Ungotter
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Everything posted by Ungotter
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Stop Server Farming - Jumping between servers to quickly loot up
Ungotter replied to Sykik's topic in DayZ Mod Suggestions
So if I joined a server, for a few seconds, then my game might crash. Or perhaps even the server I have to wait a further ten minutes to join another server? That's bad policy and will drive people away quickly. -
Stop Server Farming - Jumping between servers to quickly loot up
Ungotter replied to Sykik's topic in DayZ Mod Suggestions
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1.5.8.4 The first action you take on a server is stuck with you
Ungotter replied to Luieburger's topic in DayZ Mod Troubleshooting
Confirming this earlier also, came across a tent and was able to use the 'Save Old Tent' feature on my mousewheel where ever I was. It was about the time this began happening that servers became absurdly lag-ridden and it became hard to pick up items due to that lag. -
I'm sure rocket is a sociologist/psychologist and he's just made this mod to see what the human race is like. SO THANKS GUYS, NOW HE'S GOING TO PUBLISH WE'RE ALL CANNIBAL BANDITS. On topic: No, the real life risks of eating another human are massive and there is an abudance of other food for you to eat. Suck it up (no, not his intestines).
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On the SAS UK server a couple of players are insisting they found a tank, with no ammo and are now riding around in it. I myself do not know of any new tanks being added but I have not found these people and haven't been able to screenshot either. Can anyone confirm whether or not tanks are in the mod at this point? I'm guessing no.
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Thank you! I'll try and grab some screenshots or something to report :3
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Indeed, bandit activity is rather high. I either struggle to find loot or when I find a decent area to get some after prolonged time there's a bandit there to kill me. That's the way it goes but it is still very frustrating, especially since I believe the whole 'Server lag' issue comes about. I find myself with my Makrov emptying a clip or two into a bandit who's sat still, only to have them one shot or two shot me. Frankly if the shooting was fixed, I'd be having a much better time. Problems with the Wanted feature have already been said and I do agree. Though it is a great idea to have some kind of 'outlaw' status for them. It's very hard to think of a feature that sort of puts a bit of pressure on the bandits without it being silly and unfair.
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If I'm honest the best for me was starter gear + ALICE pack. I found a Winchester once but didn't have a different backpack and I died soon enough so eh
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Eurgh, money. Reading this thread the concept of money comes up a lot and I really could just put on my political commie hat. It is a shame to see money come into the mod's future because with free-content and mods it always goes down the wrong route for me in the sense of items that give you advantages and so forth. Donations I guess are fine but the wording here is that you require money from us :/
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Intro: --------------- I've had a browse around the forums and not found anything I believe to be so similar to this idea. I saw a thread about somebody finding a radio which was giving out random sounds and such which gives me further possible development into my idea. There are a lot of suggestions that have civilized places readily available with supplies and people could effectively 'live there' and everything be happy and nice. The problem? Bandits of course. So let's say we encourage this violent gritty behaviour instead! The Idea: --------------- On occasion (not on a timescale, this would be better if made random) there should be objectives/events that occur which will inform players that there are supplies at X location. Sounds simple enough? Let's build on it. These supplies may come as very small supplies, larger supplies and may only focus on one type i.e weapons, food, medical. However, players will never be made aware of what these supplies are until they actually reach the thing. What this encourages is a risk factor, while if I informed players that the supply is small with food then some players would say "Waste of time". Without this knowledge what players have to consider is "Can I risk it? I do need some food that might be there" "I do need some medical supplies that might be there" "This could be a large supply to keep our group going". Now for the smaller supplies, they can be left in open locations or in a small house. Larger supplies? In an industial building, warehouse or some other larger building guarded by a high amount of zeds. You want some supplies? Group up and work for it. The supplies disappear after let's say a few hours after they spawn and all zeds in that area will also return to normal (Just so it doesn't get overcrowded) which gives groups of anti-bandits or bandits time to organise a means of entry, escape and celebration. Your team left the building after you cleared it but got shot down and robbed by a group of bandits waiting for you to leave? Perhaps you should have worked to avoid that. I wish for you to imagine it, we have the knowledge of some supplies. Who needs supplies? everyone damn it. You and your friends attend the location, yet there are various other groups in the brush just waiting to strike too. So who decides to move first? The supplies aren't there forever. Yes, it is a frenzy but nobody said you had to attend. The risk is there, the game requirement is 'balls' and this is the time to use 'em. Radio/Compass/Map -------------------- Well, while the events are nice it doesn't seem very immersive to simply have a big notification come up saying "SUPPLIES AFHGHAGASGH GO PLZ!" That's why I propose that players lucky enough to have a radio will be the one's to be notified of this supply. Through means of coordinates to give an exact location (So those with a map will be having an even easier time!) and additionally some vague directions i.e. "South East of X near Coast" which gives the compass some use to use who do not own a map. However, the possibility of word of mouth/others simply stumbling upon these supplies is not gone. This can also give groups a possible incentive to give roles. So perhaps one guy can sit around/near base guarding it if he has nothing else he wishes to do; be notified by the radio and contact his team mates accordingly and begin preperations to move out. ------------------- I'm open to improvements/further suggestions with this one. I just figure having other tasks to tend to other than survival when this game is out of alpha to be essential. It adds action and gives you a story to come away with. So what do we think? Again I'm not asking to add civilians or anything, just some random events like this where you see players attending a frenzy. Sure bandits are a problem here, but that's the point, you're meant to be fighting over this stuff.
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Going to bump this as this idea has now been suggested in a thread, perhaps may grab some more attention this time.
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I figured you meant on-screen pop-ups such as "Press G to access your bag" or something similar. While this sounds like a funny idea to play around with, how much abuse do you think you would see on the walls? Say if someone wrote a racist comment and screenshots of the game went around some people may assume this was the devs implementation. It puts the game on some rough ground when anyone can start writing whatever they like around the world. Then again, perhaps the majority would actually spray helpful messages I do not know. Sounds like a way for bandits to trap people if I'm honest.
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http://dayzmod.com/forum/showthread.php?tid=6683&highlight=hidden http://dayzmod.com/forum/showthread.php?tid=4510&highlight=hidden Please? Please guys? Use the search function?
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In response to objectives...you people never read mah treds Q__Q http://dayzmod.com/forum/showthread.php?tid=2269 I pretty much said the exact same thing :((( Edit: Also no end game objectives; please I really don't see the point. If you fly off in a plane, then what? You just start over again or if its a server-wide event EVERYONE has to restart even if they've only played for an hour.
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New spawn/respawn mechanic + New starting kit mechanic.
Ungotter replied to daedrick's topic in DayZ Mod Suggestions
Your first point is a little silly, it remarks upon story consistency or situation consistency. While it would be lovely for this to happen then >If I am just an average joe, why do I have a makarov and understand how to use it? >How do I know the correct dose of morphine to take > Why are we all wearing backpacks? If I intended to go to an infected area, why did I take JUST a makrov and improper armor? If I did not intend, why would I have in most cases any equipment at all prepared for this. Remarking upon paradoxes is silly when it comes to features like this, as it is only a game that is not remarkably story driven. It is a situation, we are given gameplay elements and that is all. It isn't a campaign for Bad Company 2 or anything. Your second point is completely valid and remarks upon how this idea should be tweaked. Perhaps only minimal items or ones of lesser importance can be changed around? I mean its not as if exchanging my starter painkillers + morphine for an extra bandage or two is giving the 'BANDAGERS' out there an advantage that suits their bloody playstyle (geddit, bloody?). -
New spawn/respawn mechanic + New starting kit mechanic.
Ungotter replied to daedrick's topic in DayZ Mod Suggestions
In favour of this, I have no idea how to navigate my around. I was looking in the forests for areas to look about, using the roads and so forth and didn't find anything for over an hour, eventually i found a very tiny town with no buildings I could go in...water pump though! :D The ability to choose starting gear is also a great idea, some may disagree with your idea on how to do it but certainly it would be a very nice idea. Perhaps just simply making it random! -
>Large group of zombies chasing me >Run away >Radiation >Turn back to die to zombies/run into radiation >Dead anyway You're getting really quite aggressive to disagreement to your idea, this isn't the best idea for the game at this point and temperature is already giving some of a hard time with the "STAY IN A BUILDING" response not giving the feel of a good game. Buildings are usually small and dull. I don't want to stare about it for long periods of time and especially as some zombies can see through walls that makes matters even more of a pain. Temperature also hardly rises at all when in shelter, so... This mod is supposed to give some feeling of realism or real world reference which is why we have hunger, thirst, temperature and so on. If you're going to say a good few nuclear weapons went off on this island you would not be able to inhabit this place at all. The radiation would make land infertile, the food would not be safe to it and overall you wouldn't be safe on the island at all because you'd die from it. Blood transfusions aren't a good solution to radiation sickness either because A) They're already rare enough B) It relies on other players which you can't in most cases Another problem is that how can i know the direction of the radiation? If I was just fiddling with my settings and suddenly there was radiation; which way do I run because I could just be running into the bloody cloud. If the counter shows the direction "RUN LEFT" then what if I actually can't move in that direction due to a fence, wall or the fact I may be in a cramped building. Suggestions like these make the game harder in sense of, that someone already pointed out, artificial difficulty. You keep looking for things to AVOID rather than to TACKLE. Sure I can log on this game and imagine if we implented all of these ideas to avoid: Radiation, Military attacks, Forest Fires, Zombie infection, Packs of Bears + Wolves roaming. While these ideas do SOUND good and interesting. Imagine having them all, you log in your already bombarded with the worry that you're going to die in a few seconds. I can't really tackle radiation, I can't really tackle a forest fire, I can't tackle infection to some extent because medical supplies are already scarce and I can't really tackle a bloody pack of bears or wolves because it's hard enough to deal with large amounts of zombies. All these suggestions lead to is: run, run, run, run, run.
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+1 Last night rain on a server didn't stop for 10-15 minutes and we were in the middle of nowhere; my temp dropped to 29 before we could actually find any shelter. Even then my temperature didn't go up at all and we were new-spawners. So we didn't have any firewood or jack all. This temp feature drops too quickly and doesn't fix itself quick enough to be reasonable. I used to wear a rain coat over a thin hoody in the winter when it rained; you wouldn't even understand how warm I was. Walking around with that lot on is sweat-city.
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I am unsure if anyone else has posted about this but if they have: I'd also like to confirm that when the patch came through I was able to survive on negative blood, I am now unable to pick up flares and chemlights and one assumes various other objects on the ground. The 'gear' function to pick up items still seems to be intact. Me and a friend did also spawn with other stats (We had only shot say 15 zombies, yet our kill counts were up to 100+). It is also apparant not everyone's log-off location is saving as my friend spawned a bit of way off from where he left. How'd you manage this one, rocket? :3
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DayZ needs objective other than survival
Ungotter replied to pogoman979's topic in DayZ Mod Suggestions
Here's what I'm thinking: @OP >Large group clear towns, zombies gone for good. Town is in charge of the group that took it and therefore under likely strict restriction of movement i.e. I can't really go through the town. >Less supplies in areas outside of city >Trading prices could be extortionate >But what do they care, they have a city? >If civ rates drops very quickly so zomies come back; what's the real point to this whole event. New players logging in enjoy the sort of...fear they hear about the city? How they're going to team up with their buddy and sneak in. If I arrived at Cherno only to be greeted by some bandits or some muppets going "MAKAROV FOR A CAN O' BEANS MATE" I wouldn't be all too pleased. Frankly I found a lot of games try to overstretch the mark with fancy features and new players arriving at the simply don't understand and feel alienated. If I was a new player to ArmA2 and saw bases around everywhere I would wander to them, unsure of what they were, and be greeted by a bullet to the face for trespassing on a bandit/survivor base. At that point I would feel confused and alienated and as such not feel passionate enough to play because I feel like I don't understand enough to grasp the full extent of the mod. Objectives of sorts would be handy, as I mentioned in my own Objectives thread where random supplies would appear that players could be alerted of and then continue to fight for. However, these huge wild influences on the game take away from what I think this mod really is. I came here for the survival and hardcore zombies, not to trade my pasta. @Others Why the constant suggestions for large Bandit/Survivor bases? Think about this, we all log in and out and swap server in a PERSISTANT WORLD. If per say I set up a base with my comrades at X location, then what happens if another group sets up base at the same location on another server. What happens then? Responses: 1) Bases can stay on that server and not move to others! - What happens if I try to reconnect and the server is full; can somebody simply walk in my base and claim it as their own? 2) Bases can be destroyed after a certain period of time! - Then what's the point of building one? 2b) They need regular 'maintenance' to allow them to stay up! - Doesn't solve the problem stated in No.1 These bases would also be large and if not then these survivors/bandits would simply put up multiple ones next to each other and as such we gain a very overcrowded environment as many servers build more and more bases over time as an 'ultimate objective'. -
Looking for mature UK/US/EU guys to join our little clique
Ungotter replied to aphex187's topic in DayZ Mod General Discussion
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You need to be able to "lose" zombies...
Ungotter replied to kurozael's topic in DayZ Mod Suggestions
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You...or the guy who made a comment about CoD on a DayZ forum? Well. I assume both means me; but if you could actually read there were quotation marks in reference to COMMENTS he made, you see where I said comments right? In my original post?
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Okay, so I can get handcuffed after getting shot to hell. Then what? I have to follow some guy around and not be able to do anything? Sure I can run off, but what the hell happens after I run off; I still have these handcuffs on and as such would NOT be able to use ANY items. As a prisoner you still retain every other factor such as hunger, thirst etc. and how a handcuffed person can reach into their backpack and have a snack is hardly plausible. Does the prisoner become immortal? I can certainly see abuse with this as I could simply handcuff my friend to lessen the need for supplies. Do you have to feed your prisoner? If a player simply cannot communicate with you (language boundaries) then you cannot keep them alive and as such they will die. More to the point, if I shot a guy in the legs and he was bleeding, it's not at all immersive for me to slap some cuffs on him and he's fine to walk the road again. To refer to the abuse thing, if my friend is bleeding out I can slap some cuffs on him and he's going to be just fine. Also, as people have pointed out, the prisoner is effectively lootable before you put cuffs on him. Take off him what you need (Medicine?) and off you go with the cuffs. So yeah, the guy can run, then what? Do the cuffs come off automatically and even if they do does the effect of his previous bleeding just disappear? If the bleeding comes back he likely either has zero medical supplies as they are rather scarce already for some new players who don't know where to look and/or they've been looted for their supplies. Then they just die, do you realise this? I could've died a long time ago but some derp cuffed me around for an hour and I died anyway; waste of an hour is it not?