Rossanator
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Headshots Required To Kill Zeds
Rossanator replied to I_Guts_I's topic in DayZ Mod General Discussion
Not with the current speed and insanity they move with. You would basically have to either kill them before they see you or sit there and wait for them to stop moving and punch you in the face. -
Why Does Everyone Complain About Being Killed
Rossanator replied to seemingepic's topic in DayZ Mod General Discussion
I think the main reason there's so much complaining about this is that Dayz has attracted so many different types of players. There's nothing else like Dayz out there, regardless of whether you're a pvp or co-op whore. No other game has persistent characters in a large open world, with this type of survival simulation and the exhilaration of permanent death. This is something a lot of people have wanted and Rocket and his team are really the first people to effectively scratch that itch for gamers. The problem comes from the fact that all these people are approaching dayz with different desires and expectations. People coming to play co-op or go on murdering rampages don't really seem to understand the other side's opinions. -
Do we have any advantage over the infected?
Rossanator replied to cowdung's topic in DayZ Mod General Discussion
When starting out with nothing, I find it's not even worth trying to avoid zombies. I just run like a madman around the closest major city and start by checking every large building. If you have zombies chasing you the church is a good spot to go first. It often has a rifle or sidearm and if it doesn't, you can sit at the back, let all the zombies trickle towards you, then run around them and out the door. By the time they turn and get back outside, you should be long gone. Voila no more aggro. Same idea goes for large buildings with multiple exits. It's not the safest approach but I'd rather spend 5 minutes gambling and dying than crawling on my stomach naked and defenseless for 20 mins, only to get shot or hacked to death anyway. Or eaten for that matter. Whatever method you choose, once you have meds and at least a decent gun, start planning your departure. I generally plan my run so that whatever I do, my last buildings are at the outskirts of town. From that point you just gotta bolt the hell out of there. Again I prefer to run while bobbing and weaving to avoid possible murdering asshole fire rather than crawling around. Concerning assholes, I should also mention that you don't ever check the northeastern elektro firehouse or ever exit from that part of town. The nearby hill overlooking the city almost always has at least 1 guy sitting there just to shit on your day. Now assuming you escape the player threat, even if you have 20 zombies chasing you just don't stop and don't panic. This is where it pays to know the route for your mad dash ahead of time. There are 2 ways to lose zombies besides killing them with a weapon. 1.You can lead the trail to any steep incline, when I say steep I mean steep enough that your character has to carefully walk down rather than run. Zombies cannot do this and will instead run off the edge like Wile E. Coyote and usually drop to their deaths. Pick off the rest with your weapon or run in big circles and repeat until they're all dead. If this isn't an option then there's #2. Run into the forest and run through every bush and cluster of trees you can find. Never backtrack close enough that the zombies you lost can see you again. Slowly but surely you will lose them until there's a small enough amount that you can just shoot them with whatever you have. -
The people who post about this topic presumably want it to reach Rocket, yet at the same time they have clearly made no effort to see if he's discussed it at all. I'm not saying I wouldn't like the idea, but it's irrelevant so long as the engine can't handle the things necessary to make slow zombies work. He's said it on forums and he's said it in interviews and most recently during his 30 minute Q&A session at rezzed. If you had slow zombies then even a smallish town like Bor would need 100+ zombies in the area to challenge a single player. The arma engine could not handle have several thousand zombies in a full server. You'd have to limit servers to 10 players, if not possibly less. Rocket's not interested in that. As for the different tiers of zombies based on how long they're been turned and whether they've eaten a player and so on, he's said it's something he wants to do but he doesn't know if he can make it work yet.