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Zetal

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About Zetal

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    Zetalix

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  1. Once private hives come along DayZ SA will go the same path the damned mod did, with 99% of the servers being casual "spawn with 90 cars and all the guns" servers, and the 1% that are hardcore, no 3rd person servers will be completely empty because there's noone to play with. The same people that are playing on these casual servers would play on the hardcore servers and have just as much fun, they're just too stupid to realize it and wind up ruining it for the rest of us in the process. Server owners are slaves to the most common player. The most common player doesn't want nighttime, or any difficulty. So server owners will flock to that instead... And then you won't have anyone in those nighttime servers to stand next to without knowing it. :\ If they were in some sort of danger when logged out, maybe this would be relevant, but as is we can only assume they mystically vanish when in danger. It's the same thing as combat logging.
  2. Everyone's done it before, either in SA or in the mod. Log in to a server, good ping, lots of fun. Play for a couple hours then night hits. Log out of that server and into a different one where it's daytime. They've added a minor time delay to switching servers, but that isn't really ideal. If noone is going to actually play it, then why would nighttime be in the game? My proposal? Timelock. If you leave a server, you can only join a server with that same character in which the servers time of day is the same as when you logged out with a minor variance of 1 hour, so it isn't ridiculously hard to find one that matches. This stops players from being able to just hop about to the daytime servers and loot, carefree, and makes nighttime something people have to actually deal with, unless I've missing something.
  3. Zetal

    Zombies A Challenge?

    Patches to the mod are approved by Rocket, as far as I know. Has this changed?
  4. I've been here before with the same suggestion- a long while ago. Waited awhile once the first breeze of 'infection' came rolling in, in the hopes that the game would move towards a more challenging environment. It took some decent steps and I was kind of hoping for more in that direction but it seems we're getting 'aesthetics' patches in place of that ideal. I'm not irritated at anyone- the devs do this for free, and have make marked improvements from where the game has stood for a long while, but this post is just a plea for a reorganization of priorities. This goes for both the mod (which I understand will be developed indefinitely) and the Standalone itself. However, this is primarily targeted to the mod as we don't particularly know enough about the standalone yet, but... regardless. Infection was a good step. Zombies are still a complete and utter joke. They hit gently, move slowly, think poorly, and overall aren't a threat whatsoever. One of these 'detriments' are fine. They're zombies, after all. Slow, but deadly. Stupid, but predatory. Weak, but fast. Any of those would be acceptable, but... all of them leads to filler noise-generators. I've gone over this before and, honestly, if you want more detail you can just check some of my old topics. The end result is different, now. Is this really where the devs want the game to be, in terms of challenge rating? If it is, then...fine. I guess. That's..fine. It's just not the game for me. Maybe some people are happy with it, that's fine for them- I just want an answer. If it's where Rocket wants the game to be sitting at... Well, I guess SA isn't the game for me, either. I'd like to know.
  5. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    That's precisely what I'm saying. It's a balancing mechanic that makes players either be equipped to fight zombies, or fight players. Now if only Zombies were a threat- then it might do something.
  6. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    I feel that the current form supports a player being PVP OR PVZ. Letting them go in secondary would allow players to be both at the same time, which would just make the game even easier, and even more in favor of PVP gameplay.
  7. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    This is a game attempting to recreate the scenario of an apocalypse. Much of what you say is silly, (and accurate), but in the universe they have constructed infection IS apparently super-dangerous. If that is the case, then wouldn't you wager anti-biotics would be as rare as weapons, if not moreso, since as you say zombies aren't the threat, infection is... therefore most of them have been used up already in the rush to try and stay alive at the beginning? The teleporting zombies is a bug. Welcome to game development. Do you want them to cripple the game for you while they sort that out? Taking ten bullets to the head doesn't actually happen. As far as I know, any zombie will die from 1 bullet to the head. If they do not, it is server lag (try and pick one with less ping), FPS (I have no business telling you to upgrade your computer. That's a lot of money.), or a misunderstanding of the zombie hitbox.
  8. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    As with the others, I recommend you try and improve your playstyle rather than asking for the game to be made easier. Those of us that want the real DayZ already want a more difficult experience than this. We can't 'learn' to be worse. You can learn to be better. It's the apocalypse. Time to start acting like it is.
  9. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    And yet you can run forever at full speed with no detrimental effects. Attracting a few harmless zombies is a small price to pay for firing a gun.
  10. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    Guns are loud, man. That's the one thing that really shouldn't be reduced.
  11. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    90% sure that's false. Very likely, you just didn't see them, or you're exaggerating. Or both.
  12. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    Ahaha.,.. you're funny.
  13. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    I phrased it oddly, so sorry about that. What I mean is that due to the tick-based Zombie AI, it seems like there are many instances where they are, for all purposes, just not paying attention, and for others they seem acutely aware of the entire planet. Which isn't really a problem since they don't pose too much of a threat anyways, but imo it's just not the right balance.
  14. Zetal

    DayZ Mod 1.7.7.1 Hotfix

    Any chance of decreasing the general sound sensitivity that Zombies have at the moment, and maybe increasing their eyesight while making them lose players they've already found less often? Due to the way that sound detection works, it's very random and takes control of the game away from the player. This kind of mechanic is fine in small amounts, but I feel that by implementing this suggestion, you could keep Zombies as dangerous as they are now while also giving players more control over their character and gameworld. This encourages a stealthy kind of playstyle and a caution that I think might be a good idea to pursue. Zetal
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