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Everything posted by ScottyTheEngineer
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Week 3 Ivan and Martin arrested. Show them you care
ScottyTheEngineer replied to Mysticales's topic in DayZ Mod General Discussion
I just wrote an email to the Greek embassy in Berlin, twittered the PM and signed the petition :-) However, I noticed that the FB link in rocket's tumblr post links to the FB page of Lesvos (or Lesbos) and not Lemnos. Are we accusing the wrong guys or are the autorities of Lesvos responsible for Lemnos as well? -
not understandable mistake
ScottyTheEngineer replied to shokkk07's topic in DayZ Mod Troubleshooting
Looks like you fell victim to a hacker and are now stuck in the debug plains. You can try this: 1. Join a server called DE 287 and stay there for a minute or two. Leave the server and join a server of your choice. You might spawn at the shore again. 2. If you're still in the desert, request a character reset in this thread: http://dayzmod.com/forum/index.php?/topic/81540-fixed-stuck-on-debug-plain-reset-requests/page__hl__request Post your nickname and your player ID with your request. Good luck! -
not understandable mistake
ScottyTheEngineer replied to shokkk07's topic in DayZ Mod Troubleshooting
Oh man! Even after translating your post back into russian, your problem remains a mystery to me. Wild guess: you were attacked by someone with a hatchet, quit the game, logged back in later and spawned in the debug desert? -
Looking for someone to play Lingor with
ScottyTheEngineer replied to CampingInCherno's topic in Mod Servers & Private Hives
Camping Cherno on Lingor? Good luck with that! -
Heli Crash sites and loot spawns
ScottyTheEngineer replied to jonnyzero's topic in New Player Discussion
When a server is restarted, the number of crash sites (up to 5) and their locations are determined by random. The loot spawns (the number of loot piles around the chopper) for the crash site are determined in a similar way (I think there can be up to 6 of them). Once loot has been taken from the crash site, it does not respawn. BTW, I've looted about 50-60 crash sites by now and I have never found NVGs there. Some people stated that the pilot zombies from the crash sites sometimes drop NVGs as well. I've killed more than 100 of them and none of them had NVGs. The only "sources" for NVGs so far were tents and other players, but I suppose that most of those have been duped. Good luck with your search! -
So your proposal is to make a map of the whole world for the standalone? I guess it would be the most expensive game ever created. And such a feature "MIGHT" jeopardize the release date for the alpha, which is supposed to ship before the end of the year. Besides, Chernarus is based on a real region in the Czech Republic. The topography, locations of the towns and forests are almost the same, but the coastline is actually a river. Here is "real life Cherno": https://maps.google.com/?ll=50.670626,14.110415&spn=0.012035,0.026543&t=h&z=16
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I clicked on this thread because I wanted to see what Antarctica might have to do with DayZ. I cannot express my disappointment when I read that the first post has been removed by the author! Now I will never know what could have been... :-(
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I actually like the idea! A few RPG elements would fit the game and add realism. However, your suggestions remind me of the perks in Fallout, those with the funny comic descriptions. In DayZ, I wouldn't like to see an "ACHIEVEMENT UNLOCKED!!!" flashing all over your screen. I would prefer a subtle hint that your survival skills have increased, or even no notification at all.
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RE: Rocket announcement of new feature at PAX
ScottyTheEngineer replied to doglover's topic in DayZ Mod Suggestions
Cool idea! I suggest that after 4 weeks of survival and daily excercise, you should be able to shoot with 2 AS50s simultanously, one in each hand! -
Country restriction [standalone]
ScottyTheEngineer replied to DaGolem's topic in DayZ Mod Suggestions
It would piss me off if I could not join foreign servers. I think this feature would harm the comunity because players from different countries wuold be unable to play together. Bad idea! -
I'm glad that aiming in Arma/DayZ is not as easy as it is in CS and COD, and it's still too easy to be realistic IMO. As a survivor without spec ops training, you would rather hit your own foot when you try to shoot while running.
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I know the search function does not always deliver the desired results, but there's a new thread on this topic about three times in a week: http://dayzmod.com/forum/index.php?/topic/89593-worthy-addition-camo-netting/page__hl__camo http://dayzmod.com/forum/index.php?/topic/88011-vehicle-camo-netting/page__hl__camo http://dayzmod.com/forum/index.php?/topic/20201-camo-netting/page__view__findpost__p__828120__hl__camo ...
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Survivor and Bandit Compounds with vendors
ScottyTheEngineer replied to Spekter's topic in DayZ Mod Suggestions
It would be cool if players were able to achieve that sandbox-style without NPCs. I think we'll see if it works when the (underground or not) bases are implemented. A couple of weeks ago some guys tried to establish a demiliterized zone in Elektro on some server, but AFAIK it turned into a disaster. Some bandits logged in and started shooting and since there is no way to distinguish one player from another, everyone started shooting at everyone else. If construction of fortifications and some sort of player identification (not nameplates) would be implemented and players would not be able to spawn in the fortification, this could actually work! -
Survivor and Bandit Compounds with vendors
ScottyTheEngineer replied to Spekter's topic in DayZ Mod Suggestions
I'm rather indifferent about that, but AFAIK rocket stated that there will be no NPCs in DayZ (besides zombies of course). -
50cal Revamp; Make 'em rare again!
ScottyTheEngineer replied to Dynami's topic in DayZ Mod Suggestions
I think I've made a thread about this a about two months ago or so, but can't find it (it's not filed under my threads anymore...). One big problem (besides duping and hacking) is that there is no "sink", where items disappear. Even if duping was fixed and the chance of spawning for the high-tier weapons was drastically reduced, their numbers would be constantly increasing anyway. That's because items disappear because they despawn (no one picks them up until the server restarts), they're destroyed or due to bugs. Since everyone would pick up a super-rare, top tier gun and backpack bugs will be (hopefully) fixed some day, these guns would almost never disappear. I suggested to set a limit for weapon spawning for each server, depending on how many weapons of a certain type are already present on the server (including tents and vehicles). -
I've searched the suggestions forum and I was surprised that no one has suggestet this before. Since the debug monitor will be removed in future releases and the status indicators (blood, hunger...) are bugged when the debug monitor is active, there are two ways to determine your health: 1. by the colour of the blood indicator 2. by the fading of the colours (in daytime) This is manageable for most people, but it becomes rather difficult for people wit a colour vision deficiency. There are many types of those, but they are quite common: about 8% of all men and 0,5% of all women are affected. I have difficulties to distingutsh between green and red tones, which is a pretty bad premise if you want to determine your health/hunger/etc. level. Since the blood level is critical to the gameplay, I suggest to replace the current blood indicator with a blood bar. It should not show your precise blood level, but you should be able to tell if you have 9000 or 10000 blood for example. This would not change gameplay in any way. The other indicators could be changed in the same way, but since they are not that critical, I'm fine with their current state. Your opinion, please!
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So what do you suggest? This is the suggestion forum....
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Please fix the Hatchet range
ScottyTheEngineer replied to catface.jpg's topic in DayZ Mod Suggestions
There seems to be a minimum hitting distance for guns as well. I can remember shooting "through" zombies standing directly in front of me with an AKM (and other guns). Pretty annoying if you are surrounded... -
we only need 2 things in the next update/patch
ScottyTheEngineer replied to Zach_Novak's topic in DayZ Mod Suggestions
I think rocket said it's unlikely that the hacking problem will be fixed in the mod. Something about the Arma engine being too trusting. -
Blood icon --> blood/health bar
ScottyTheEngineer replied to ScottyTheEngineer's topic in DayZ Mod Suggestions
Some background first: I can distinguish between saturated red and green colours pretty well, but it's difficult for me to determine the intermediate shades. There are people out there with much more limited colour perception, but right now, I'm speaking for myself. I can tell whether my blood level is high, medium, or low, but I could have anything from 3000 to 10000 blood without being able to tell the difference. From what I've read in the 1.7.2.6 forums, many people are able to determine their health pretty precisely just by the colour of the blood indicator. That's just impossible for me. As for the removal of the HUD: I doubt that it will be removed completely. The HUD in DayZ simulates the feedback from your body. In real life, you can determine your condition very well because you're constantly receiving sensory input (pain, hunger, thirst,...). But you can't provide all of this information simply by fading the colours of your display. The problem with the colour fading is: your eyes adapt pretty fast to the loss of colour. If I lose 350 blood after being hit by a zombie, I don't notice any difference in the colours. If this happens like 10 times (if you're looting a town for example), you have lost 3500 blood, but the eyes have adapted 10 times to the loss of colour. So no, I can't really assess my condition by the fading of the colours. However, what about a colour blind mode in the options menu? I would appreciate a fourth HUD option (in addition to none/default/debug) to display the HUD indicators as bars. I think everyboby would be happy with that. - edited for typos -
Blood icon --> blood/health bar
ScottyTheEngineer replied to ScottyTheEngineer's topic in DayZ Mod Suggestions
Guetapens, I agree with you, but that's a different topic. There are separate threads discussing blood regeneration. -
Blood icon --> blood/health bar
ScottyTheEngineer replied to ScottyTheEngineer's topic in DayZ Mod Suggestions
But why? You should be always worried if you're not at max. health. Having 11000 blood instead of 12000 means that you'll die instantly if you are hit by 3 stanag rounds instead of the regular 4. This difference can mean a lot in DayZ. I've just watched some videos of BF3 and the color blind mode. Health is displayed in % in BF3 and I don't think that the numerical blood count will return in DayZ. However, the health bar could still change it's colour and blink when blood is low for the immersion. -
Hotfix Build 1.7.2.6 Rolling Update
ScottyTheEngineer replied to rocket's topic in Mod Announcements & Info
And no one cares about your whining and your complaints. You can choose one of two ways of downloading the update. If you don't want to, then it's your problem. Pretty much everone else seems to be fine with using torrent/7z. Hopefully some admin will clear the thread of all the trolling posts. -
Hotfix Build 1.7.2.6 Rolling Update
ScottyTheEngineer replied to rocket's topic in Mod Announcements & Info
OK, after testing on multiple servers for a few hours I have not seen any graphic glitches at NWAF anymore. But there's a problem with the debug monitor / HUD: if the debug monitor is enabled, the visibility, audibility and status icons do not work. The visibility/audibility bars are not displayed and the status icons are always green. However, thank you for the update rocket! It makes the game playable again! -
Day of a n00b, You might find this funny ;-)
ScottyTheEngineer replied to willcyd's topic in New Player Discussion
Nice story! Don't give up, DayZ has a lot to offer! The crowbar is equipped automatically if you pick it up and your weapon slot is empty. You have to reload it though. That's not a joke! Crowbars and hatchets are actually silenced pistols that have a range of about 2 meters in the game mechanics. That's due to the lack of melee weapons in Arma. And in your third life you must have left the (official) map boundries when you walked to the west. If you're on the shore, just follow it with the ocean to your right and you'll reach the forest eventually (or you'll die of thirst). Good luck!