-
Content Count
14 -
Joined
-
Last visited
Community Reputation
4 NeutralAbout methodology
-
Rank
Scavenger
Profile Information
-
Gender
Not Telling
-
It's an exploit cause you get all your ammo back for the clip, which you knew that :) Either way I enjoyed the video.
-
the dmr is essentially the m14, there's absolutely nothing wrong with using it the way he did. Other points are valid though, and yeah looks like YOU blew up the truck.
-
So everything i talked about, you guys are talking about, yet I don't get it? Wtf?... anyways the as50 has a 450m audible range. If you're resistant to carrying an assault rifle you probably don't want to be taking shots (approaching towns) closer than 600m anyways.
-
it's not very useful at night, compared to say the dmr for sniping, however in daylight it's pretty much the hand of god as you described it. With your experience, I'm pretty sure the size won't be that much of an issue as you'll know how to properly angle and hide yourself. The one issue you'll have is ammo. as50 specific ammo will be extremely rare and I think is only found at crash sites, luckily you can use m107 ammo which I believe can be found at any military loot spawn. Like someone else has mentioned you'll probably want an assault rifle as a second primary with a couple clips and run with that the majority of the time, only switching out the as50 when you're in a set location. So to answer your question, I would still run with the as50 instead of the dmr yes because you really can't beat the range, lethality and it's actually strangely quiet. You'll just have to resign yourself to limited bag space.
-
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
methodology replied to Time Glitch's topic in DayZ Mod Suggestions
Nothing but that wasn't the point. And honestly the people that are in this game to just grief will get bored eventually and move on to the next game. People that actually enjoy this game for what it is realize it needs more meaning in order for it to to grow and have a healthy, stable population. As a predator I want more prey and to get that we need a game that can appeal to people that want to cooperate more. edit: Also I said nothing would be done but that's not necessarily true. I mean if you had finally collected all the tools/weapons/food you need to finally be at a point where you could go out and start hunting people for griefing purposes, you have to think of all the relationships you built with people and cooperation you extended to others to even get to that point. I think griefing would be cut down dramatically actually because of that. Plus you'll start building reputations around others and even in a game that means something generally, atleast enough that you won't suddenly one day become a griefer out of the blue just to see what it was like. These suggestions will let cooperative people play the way they want, and give bandits like me more people to target for the lulz or otherwise. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
methodology replied to Time Glitch's topic in DayZ Mod Suggestions
Absolutely love the detailed list of ideas. Seriously hope they're given some thought by the team. Would love to see firepits made into a more social device. For example sitting around them with more than 2 others increases your humanity (I know this may be exploited but if the other suggestions are added it might not matter). Make it so you can add water/food to the fireplace so that all around it can share it and anyone sitting there will have their water/food/humanity/temperature and any other new measurement steadily rising. Maybe you can add a firepit chat channel + trading to this. Would also like to see food and water levels go longer before they reach danger levels but then also that it takes more than 1 bean can/soda to reach back to full levels. This will make food/water still very important (especially if they're scarcer) but will also allow more room to share. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
methodology replied to Time Glitch's topic in DayZ Mod Suggestions
I don't think he's advocating forced coop/partying. Just that the balance of gameplay should be shifted back towards cooperation as being the most beneficial default choice rather than the least beneficial of killing, running, ignoring, coop. Making survival much more difficult is probably the best way to get that to work without resorting to more heavy handed tampering (like bandit penalties). I think of it more like: you wouldn't necessary need to run with someone all the time, but there should be a general need to be around and work with other players in a course of a session. Like currently if you're heading toward a supermarket and you see anyone else, you basically have to shoot to save your life. But wouldn't it be better that your first instinct is to work with that other person cause getting in by yourself is going to be hell. Sure, I'll probably cap your ass after our congratulatory celebrations after getting inside but I still worked with you, and that's what's important (joking!, I wouldn't kill you until you took the alice pack i was eyeing). -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
methodology replied to Time Glitch's topic in DayZ Mod Suggestions
Love your ideas, and these are things bandits should support as well. I don't think this would encroach on pvp as much as some of you think it will. It'll just make it more meaningful which is just as important to scumbag bandits like myself. Right now killing feels cheap and meaningless, it's like a quick hit that's over way too quickly and has no greater impact. Bunch of lonewolves running around trying to get the drop on other lonewolves. If people are grouping up it's cause they're usually friends on voip and do it to have fun, not because they actually need each other. If one drops, oh well just run up from the coast and meet up and go loot/kill some more. But imagine you snipe the medic on a supply teams group. They can't survive properly without their medic, and there's no way he can come back from the coastal spawn without major assistance because of all the roaming zombie packs. Sure you could have joined the group and had an easier time in the game. But you decide to stick to your bandit ways and kill others anyways. That's a meaningful kill cause you've murdered not just a bag of loot but a human being that could have made your life easier. Or you've found a fortified settlement and realize killing everyone would be stupid since they're continually bringing in new supplies, which you feel obligated to take. So instead of sitting up on a hill and killing everyone with a sniper rifle, you decide to start stalking small groups or solo runners. You easily dispatch them for their supplies that you can live off of. But eventually the settlement starts sending out teams to flush you out. Luckily you know the surrounding forests well and how to hide from humans and zombies. Crawling around in the rain, in the dark, in the mud cause that's how a true bandit should live. Not like you pansies that think loading up a dmr and sitting around elektro all day for lulz makes you a bandit. - Medical situations can seriously make this game much more cooperative. Have situations where you need to carry/vehicle someone back to a medical tent at a base. - Have more medical events that require a second or multiple people. ( you already mentioned a few ideas, need more of these) - Limit the amount of tools you can carry to like 3. -
Hit-detection is bad?
methodology replied to SpiritSharD (DayZ)'s topic in DayZ Mod General Discussion
triggered fade? yarrr... -
so i've been researching this for quite a while and basically what it comes down to is the arma 2 engine has all the clients running the ai simulations locally instead of just on the server. So in an area that has alot of spawned ai (zombies spawning in towns) you'll start to get extremely low framerates along with low gpu usage. When you move away from them it gets a bit better. There's really not a whole lot you can do about this. Turning down settings will help a little, but essentially it's all down to the engine. Incidentally some people with older computer specs still get fairly high fps (so they claim) even in ai/actor heavy mods, not really sure how they accomplish that.
-
Trusting your fellow survivor, in Day Z
methodology replied to slappyham's topic in DayZ Mod General Discussion
looked like you shot first.