CoolNitro
Members-
Content Count
12 -
Joined
-
Last visited
Community Reputation
0 NeutralAbout CoolNitro
-
Rank
Scavenger
-
The definitive VEHICLE SPAWNS thread
CoolNitro replied to MR DELICIOUS's topic in DayZ Mod General Discussion
Spotted an ATV on the main road west of Electro just past the last few houses plus a boat not far from that location on the East side of the lighthouse a little further West from Electro. The boat seamed like it was just out of gas so I'm not sure if it spawned there, the ATV on the other hand was missing a wheel and it's engine was broken it was also out of fuel. -
DayZ player survey | Final results!|868 participants!
CoolNitro replied to eel's topic in DayZ Mod General Discussion
For the question: On average, how long does it take you to get into a game from lobby? On average it's usually really quick for the times when you actually get into a game but for the other times you could sit there for 2 hours waiting for server response and it wont let you in, the rule of thumb is if you are waiting for more then a few minutes it's likely that you will not get into that server. -
Daytime servers are always overloaded.
CoolNitro replied to DaPessimist's topic in DayZ Mod General Discussion
I don't mind night time when the moon is out and it's not raining because at least then you can see just enough to get by but on moonless nights it's way too dark. It would be nice if it was possible to just make it slightly brighter maybe adjust the light levels via your characters eyes so if you are in complete darkness your eyes adjust so you can see a little better then it is at the moment. -
That's the exact issue I was pointing out, it just takes one guy with the knowledge / connections to track him down and turn his practical joke into a real life situation, I wasn't calling out for him to be harmed but giving him a heads up that there are people out there that could go to the extremes to hurt him. As far as the whole in game chat or voip vs TS, there is a difference in that in game voip is for causal chatting with randoms you play the game talk shit and go your separate ways, as for TS its the place most of us go to hang out with our online friends / clan mates so over time it does become a personal place and for someone to join in purely for the reasons to betray you and your friends then too right most people would flip out.
-
-
-
Your first time being a bandit.
CoolNitro replied to Alex LWG's topic in DayZ Mod General Discussion
My first time treading into banditry was less about the robbing and more about being really mean to some poor guys. My first murder was when I sniped some poor guy who was running away from hopping zombies half a mile from me it seamed he had no ammo so I let the zombies eat him unfortunately I think my shot insta killed him. The second murder was much better, same situation as above but this time he had around 8 zombies on him and I shot him in the leg, it was hella funny watching him freak out in chat thinking he encountered a bug that made him trip and break a leg all the while he lay there being eaten. Yea I know an insanely cruel thing to do but I still laugh every time I think about it. If the guys I shot read this I am sorry but if you were looking at it from my perspective I bet you would have been tempted to do the same thing. -
My group experienced a possible bug today, what happened was one player was laying down and another player went to get down near him which instantly caused the guy already on the ground to gain broken bones and die almost instantly. I am guessing it's got something to do with collision detection and is likely linked to the way doors have the same affect.
-
An RP suggestion into combating bandits
CoolNitro replied to CoolNitro's topic in DayZ Mod Suggestions
Yea true I was mainly looking into a possible bad effects for being a bandit I suppose the same system could add some benefits into being a high humanity survivor. -
I know this has been discussed many a time but I think the current system rewards bandits more then the genuine player purely due to the fact that anything goes, this is not a rant about how bandits are bad in fact I love the aspect that players can do as they please but there needs to be a balancing system that offsets the easy acquiring of basic needs items with what I am suggesting is the need to get them more often. Trying to come up with a way to not exactly punish the actions of a bandit but make bandit life harder without adding artificial feeling constraints or rules is a hard task and no one wants to lose the freedom the mod gives us, but as it stands bandits generally have an easier time surviving when everything they need is carried by easy to kill players. So to that I was thinking of a system that could actually work off the humanity rating but with it being more like a mental stability meter, the lower your rating the more mentality unstable your character and the more side effects that could be applied to make the life of a bandit that bit harder than your average Joe. Some possible side effects could include: Almost constant hunger, which means faster food / water usage - Bouts of the shakes, gaining screen shaking at random times which go away over time or use of painkillers to remove which starts a drug addiction of sorts – The effects of the above could get worse as the person progresses lower on humanity effectively making it so that bandits have to work harder to survive and possibly target other bandits since the majority would be carrying the same items they need, the system is a double edged sword however as it effectively encourage bandits to kill more often to fix their needs and the more they kill the more unstable they become. As a kind of reset switch to this I was thinking something along the lines of, if you murder while Red or flashing red on either food or water and eat / drink shortly after the kill you regain some of the lost humanity for that kill ( only humanity lost in the short time after the kill you shouldn’t gain anything if you didn’t kill just before eating ) , this way a player who is not a bandit and needs to kill to live isn’t punished too harshly if they actually gained food from it and an active bandit who is trying to get back on the straight and narrow can still feed his heavy habits without losing all their regained humanity in a desperate attempt to gain food. So basically Bandits who actively kill for fun gain what could be seen as a killer’s addiction in that they almost need to keep hunting constantly to stave off the side effects which inherently will make bandits untrustworthy loners who will likely kill their best friend for the spare tin of beans and those two factors will insure that many players will choose not to go down the bandit path or at least border on a less shoot everyone in sight mentality. As for self defense though I don't have an answer for that one as it would require a detection system for if person A shoots at or near person B and B kills A the system would have to know who shot first among other highly complex things to factor into it. Again I don't want or expect bandits to be punished out right for being bandits as it's a valid tactic that suits the environment, but the balance is off at the moment and I feel a bandit who can gain all the starting goods he needs from freshly spawned players should have some kind of burden on his shoulders to offset it.