Ayanamifan
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Everything posted by Ayanamifan
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It's a trooooooll post. He's getting the reaction he wanted with out saying "Hey guys, server hopping is dumb!"
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Empty pack and mysterious map notes on log-in
Ayanamifan replied to Survivor Scar's topic in DayZ Mod General Discussion
I dunno. If you lost ammo, it was likely that you shot a few shots from each magazine, then reloaded. Every magazine that isn't full has a chance to be removed by the server. -
Well, course not. The Alpha stage isn't when you add, remove and mess around with things to see if they're fun.
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DO NOT POST YOUR GLOBAL BAN APPEALS
Ayanamifan replied to rocket's topic in Mod Servers & Private Hives
How to appeal the Global Ban http://www.battleye.com/support.html There. -
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lol, not sure what to think here. Running around in it right now. Was full of fuel, fully repaired and ready to go. Sadly, no ammo in it. Still, fun. http://i.imgur.com/QGjQL.jpg http://i.imgur.com/VlEJc.jpg http://i.imgur.com/otqbo.jpg http://i.imgur.com/U3QTw.jpg
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What about rewarding each play style? From what I've seen, this whole thread is pretty much "what negative effect can we give bandits to not make them kill". What if, perhaps, there was a reward for becoming a survivor and a reward for becoming a bandit? Admittedly, this is hard to think up, only because in "the real world", you aren't magically rewarded for doing anything. If I kill X players - a gun doesn't just pop out of no where that I can loot. The idea I'm leaning more towards ... and I hate to say it - I really, really do .. but I feel like this might be one of the games that could do it right, is some sort of achievement system. Reward players for: X amount of hours spent alive in game. X amount of player kills. Killing a player that has killed any other player. Killing a massive amount of players. Killing someone who has killed a massive amount of players. X number of items horded. X time spent near other survivors. X time spent alone. X distance traveled. (maybe max and min) These can be stats that are displayed on the main page, perhaps even during loading of the level (if such a thing were possible). Things for people to go for, if they choose to and to actually achieve in the game. Some other appropriate awards? I dunno .. I couldn't really think of anything that wouldn't be seen as like .. I have to be a bandit if I want -this- or a survivor if I want -this-. But more of a recognition type thing ... Oh man, this guy's killed 300 people .. I hope I don't run in to him. Or - This guy has killed this many people, I'm going to get my group and take him out. A notoriety of sorts, I guess. Even in 'real life', you could still hear rumors about notorious people or groups, for good or bad things. That's more or less what the system would represent. How to deliver that to players would be the tricky thing. I think what might be the key to this 'issue' is a massive amount of stat tracking ... This could have negative effects, sure .. people could 'game the system' - but I imagine that will still give the opportunity for people to mess with them (IE: camping in a remote corner for X time spent alive .. you're still in the game world, can still get killed ..) The other negative thing I could see is the massive amount of data required to be put through the servers to track all of that ... The other idea I had, kind of tied in with that - more of a rewards unlocking thing, more of a 'progression unlocking'. I had difficulties with the 'rewards' of this though. If you were a bandit/survivor, you got access to special skins or something .. but I don't think that works too well .. Perhaps a 'luck' system would be good? Neither .. 'faction(?)' has bad luck, but rather being a bandit increases the likely hood of bandit type stuff? Things like sniper rifles, AKs maybe .. I dunno. Survivors might be luckier in finding things like better food or maybe even luckier at finding tents? It wouldn't prevent either 'side' from finding each others items, just make it so more 'bandit centric' gear was more likely to spawn for a bandit and 'survivor centric' gear was more likely to spawn for survivors. I dunno, just was trying to think of something that gets away from putting negative effects on either play style and rather rewards either play style.
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I disagree.
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Patch 1.5.7 and this being an Alpha and fucking zombie spawns
Ayanamifan replied to rocket's topic in Mod Announcements & Info
I know you've heard enough about zombie numbers, but I'm tossing my hat in the ring too. Because, I actually like the new numbers. If the spawn rate could be lowered though, that would make things perfect, imo. I spent a good 30 minutes or so looking for the dead body of a newly found friend of mine in Krasnostav. First off, the server crashed a few times and the last time it came back up stable, it was the middle of the night and RAINING. Omg, the rain ... couldn't see ANYTHING. After wandering the town for 15 minutes and finding the rough area he fell to the zombies, I spent 30 minutes playing a dance of death with zombies ... I was in the very middle of about 10 zombies in a very short distance in a field. It was quiet intense and made the fact I survived without firing a shot or alerting a zombie a really great feeling. Apparently, the server ate my friend in between him dying and me finding the area he died in over the few restarts it had. Much later, I came across a barn in the middle of no where, with what looked like only 3 zombies around it. Being relatively remote, I decided to shoot at em. Wow. Before this patch, the Winchester didn't seem all that loud - but as soon as I fired that sucker ... 7 zombies come rushing at me - from long ways off ... Was the Winchester nerfed?(fixed?) Not that I'm complaining, it's a freakin shotgun. It just made me reflect on the Krasnostav encounter I had before and was suddenly REALLY happy I did not fire that weapon. The panic feature seems interesting, but needs to be tweaked slightly, as you've already mentioned. I'm interested to see how temperature will play in to the game. I think it will add an interesting aspect to the game, risking a fire to keep warm or what have you. One thing that's always been a bit of an issue for me is the speed of these zombies. I'm not sure if it's anything you have control over, but it just seems like they run with what appears to be a speed hack - if it were a player. It seems way too fast to be believable and takes away a bit of immersion for me. I don't know if its something you have control over, but running at -slightly- higher than player speed, so the speed is believable but they can still catch players - but would not seem so ... ridiculous. As a new player to the game, one of the things I've had issues with is just trying to figure out what to do next. I found a decent weapon - found plenty of ammo, food and water ... but I wasn't sure where to go from there. I've explored all the airports, been nearly through all the major towns and I just can't seem to find anything 'cool'. I came across a toolbox and a shovel ... but I don't know. I did hook up with a pretty cool fellow and have just mostly been following him around and helping out the best I could and that's been enough for me now ... but I don't know what area of the map I should be focusing on, where I should go exploring and what not. One could argue that's part of the game and I don't necessarily disagree ... I just hope I don't get bored with trying to find some thing cool and shelving the game because it's just the same thing, over and over. Perhaps these new zombie numbers will give exploring towns a bit more of a challenge and that will be enough, just trying to resupply. Because honestly, before the change ... all I would ever die to is bandits. Zombies were just kind of .. in the way. Now, they're quite the threat and I don't see that as a bad thing. The next couple of days will be interesting, that's for sure. As a side note - RE: Zombies in the woods .. I'm split on this topic, honestly. On one hand it does seem a bit odd to run through forests and not see any ... but I don't think it's necessarily a bad thing. I can take a really long time to meet up with people that happen to be far away. I can just imagine being forced to 'crouch run' through the entire map to get to them .. it would take -hours-. Some could argue that as a benefit ... but I don't know. I don't really want to spend 2 hours TRYING to get to my buds to start playing with them .. :/