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Everything posted by bluerising
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Zombies are seriously too fast.
bluerising replied to Worrun (DayZ)'s topic in DayZ Mod General Discussion
Their speed is not the problem- it's their shitty pathfinding and glitchy movement. It's near impossible to kill them because they unrealistically switch directions in an instant and when they're up close they've start moving to your left and right at the speed of light. -
No screenshot in post.
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Performance on MacBook Pro retina
bluerising replied to Iron Man's topic in DayZ Mod General Discussion
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I wonder how much time would it take to include spawns (zombies, loot, new players, etc, the whole she-bang) for the Takistan map? I know it's not as big as Chenarus, but Takistan has more detailed cities which I think would add some interesting play. It would also add more replay ability to DayZ without having to do too much work (as far as I know). Also, this would be a good way to implement a "second character" system, as in you have your Chenarus character that's only for Chenarus and your Takistan character that's only for Takistan.
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This happened to my friend and I, because people can spawn in wherever they want.
bluerising replied to Gashed's topic in DayZ Mod Suggestions
That's really lame. They just need to implement the 30 second DC timer, so if someone Alt-F4's, their body stays. -
I don't get how and why people are stressing over this issue so much, when there should be a ridicuously easy fix for it. I watched a interview where Rocket stated he could track "X" and "Y", but actually getting the numbers to work is a chore, but I still don't get why people are wanting to add such complex systems for something that can be a simple fix. Delay on disconnect. Have a ~30 second delay before you can fully disconnect. If you Alt-F4, your character remains in game for ~30 seconds before disconnecting. This fixes everything and it shouldn't be that hard to add (as far as I know; coding is wizardry to me).
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5-10 seems too short. In that time you could easily run into a building and log without getting killed. 25-30 seconds forces you to stay in game. If you try to log with a disconnect timer that long, you'll be an easy kill trying to make a cowardly escape while your character hopelessly sits there waiting for the timer to go down when inevitably you know you're going to get a full mag of lead in between your eyes. For overall logging, sure that is too long, but it shouldn't be hard to code a 10 second standard log time, but a 30 second one if you're shot, being shot, being shot around.
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I think it would be a neat idea to add some "specialty" packs that you can use instead of backpacks. These specialty packs have a higher slot capacity that backpacks, but can only carry a certain type of item (medical supplies, ammo, mechanical parts, etc). OR You can find small "specialty" packs that you can use in addition to your backpack, but adds a few more slots to a certain type of item. This would help add a sort of "role" play without forcing classes on the whole population, so if a group of friends wanted a medic, they could have a medic, also it just adds more interesting loot to the game. I would prefer the latter one, though, to the first suggestion.
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Make snipers ridiculously rare, only have 2-3 available, etc. That's a problem easily fixed. Then why hasn't he done Takistan yet? :P
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Crossbows are pretty fraking awesome, but in DayZ they're practically worthless. Why? Because of their damage? Nope, 1 shot kill is great. It's because of it's effective range and ammo. 1 bolt takes up ONE SLOT making the crossbow nothing but a good way to waste backpack space. This alone is the main reason why the weapon is useless. If it had maybe stacks of 5 or 10 then it'd actually be something to pick up. Also, it's relatively short effective range is pretty weak. Modern hunting crossbows can easily hit targets accurately at 300m or more. I don't think upping it's effective range to at least 150-200 would break it, especially with it's difficult iron sights.
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Inmate clothing for the next respawn bandits
bluerising replied to vacalouca's topic in DayZ Mod Suggestions
That's an awful idea. I don't understand all the whining about bandits. This isn't no carebear game. If you want carebear ask for a no FF mode I.E. CASUAL MODE. -
Six Updater was logging into the server when I went upstairs to make some food, and I came back after a few minutes to see that I was banned. I really don't care much, but that's pretty lame. I didn't even enter the game.
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Same here. I THINK MY GUY IS GOING BLIND.
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VIDEO PL0X
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Experimental 1.7.2.1 test patch
bluerising replied to Ander (DayZ)'s topic in Mod Announcements & Info
I did. Nothing was really specified. -
So if I do this I can only play on 1.7.2.1 servers, or can I use the 1.7.2.1 patch on the 1.7.2 servers?
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Experimental 1.7.2.1 test patch
bluerising replied to Ander (DayZ)'s topic in Mod Announcements & Info
I'm still confused on when 1.7.2.2 will be released. -
Experimental 1.7.2.1 test patch
bluerising replied to Ander (DayZ)'s topic in Mod Announcements & Info
So no notes for 1.7.2.1? Just blind fixes? -
This and if I get 1.7.2.1 will I be able to put on my camo?
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Getting shot should give you a 30-60 second abort wait time. I just fixed the issue; yay.
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So is 1.7.2.1 "officially live" or still experimental? If it's live, what changed?
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To everyone that is a camper on Stary Sobor 24/7 with CZ
bluerising replied to barros1711's topic in DayZ Mod General Discussion
TF2 competitive player here? Look out! We got a badass here! Might as well say you are a pro checkers player. -
This this this this this.
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Experimental 1.7.2.1 test patch
bluerising replied to Ander (DayZ)'s topic in Mod Announcements & Info
All I care about is when I can finally put on my camo. -
PSA: Do not wear alternative clothing in 1.7.2.0!
bluerising replied to Legacy (DayZ)'s topic in Mod Announcements & Info
Good. I've been jonesn' to put my camo on. What time will it roll out? Sad that my ghillie disappeared due to sync glitch when I logged back into the game and was put back an hour of play time and a few good items.