louist
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Everything posted by louist
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The number of keys you need to replicate makes controller use extremely hard and limited. It would take some work by the devs to create additional context menus to even get close to full control. And you'll still be at a supreme disadvantage against people aiming with a mouse and keyboard.
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It's hardly a secret, though. Also have a look on the top shelf of the top room in the school.
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If we could get some sort of suppression system in place, I think it would be a nice addition. As others have said, it's a common weapon to the region. More so than an M4.
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I think we can do without the sexism.Took me two edits to get that right :p
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The Current Combat Log System Dosen't Work
louist replied to Karmaterror's topic in General Discussion
All we know is that it was found to be exploitable. We don't know the nature of the exploit, and I have my doubts that it was the ability to cancel it, given that many games use such a system correctly. My guess is that the implementation was flawed. -
Quite the bold claim you're making, a pity it's false. Missing loot in these areas is a known bug.
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Like he molested Arma 2 with his ideas about what Arma two should look like? That's some faulty reasoning, my friend.
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And many people agree with that viewpoint, GTR. You seem to ignore that, quite routinely.
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Should Helicopter Crashes Make A Return and if so How Many?
louist replied to leefriendfield's topic in General Discussion
Seeing one go down, or perhaps seeing a cargo plane go down, would be fun, and hopefully create some tension as various players try to find the wreck. -
Rocket also describes it an MMO, which rather invalidates his point.
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Once base-building is implemented, I do believe we'll see some stabilizing of the community, as people begin to tie themselves to specific servers. In my experience, that leads to more structured interaction, more rivalries and alliances as people begin to routinely interact with the same players. Right now, every player you meet is an unknown entity. You have to guess as to whether they are hostile or not. And chances are, they're hostile. Which leads to more blind violence. Once people get a feel for specific individuals, they have a sense of who is trustworthy and who is not. That said, DayZ has never done a good job of making players unique enough to recognize without nameplates (which are problematic at the best of times), so mistakes are frequently made, even within a set community.
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There is a huge difference between KoS and hunting new players. Your personal sense of "moral superiority" aside, there's nothing you can demonstrate that differentiates a player who kills on sight and one who doesn't besides their actions. To claim that those who kill on sight are bad at the game or new to it is nothing but demonizing a group of people you do not like.
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In case you didn't read the entire thread (not being an ass, that's just how you begin every post, and I'm mimicking it to make a point), GTR, many people agree with his viewpoint.
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Survival and death are interrelated. Survival is continuing to exist, that is, /not/ dying. The entire purpose of survival is continue /not/ dying. You cant make a comment about one without commenting on the other. With me so far? In reality, not dying is its own reward. Survival is it's own reward, because to cease to survive is to die. That's it, game over, no continues. Who wants to die? That shit is just the worst. In game, it is, at it's absolute worst, a minor inconvenience, and one that happens to be rather fun, as exploring and gearing up is quite enjoyable in it's own right. So survival isn't much of a motivation. Survival isn't its own reward. It's simply that period of time between spawning and someone pulling your reset trigger. Nothing you "achieve" during a your character's life can't be very easily replicated. You will just perform the same actions over and over, with nothing meaningful to distinguish your lives. In this regard, it's essentially no different from any multiplayer shooter out there, only with longer rounds. Back to your question: I am saying that death in game is an extremely minor setback, and one that returns the player to one of the game's better modes: looting and scavenging. Now, if death doesn't really matter, survival loses it's urgency and necessity. We've seen in often in the mod, and I've seen it in SA as well. People do some truly moronic things, go around blasting away at everyone, pick stupid fights (like one guy who kept trying to kill me with a shovel, just... over and over. I finally grew bored and shot him). In part, we see these actions because there isn't a meaningful reason not to. These people know that they can be geared up again in as little at 15 minutes, with a lucky spawn location. And, I would wager, in less than 40 or 45. I, certainly, would like some reason for people to become attached to their characters, not just their loot.
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Similar? Not really. I won't wake up sans a few trinkets after I die. Survival, in life, is it's own reward. In game... It's just there. It doesn't really matter one way or another. In that respect, the game, as it stands, is no survival sim.
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The game's trailer says it is an MMO. I think you might not be too well informed, here.
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In reality? Sure. We die, and that's it. So survival-our continued existence, is it's own reward. In DayZ? Maaaybe we lose 45 minutes in gearing up again. So I can't accept that argument. We're essentially immortal, in game. Sure, someone steals all our stuff and dumps our unconscious form on the beach, but we retain our memories and our name. It's a tiny setback.
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Can we please have guns hitting where we aim at?
louist replied to infiltrator's topic in General Discussion
No backstory has ever been given to your character behind the title "survivor." That title doesn't impart any Information as to your proficiencies in any way, shape, or form. Please don't try to argue that the character doesn't know how to use guns, as there is no evidence in the backstory (which, again, consists of a single word) either way. -
In regards to odds: what are the odds all these people immune to the infection all wash up along the same stretch of land?
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The tactical vest is objectively better than a holster. I has 8 slots, allowing you to carry two pistols, and pulling them out works exactly the same (ie, hit the hot bar key).
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Not true. From my experience the school and the office building are guaranteed to spawn a weapon. Hitting the apartment complexes, which have, between them, a hospital, jail, 2 supermarkets, a school an office, and about 20 self storage units is enough to get you a mosin with attachments, a pistol, ammo for both, medical supplies, a melee weapon, a can opener, food and water. The only thing I have trouble finding there is M4 attachments and extra magazines. (The jail is your best bet, but finding more than one magazine seems a long shot.)
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Also The mosin, revolver, and(likely) the rest of the firearms as well. Te roof often has ammo and attachments. Furthermore, the stairwell in the new office building often has mosins and melee weapons.
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New ballistic parameters in upcoming patch!
louist replied to DoxHoliday's topic in General Discussion
Without a better clarification of the patch note, who can say? Still, it's certainly a step in the right direction. -
Is The Green Shotgun Ammo Ever Going To Come Back In You Guys Think? (ShotGun And Other Ammo Types Discussion)
louist replied to Deathlove's topic in General Discussion
Judging by the limited info in Wikipedia, something like 40% of the people hit with them required some sort of medical treatment in a hospital. -
Is The Green Shotgun Ammo Ever Going To Come Back In You Guys Think? (ShotGun And Other Ammo Types Discussion)
louist replied to Deathlove's topic in General Discussion
Totally! There are some great reasons for including rubber rounds. I'd just like to see them be less common than regular ammo, to reflect both their specialized nature, and the fact that they are fairly rare in *cough*reality.*cough*I wasn't at all trying to bash their inclusion or usefulness. I just don't want them to be a common find.