me 5-10 seconds to reply. Update: I'll be on a little later than 6 PM. I have to go run to the store quick here in real life.
  10. zokk

    [VIDEO] This is why people shoot first

    You know that direct voice chat is volume-based, and only works up to a distance of 60 meters, right? And direct text chat only works up to a distance of 40 meters. There's virtually no way anyone who wasn't right next to you would have heard you.
  11. Why not, at least for the time being, use the vehicles as fortifications for the central trade area? Parking them the right way would provide a barrier or a kind of wall around a small area where players could feel relatively safe and in cover. Parking them in a semi-circle, backed up to the side of a building, would work too. Probably only one guard would be needed per vehicle, to make sure no one steals one and drives away with it.
  12. No meaningful consequences = PvP deathmatch/shoot on sight. In reality, humans are highly social creatures, benefiting psychologically and physically from the company and cooperation of others. In DayZ... Well, here's a quick impression for you...
  13. How survivors should conduct themselves. Just putting that out there.
  14. I just see getting killed by other players as a fact of life in DayZ. I don't fret over it, even if I have good gear on me; I'll just respawn and go explore some other places in search of new gear; it's almost part of the fun for me. They can have my stuff, for all I care; it's not like I'm going to be able to get back to my body and retrieve it in time, anyway. Half the time, I don't even know exactly where I died. They may or may not have earned it when they killed me, but it's theirs now, none the less. What does irritate me though, is when I clearly identify myself as friendly (announce my presence and intent over direct chat when I'm close enough after watching them for a while, being careful not to point my weapon at them, saluting, sitting down, etc.) and they still shoot me in the face, just because they can.
  15. zokk

    More Clothing and a way to differentiate Bandits

    I'm all for having more skins. Whoever thinks it'll be like going back to the singular bandit skin is clearly not thinking it through. With the current system all skins are available to all players, regardless of their bandit or survivor status. All adding more skins would do is just that: add more skins. With more skins, it would actually strike a relatively even balance between those who want a way to ID bandits, and those who don't. I'm a survivor, but I don't care about being able to effectively ID bandits. What I do want though, is a better, more varied way conceal myself in the terrain, rather than only having one or two options to avoid standing out as a moving target because of my default survivor skin.
  16. I've noticed that too. Playing on a local server here on UTC-8, it was night out, about 9 or 10 PM; but looking out the window here, it's broad daylight, not even 2 PM yet. The server wasn't running an inverted day/night cycle, either, as far as I could tell.
  17. I had a look at that before; it's got an awful lot of places for a troublemaker to hide in or take cover behind once they're inside the gate. It'd instantly devolve into an infuriating S&D op if someone smart decided to cause trouble once they were inside. Plus, while everyone's trying to find the griefer, other people would have a relatively easy time getting in to loot or to join in the fray.
  18. There's a super-shed in Stary Sobor that might work. From the upper catwalk, it's got a clear line of sight in every direction for over half a kilometer (and up to a whole kilometer, in some directions) it's easily defensible; it's got good fortification with metal plating, it's just about equidistant from everything, and even has roads leading up to it for easy vehicle access. Only thing is that the nearest water pump is in the back yard of a house a little ways down the road to the west. Just throwing that out there.
  19. I'm just thinking how much of a pain in the ass it would be for the guards to get back to it if they're killed. It'd be really inconvenient to have to walk for an hour to get back to your post from a respawn point. Location is key. Maybe do some location scouting offline in single-player or the editor or the armory first, before trying to set anything up online. Make sure it's in a place that would be defensible with minimal fortification and patrols, but also isn't completely out of the way in the back of beyond, where no one can get to it without walking for half a day. I might be interested in being part of the initiative, myself. Not sure yet, though. I'll give it some thought.
  20. I've contented myself with passing the time by learning how use the editor and camera scripting to make Arma II machinima, at least until the problem is resolved. I have a feeling it's going to take a while, and learning that stuff should keep me sufficiently occupied until then, I'm guessing.
  21. Yep, I tried that too, a couple of days ago. Didn't do anything.
  22. zokk

    View distance capped?d

    I think the servers generally cap view distance at around 1500-1600. It's a good middle ground that both high-end and low-end computers can handle. I don't think cranking it up past about 1500 on the client side will have much of an effect unless the view distance on the server is set higher.
×