ReaperOne1Two2
Members-
Content Count
21 -
Joined
-
Last visited
-
ReaperOne1Two2 started following woozaboo
-
woozaboo started following ReaperOne1Two2
-
Please confirm if real rocket or not
ReaperOne1Two2 replied to robindencoola2@hotmail.se's topic in DayZ Mod General Discussion
Even if he did stop development and quit I got my moneys worth for enjoyment at least. -
Content request: Evil Wizard skin
ReaperOne1Two2 replied to Survivor-Kyle's topic in DayZ Mod General Discussion
I want farming, so I can post up in the mountain side and tell kids to stay off my lawn. -
Is the game basically over once you have piles of loot?
ReaperOne1Two2 replied to HedonismBot's topic in DayZ Mod General Discussion
pking -
I think that it was you joined it and it gave you an error saying wrong version log out log back in on a normal server and it would stick you in debug forest. I haven't done it yet so if posters want to elaborate that would be nice.
-
Suggestion, Respawn (possible player abuse).
ReaperOne1Two2 replied to Shag's topic in DayZ Mod Suggestions
And when Rocket locks it so you have to take the spawn you get? Then what? You're forced to play the game rather than exploit it' date=' that's what. [/quote'] Then you just run to your friends like you do if you get a spawn near them anyway. People already have 3rd party maps + location in the bottom right on spawn if for some reason you both died at the same time. Worst case if no map ever existed you make one or memorize locations then its back to this. If the bottom right on login location is removed you look at what your city looks like or use one of the signs which does the same thing, again. In terms of game-play changing, well... It didn't. Like at all. People playing like this are playing the game wrong. I've constantly played with a group of at least 4 people' date=' and for a fair amount of time, 6, and a lot of the most entertaining and rewarding experiences I had were the risky trips to the coast to pick people up, or the attempts at meeting up with each other, or saving each other from terrible situations that happened while we were trying to meet up. One of my friends started bleeding with no bandages once and me and another friend literally got to him (after being going that way to get him for almost a half hour) and bandaged him and he ended up with 330 blood left and it was a combination of the most intense, funniest, and amazing game situations ever. [/quote'] I consistently play with 3-6 people at all times also. Coast trips really aren't risky especially if your group is well equipped(Which should take an hour or less?). 1)Ask teammate his starting location 2)Tell him to run north slightly 3)Meet them There is nothing risky about the current system and meeting up for the most part if you play even a tiny bit smart. Normally our group hangs our around Stay or NW airfield where the more well equipped bandits hang out and there is a real risk since zombies don't pose one. In fact the only risky situation we have seen is when one of our members got stuck in a tiny house with an endless zombie horde in which case he just promptly ran out and to a spot where they didn't infinitely spawn. -
The topic of realism and player killing
ReaperOne1Two2 replied to fml's topic in DayZ Mod General Discussion
People who are using a story as a basis are off very much as in DayZ I am sure 90% of the players just assume there is no story or it doesn't effect there game-play at all. I think one of the main issues are there is no advantage to teaming up basically. Teaming up doesn't help you in searching towns basically nor does it help in survival against zombies basically. Its only real advantage is for pvp but even though most lone players will do fully fine. Also killing for food etc... due to scarcity isn't an excuse as items are plentiful in DayZ for the most part currently so people are just killing for killings sake basically. As it stands the the only items to encourage teamwork are blood transfusions and vehicles(These really only apply to larger premade groups normally) -
What is the actual purpose of barbed wire?
ReaperOne1Two2 replied to ComboBreaker's topic in DayZ Mod General Discussion
It won't have a use basically ever with server hopping in existence to get over it. Only solution would be high walls with npc's basically if it was to allow player forts and give these a use. -
Is 3rd person really going away?
ReaperOne1Two2 replied to jjeez's topic in DayZ Mod General Discussion
Reading through most of this post it seems everyone missed the easiest solution. Make it so it isn't an optional feature. When you join a server you are FORCED into 1st or 3rd person by default for those servers that have it set. This removes disadvantages or advantages gained by it by players exploiting its existence fixing the balance issue. Also fixes the issues of those who don't know that 3rd person exists vs those who do. I have a feeling this will drop most servers populations that have it enabled at least. I have seen 3-5 videos of people camping around corners in 3rd and just killing people instantly with cross-hairs on them as soon as line of sight is established while the guy on the assaulting end actually has no way of telling the enemies position. I also saw another video where a guy sat in 3rd and dodged an enemies grenade throw to get them out of there cover since he can freely see them throwing a grenade while out of sight. I personally got some really nice gear hiding behind trees fully out of sight and scouting to kill heavily armed players doing this also but it is very lame. -
Suggestion, Respawn (possible player abuse).
ReaperOne1Two2 replied to Shag's topic in DayZ Mod Suggestions
We need it to allow us to choose our spawn. The reason why you see this so much is people are trying to group up with friends. The current implementation is just annoying for team-play. The random spawns solve nothing especially since people just kill there self over and over one way or another to get to where they want. They would probably do it regardless of a timer. It would be a helpful fix to make the other spawns locations a bit desirable also but that's a map issue. -
Some of you running east need to give up, there is from what I can tell a new bug or different one that is spawning people 28km off the map so running it would literally take a very long time to run. I have seen a massive number of people apparently just effected by this right now(Mainly server hoppers). This is not the same as debug forest. Do the Canada 2 suggestion and see if that helps which should get you to debug forest which is at least remotely close to the play area. If you have a map do shift+left click on map for a way point with distance that can be seen.
-
Was the threat ever zombies?
ReaperOne1Two2 replied to dds__@hotmail.com's topic in DayZ Mod General Discussion
-
Regarding Genders, Skins & Teleportation
ReaperOne1Two2 replied to Magnet (DayZ)'s topic in DayZ Mod Troubleshooting
May have to do the old wilderness fix if it works. I just spawned 28km away from the map apparently. This happened to roughly 50% of the population on a server I joined. If its a mismatched version the host is trolling and changing it to fake correct version which the game reads as so. My friend spawned in the correct spot though. Will follow up if it gets fixed. -
Was the threat ever zombies?
ReaperOne1Two2 replied to dds__@hotmail.com's topic in DayZ Mod General Discussion
yeaaaaaa' date=' if they could hit you whal running people would go apeshit rofl, id kinda like it though, it would make you have to stand your ground and fight. [/quote'] True, it would make it much more difficult, but no matter what amount of hp you give zombies or damage or run speed they are literally a non threat in there current state because it is the zombie there self that's an issue. It doesn't need to be every zombie is a walking zombie of inescapable death, but even multiple types such as some you can't outrun would be a nice change. -
Was the threat ever zombies?
ReaperOne1Two2 replied to dds__@hotmail.com's topic in DayZ Mod General Discussion
They need to change it so zombies can hit you if you hold sprint and go backwards for starts instead of missing and standing there then dieing to you shooting them. Then the only other issue is there to easy in buildings. -
Soda Should count towards hunger (a little bit)
ReaperOne1Two2 replied to alexahr2008's topic in DayZ Mod General Discussion
That idea I would say is partially right as you can go 3 weeks alone on nothing but soda if you needed. Its not like you drink soda every while for 3 weeks and just die of dehydration randomly. I don't think any distinction for certain foods excluding level it fills in game needs to be made to food/drink types unless they start adding bonuses like quicker sprint speeds or more stable aim etc... Although I do think the current food/water system is basically worthless and could use a change, I can't imagine anyone actually dieing to these in the games current state. They don't add to the survival aspect other then making people sitting out in the middle of no where go to a town once in a while. I don't think making partially filling food etc... would matter much in terms of the games game-play. Although I would be all for Canteens being rare but refillable take 2 slots and allow 3 drinks from it or something like that to occur. It would give them a tangible benefit and value over soda.