Kolchak (DayZ)
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Everything posted by Kolchak (DayZ)
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Why is it so hard to find a nice group of friends to play with?
Kolchak (DayZ) replied to Bigjoe's topic in New Player Discussion
Sorry, like most of the other players of this game, I lone wolf it, much better that way. Every time I've had a tag along they freak out too easy, pop shots, then we have a dozen runners on our hands. Last few times I've told them I'm scouting ahead, sneak off into the treeline and then run until my lungs are about to explode. -
MERGED: Night time, darkness, gamma
Kolchak (DayZ) replied to Wyglif's topic in New Player Discussion
Adjust your gamma as much as you like, when the moon is cloud covered and it's completely dark it won't matter. You can crank it up all the way, still won't be able to see anything but the skyline. Flares will be mandatory on those nights, and finding a flashlight might never happen. I always make a point to watch the bottom right corner of my screen when I come into the game to see what I'm nearest to, then use the skyline and sounds to help me navigate. Specifically, roads. They're a great way to keep track of where you are in pitch black, the sounds of your steps will let you know if you're going off the road, and if you learn the area, you can navigate until you hear zombie noises in the distance. that's your cue to back up a bit, and then chuck a flare. If you're lucky there's a lone barn with a couple of walkers, some food and ammo in it, if you're not, you're in Bor, home of the worlds most pointless traffic jam, almost no resources, and about 50 zombies to contend with. -
DayZ to be included in next ARMA patch
Kolchak (DayZ) replied to melbo's topic in DayZ Mod General Discussion
Sweet holy jeebus, congrats again Rocket, you just might be able to parley this into something you get paid for.... if they don't end up stealing the idea and making a copy. -
The Official Unofficial Bandit Removal Petition
Kolchak (DayZ) replied to The Killing Joke's topic in DayZ Mod General Discussion
I severely doubt this. In order to take the time to notice what weapon you're carrying he'd have to be rather close for a significant amount of time. More likely you've been shot at by someone who was just killed by another survivor/bandit and now doesn't trust anyone. Unless they feigned cooperation and stuck by you a while' date=' giving them ample opportunity to place the barrel of their Makarov right against your skull, they're more likely firing at anything that moves in front of them, just hoping you have a good weapon and some ammo. You really want reputations to be what people go on? If they removed the bandit system and enforced a single name, all it would take is me and a friend or two a couple of evenings of making up false stories on the forums and servers about how you betrayed all of us. Reputation is one of the easiest thing to muddy if you're willing to lie, even easier if all your friends are willing to lie for you, and all it takes is a seed of doubt to make you untrustworthy in everyone else's eyes. That's just it, the only way it's not an 'us and them' situation is if everyone does the same thing, and we don't. I have never shot at a single survivor, only fired at one bandit after he killed my friend. I typically duck and go to cover when I hear gunshots coming at me, not try to return fire, and so far I've never died to a bandit. I don't stick around other survivors, even when I die I only check the nearest buildings for food water ammo and bandages, then I book it inland as fast as possible. Lasted almost 8 hours my first run, and that's with traveling all over the map to try and reach a friend who just wouldn't follow my plan and kept getting killed by bandits along the coast. The humanity system cannot show how cooperative you might be to certain people, it can't convey that you seek competition so you only shoot other players with good weapons and items, it can't iterate any of that stuff, because it's impossible for any system to convey intention. It can only convey the actions you've done in the past. As long as shooting/killing survivors is the only way you become a bandit, being a bandit will show you have already shot/killed survivors. The current system is simple, elegant, and takes much more than just lying to abuse. -
The Official Unofficial Bandit Removal Petition
Kolchak (DayZ) replied to The Killing Joke's topic in DayZ Mod General Discussion
I prefer to see the bandit skin as a mark of the player's true personality. It shows that no matter how much they pretend to cooperate and respect people, given the chance, they have already betrayed and killed others, and obviously will do it again. -
This is my first post here, came to the game in patch 1.5.6. First of all, congrats Rocket on your B-day yesterday, this mod is amazing. Second, I agree that numbers need to stay high, however they need to stay high in the right places, and for the right reasons. Having zombies spawning only in buildings in or near loot was silly and this new system with mostly walkers is vastly better in that regard. Cherno and Electro were nothing but PVP arenas in 1.5.6 zombies were not a problem there, only people were, and that's just wrong. They're the two most central and largest cities on the coast, with a constant influx of new characters, essentially a game trail, they should be crawling with zombies as they are now. However, a single barn with less than 3 buildings surrounding it in the middle of nowhere does not need upwards of 15 zombies milling around outside it, and the number of zombies should not steadily climb for every minute you're there. Zombies, like any other predator, will not stay in an area that has no food. It only makes sense that the ones in the small towns are there because they were eating the locals. And the only way you're going to get new zombies in an isolated town is from hiding places, the less hiding places, the less there should be. Thus the smaller the towns, the less zombies there should be. And I'm all for having a few random wandering zombies in the woods, but it should be the exception, not the rule. I understand that zombies are not instantiated into the world until a player arrives at an area, then the spawn system kicks in, keeps server load down, makes sense. However, the initial spawn needs to be the lions share of the zombies that will appear and they should not be indefinite. Clearing a town should be a viable option, especially a small isolated town, right now it isn't. Other than those things, this patch is a resounding success to me. Zombies should be just as much a threat as people are, and shooting every one of them you see should be a very bad idea. Did have some questions too though. Empty bottles/cans don't seem to work for me, I've been testing them and they seem to do nothing for a roamer's path, flares seem to do nothing as well. I was under the impression that sound and light were what the zombie AI was based around, is that a bug with this patch or have things changed?