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Everything posted by puppetworx
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Did i do the right thing?
puppetworx replied to Muncywolverine's topic in DayZ Mod General Discussion
You shot a man in the back who never even knew you were there OP - I'm pretty sure that's the definition of coward. -
Pickup noobs from the coast and take them to the NW airfield.
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Zero kills of any kind and a sniper rifle. Seems legit.
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alt-tab to these forums...
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L85A2 AWS - I just found one of these 'Extremely Rare' bad boys at a helicopter crash site. Did you know that this thing has a togglable night-vision/infra-red scope? I don't want it so I thought I'd do something different with it. You now have until 8:45PM (GMT) to make me a bid for it, highest value bidder gets it. Even if that's just some :emptycan: . (You must post your bid in this thread to keep it bumped. Bids placed by personal message will not be accepted.) Go.
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The high bidder already PM'd me saying he didn't want it afterall so I put it on a dead zombie and hid the body. You can't even give stuff away in this paranoia simulator.
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Why even have female characters in the game at the moment? Seems weird.
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SOLD FOR MOUNTAIN DEW TRUTH CEASE THE BIDDING FRENZY IMMEDIATELY!! Possibly one of the worst ideas I've ever had.
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Apparently so. 10 minutes until I trade this for an empty can.
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OP already knows the answer.
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Should go well with beans.
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Bronies gonna brone. I agree though OP. People are generally paranoid dicks in this game. Since the bandit skin was re-introduced I've been killed 3 times, none of the killers wore the bandit skin and neither did I. With time it might calm down, but shooting others is generally considered sport by most players - especially those coming from a FPS playing background.
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This was good the first time it happened and he appeared inside the guys car, now it's just hipster bandwagon shit. I wouldn't be surprised if OP is the skiddies own account.
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I just got morphed into a chicken
puppetworx replied to sostronk's topic in DayZ Mod General Discussion
I was on a server where everyone turned into a goat and was teleported to building roods once. Thankfully we were all killed moments later. -
This is a known bug with the current patch.
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Hackers ip ban + perma standalone ban
puppetworx replied to drawx's topic in DayZ Mod General Discussion
Most IP addresses are assigned dynamically (they aren't fixed) and MAC addresses can be spoofed. Besides this would lead to lost revenue. -
thinking of buying a gaming pc and need advice
puppetworx replied to resistence1993's topic in Technology/Programming
Make your own it will be cheaper, faster and have a better warranty then a pre-built. I always recommend this as a template - http://techreport.com/articles.x/23204/4 Some good places to buy PC components in the UK are Scan.co.uk, Novatech.co.uk and Aria.co.uk. They also have some decent pre-builts if you want to go that route but you will still be better building your own and it's really easy these days. Tons of people will give you advice on what choices to make if you need it. -
This is why DayZ is NOT failing.
puppetworx replied to EyeoftheYeti's topic in DayZ Mod General Discussion
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The Feature: Inventory damage - when a player is injured by an attack by a player or zombie they have a percentage chance of items in their inventory also being damaged (rendered unusable). How it might work: Bullets, swinging axes and zombie punches to center mass will damage 5-10%* of items in your inventory - food, drink, weapons, ammo, backpacks, medical supplies, tools, everything is damageable. This would be easily implemented for food and drink: food tins would turn to empty tins, drink cans to empty cans. Other items would be added with the prefix 'Damaged [item name]', they wouldn't be usable and would basically become trash. (*5-10% being an arbitrary range chosen for example purposes) Permutations: Items have a chance of being dropped rather then damaged Complete damage of backpack and weapon would likely prove highly controversial, as such, partial damage (e.g. decreased accuracy, lost inventory slots) could be implemented Certain items could be made repairable (e.g. require toolbox + 2x damaged item for repair) ... Future suggestions for permutations posted in this thread will be added to the above list along with accreditation of the suggester for the benefit of people new to the discussion.
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I think you're right on the first one I don't think most people would want weapon damage to be possible for that reason, but I certainly would. On the second scenario you're also right but I was never talking about player experience, only character experience. Player experience will always give an unfair advantage. You can come up with lots of unfair scenarios with this feature but that's life - sometimes you win, sometimes you lose. Personally I think there isn't enough loss in the game. I couldn't disagree more, zombies pose almost no challenge, to the new or experienced. Run around a corner or through a building and they're gone. I don't even remember the last time I was killed by zombies. Fully decked out teams of players currently have no challenge, zero. This feature would increase the challenge that they face. Raiding multiple barracks to regain lost NVGs or an AS50 is hardly an inconsequential challenge, it is far more challenging then getting chased by zombies. I'am amused that you think otherwise though. I also disagree about predictable decay and your life always going to plan. I think that's boring. Loot spawns are chance based for a reason, if the loot that you want was always where you expected it to be it would be a dull game. If you can take a couple hundred hits from zombies, 5 or 10 bullets and always just heal yourself up with no damage to your gear over the course of your life (and beyond) then that's too predictable and too dull.
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Importantly this feature would punish experienced characters more then new spawns. Someone who spawned 15 minutes ago maybe only has 20 items total and stands to lose only a couple of items - which are common on the coast. Whereas someone who has been playing for sometime, has ventured inland from the coast, has either an automatic weapon or a high rate of fire one-shot-kill weapon has maybe 50 items in their inventory, many of which are rare, and they stand to lose up to 5 of those. I disagree that the game is difficult enough, after attaining a military grade-weapon the challenge decreases rapidly. This feature addresses the lack of increasing and continued challenge in the game in a way that is realistic. It would also address the problem of 'cheating death' where a character dies and then runs back to retrieve all of their previous gear. I'm not against the looting of your previous character's body but ideally I think some items should be damaged and unusable when you suffer a violent death. Just as military weapons decrease the challenge of surviving zombie attacks and acquiring loot the challenges of death decrease significantly for players with well-armed friends to guard/loot your body for you. This feature increases challenge and risk to the well-equipped.
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I have 2500 humanity but it doesn't seem to be going any higher with just shooting zombies. I think the only real method of getting a hero skin is by healing other repeatedly.
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DayZ: The state of death, and the Great Storage debate
puppetworx replied to The Sad Panda's topic in DayZ Mod General Discussion
I agree with you about character progression. I noticed that the times I get killed that annoy me the most aren't when I have tooled up quickly and then been shot - those lives often feel empty and boring because they didn't pose enough of a challenge - the times where my death annoys me most is when I have overcome great odds to survive until the point of death. If I can run around town and pickup everything I need to survive in 30 mins or shoot a Lee Enfield into someone 5 minutes after spawning and loot everything needed for survival from their corpse it feels almost like like I cheated, like I bypassed all the challenge in the game, and it's a hollow life. As someone once said 'the best things in life aren't free'. I'm not fully with you about storage but on character progression I am. I'd like to see chance removed from the game and 'skill development' introduced as an experiment, e.g. lighting fires, cooking, healing, running stamina, steadiness of aim(this one will be very controversial) are all possible skills that the player can develop, amongst many more. The result of character progression is that players will have to work harder, use more caution and will become more attached to their characters lives. Another game-play mechanic which I'd like to see experimented with would be inventory damage. When a player is shot in center-mass or hit by a zombie items in their inventory become damaged and unusable (including backpacks and weapons, as an example say 5-10% of items will get damaged upon being shot or hit by a zombie). Amongst other things losing items by chance (when in a position of increased risk: attacked by zombies/other players) would provide greater challenge to survival and add greater realism. -
Ask on the day that you are going to be buying it, prices and technology change all the time. Like others have said it's better to build your own also, it's really easy these days and plenty of people will give you advice on how to do it and what to buy. You will get a better computer and a better warranty (retail computer components generally have a 3 year warranty as standard, as opposed to pre-built PCs which have 1 year warranties as standard). As an example of what you can build yourself look at this - http://techreport.com/articles.x/23204/4 - better then all of the things you linked too plus a better warranty.
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DayZ: The state of death, and the Great Storage debate
puppetworx replied to The Sad Panda's topic in DayZ Mod General Discussion
Can I get an executive summary please? tl:dr;