Muffinman840
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Takistan & Arma III... For Science!
Muffinman840 replied to dantoramandova's topic in DayZ Mod General Discussion
I'd prefer a zombie apocalypse game to take place in a first world country like limnos (chernarus is in 2nd world at best). Limnos will have suburbs, hotels, etc... Chernarus just has farms, factories and post-soviet industrial cities. gets pretty boring after a while. -
Takistan & Arma III... For Science!
Muffinman840 replied to dantoramandova's topic in DayZ Mod General Discussion
Mediterranian islands have massive boulders litterring them, these provide ample coverage not to mention Limnos will be 800 square kilometers, rather than Chernarus' 250 square kilometers Forests are repetitive and boring, they make traversing the land far less interesting. -
Why painkillers (Starting gear gripe)
Muffinman840 replied to DinkyDogg's topic in DayZ Mod General Discussion
painkillers make sense for some random average joe to take with them into the apocalypse, as does a flashlight and a bandage It doesn't make sense for average joe to spawn with military grade morphine, and zombies won't be breaking nearly as many legs in the next patch -
good catch unfortunatly I havn't found a single one of these yet, so I didn't know Though I think fixing the crossbow should have priority over this
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Whats up with all the nerds..
Muffinman840 replied to FievelGoesPostal's topic in DayZ Mod General Discussion
Are you seriously using "nerds" as an insult in a forum for a mod for a video game? Also, if they disconnect, that means they won't be around to bother you. -
After playing for quite a while, lopsided spawning and stats for weapons and items (no matter how tiny) become apparent so here's my little list of tweaks that would make loot and gear more fun to use --Winchester-- Slug rounds should be a whole lot rarer. Winchester outclasses pretty much every other weapon that isn't military when using slug rounds, where as using buckshot would make it less effective at range. Or just reduce magazine size/damage... --revolver/1911-- I really think these should be louder. a .45 is not a quiet round, and one shotting a zombie with a hefty revolver and having his Z friend a block away not notice is unrealistic. --Road flares/Chem lights-- Count per pack should be reduced to 5. I find these damn things everywhere, yet I rarely ever even use up the ones I spawn with. --ALICE pack-- should have a drawback of some kind. Not sure if this is implementable, but making it heavier would be great. Right now, all other backpacks ingame are completely useless. just a few thoughts.
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Just thought I would point out that putting Impact on images macros aren't memes
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Being the massive STALKER fan I am, I fell in love with this mod instantly But after sitting around my campfire with 2 other strangers late at night, I realised something was missing... Wouldn't it be cool if there were guitars and/or harmonicas that could be used while sitting down? They could be equipped to the pistol slot similar to a flashlight, and when you play them you could get a random track For example Oh and to give players incentive to pick the instruments up, perhaps playing them could give you a boost to your humanity (only if other players were around?)
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A question about infected speeds
Muffinman840 replied to rocket's topic in DayZ Mod General Discussion
In popular culture, your typical zombie is dangerous because they are in groups, not because they can sprint at full tilt nonstop and zigzag. Reducing their speed to jogging speed is the best solution. They still keep up with you but you can doubletap W to attempt to slightly outrun them The speed at which they run is ridiculous currently -
Zombies: why they are silly and unbalanced
Muffinman840 replied to Muffinman840's topic in DayZ Mod General Discussion
Zombies chasing you infinitly would be fixed if they only ran at jogging speed. then you could use short bursts of sprinting with doubletapping W to potentially lose them -
Zombies: why they are silly and unbalanced
Muffinman840 replied to Muffinman840's topic in DayZ Mod General Discussion
If zombies run at jogging speed, you are forced to full on sprint to outrun them. And you would have to sprint qutie a while plus every zombie movie that is even a little "realistic" has humans outrunning 2 or 3 zombies. -
Zombies: why they are silly and unbalanced
Muffinman840 replied to Muffinman840's topic in DayZ Mod General Discussion
Out of my 7 or 8 deaths, at least 2 were caused by a lone zombie getting a lucky knock out and single handedly draining my blood while I sat staring at an hourglass. Also zombies are way more stupid than they should be, especially if they are inside a building. I don't know if this is fixable but their viewrange should be increased so it isn't laughable -
Zombies: why they are silly and unbalanced
Muffinman840 posted a topic in DayZ Mod General Discussion
Zombies in DayZ run fast. really fast. as fast as a player's maximum speed (doubletapping the W key) While this on it's own might not be all that unbalanced, zombies also zigzag erratically and have a chance to knock you out (this is instant death 100% of the time) Zombies in games and popular media are dangerous not because they can outrun you or dodge your bullets, but because they cluster in large groups and will slowly overwhelm you That is why I suggest -Increasing zombie awareness to gunshots and increasing their sight range -Decreasing their speed to player jog speed (they will match you if you are jogging but you have a chance to outrun them if you sprint at full tilt for a while -completely removing instant knockout, or at least massivly reducing it's length I think if those points were implemented zombies would be a lot more "realistic" but not any less dangerous.