

kosh
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Remove it, along with most of the other high-end military gear. Add variety to the more common, less sophisticated guns/weaponry.
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Feedback on status of infectious diseases in DayZ
kosh replied to rocket's topic in DayZ Mod Suggestions
This will be a huge cultural and behavioural shock for the playerbase to have to cope with. The potential for blowing open an entire genre is pretty epic with how this could work - and be tracked and reported, that would be absolutely fascinating (and better happen)...if Rocket thinks he has interview request issues now.. lol. Some thoughts: Gameplay-wise, I agree with this. But I have to call you out on this because I know you know the facts better! Diseases do not survive within a corpse for very long, the article you linked to on Redit quoted I believe it was the UN as calling it a "negligible" factor. Just wondering your thoughts on this, as I was planning on asking how this impacts the infected in the game (since they are 'infected' as opposed to walking corpses; ie can they also be carriers). Again for gameplay reasons, ie suicide, I can easily let this slide but I'm just curious :) (EDIT: I should add for clarity, a disease wouldn't survive on an item for long either if it doesn't find a host to survive in.) Skills/traits - possibilities for things like being able to more easily identify infected people, bad food/water sources? Depends how the whole system works of course. The diference between a good doc and a bad doc could be pretty drastic... I wonder if consuming the wrong type of meds for what you have would make you worse off..? Medical pamphlets - hastily made printouts covering the basics of the most common infections (as from the whole zombie thing) occurring before the complete collapse of civilization that the player can find? maybe piece together? not sure how much I like that myself to be honest yet, but not sure I like having to alt tab into wikipedia all the time either. I like my immersion :P Keep up the great work! -
Did Rocket not make a comment during one of his stage appearances about diseases being spread through unsanitary conditions? I think specifically he mentioned Cherno and basically the "what if" scenario where there's a higher concentration of players there and so a higher concentration of shit/filth/etc, and the result being a higher chance of catching an infection or disease in the game. It's a pretty intriguing idea to try and implement... definitely an "only in DayZ" type of game mechanic lol..
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I put in several hours yesterday with a buddy, we hadn't played DayZ (Chenarus) since August-ish and this seemed like a different enough map/settings to give'r a go. We're glad we did, it was fun with the lack of food and med supplies, and I got the shivers for the first time ever in DayZ. I've read others saying players are more friendly on this map, but so far I've ran into 1 friendly and 3 people who KOS'd me. It's a great adjustment to the DayZ formula that I'm sure the dev team are paying close attention to for the standalone. It'll be fun for a few more lives and make us anticpate the SA release even more.
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Consolidated Weapons/Equipment suggestions
kosh replied to rocket's topic in Mod Announcements & Info
Lots of great ideas and suggestions. I'd like to start with a wooden paddle, because I think it would be neat when you spawn on the beach to have a beached canoe which was your means of arrival on the island. This ties into an overall suggestion of getting a very small selection/choice of starting gear that you perhaps packed up before you set off on your voyage to a better place... but most supplies were used and/or lost on your way to this place. Also, this way you could also spawn with a friend as you both could have been in the canoe or whatever small craft you want to use. Personal story-wise, this would account for starting on the beach and not being familiar with the geography of the place. But I digress... So then your starting weapon would be a paddle, then you go a paddlin' your way through the hordes of undead. Maybe the paddle would break after some use, and then it could be considered a wooden stake, which leads me to the thought that it would be cool if the melee sytem characterized different attack types basics on weapons: - stabbing/piercing weapons like a spike, spear, knife, etc. These would be high damage, slower attack to jab in and then remove. One hit kill with a stab to the brain. - swinging blunt force weapons, like paddles, baseball bats, wrenches, etc. These would be lower damage, higher attack rate with the swinging. Knockback and/or knockdown. -
Looking for Private server to play on with chill people.
kosh replied to Danop21's topic in DayZ Mod General Discussion
Even if you did get on a private server there would be no point in setting up camps etc, because eventually the server will be blacklisted from the HIVE and your saved characters and tents will no longer be useable there. It's amazing (or just sad) how many admins never read the basic hosting rules and are locking their servers. It might be taking the DayZ team a bit longer to get through the servers because of the sheer number of new ones in the past few weeks, but once their turn is up the admins are going to feel pretty stupid for not reading a few basic rules. -
Err wait, so you mean you guys AREN'T carrying around portable bar fridges?! Man I dunno how the hell you guys are surviving out there O_o
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How do you password protect your server?
kosh replied to EpicScout's topic in Mod Servers & Private Hives
I'd suggest you go to the server forum catgegory and read up on the server hosting rules.... particularily the one about how locked/passworded servers are against the rules and will be blacklisted by the devs.. -
Throwing a can at the very end window has worked for me every single time I've done it.
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Kill the server hoppers while they are loading in. Fuckers deserve it.
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Tool belt items share the 10 item limit with weapons FYI.
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Do you think there should be more vehicles?
kosh replied to Kiro (DayZ)'s topic in DayZ Mod General Discussion
I have no idea if the spawn rates should be increased because on most servers they are being hoarded by clans or small groups so I never get to see/feel out what the spawn rates are actually like! I've seen 1 bus and that was being used by a clan. If anything, I would like to see hoarding addressed and then maybe we can talk about spawn rates. Maybe at least increase ATV/bike amounts of servers to more players a chance to check out what vehicles are like :/ -
One of the first things we taught our new friend in the game is using middle mouse to CLICK those options too, NOT use left mouse button! He put a revolver round into the wall right beside my buddy's head because he was left clicking the mousewheel options lol..
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I've found since this weekend 1.7.2.3 that it's taking me now at least 2-5 minutes to load into a server. Earlier in the week it was >20-30 seconds. As a heads up, I was spawned in waiting for my friend to join me and I saw his character enter the world and a few seconds later I could interact with him - but he was still loading, probably another good minute if not 2. He was standing straight up zombie/bandit bait. So just be extra careful with your logout locations (I like this delay because of the chance it could hurt server hoppers).
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UnderGround Base or Living Area Disccusion
kosh replied to logan23's topic in DayZ Mod General Discussion
Rocket said he already tried the above ground structures and it cluttered the world too much. I believe he also mentioned he already has some sort of security/lock system that you can actually write the code for in-game, and then another player can try and hack his way through it. Not knowing any programing whatesoever I would probably just bash it with the axe until it opened:) Other thoughts/comments: I like the idea of gas or electric powered tools being needed. Needing to harvest wood to use as support beams underground could be interesting. Would depend on how the mechanics of actually digging out and creation works. Removal of dirt might be too tedious for my tastes. Solar panels in addition to generators? Pros and cons.. more visible (esp from the air), but no refueling needed.. Hydroponics: would be neat, especially if you could loot rare and high quality seeds. Perhaps some plants could provide medicinal remedies as an alternative to needing to always raid hospitals. Respawn: This may not be within the concepts for the game, but I really would not mind respawning inside my shelter rather than the beach. If I've got the shelter to a point that it is livable then I have most certainly paid my dues in the game...respawning there instead of the beach would be a huge relief to the start over fatigue. Could entrances be big enough to drive vehicles into? mostly comes down to how the doors will work? Lots of interesting ways this could be done, Looking forward to hearing and discussing more as time goes on!