tkgwheeler
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Everything posted by tkgwheeler
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DayZ has become Deathmatch / Team Deathmatch
tkgwheeler replied to underpaidorphan's topic in DayZ Mod General Discussion
Delays to logging in to servers after death won't alter the perceived value of other players lives, only your own. Therefore you will be even more likely to shoot on sight to avoid lengthy waits. If you want more co-op play and/or less shoot on sight then the value of another player's life should increase. However.. I don't think anyone can know for sure which alterations will work and which won't, the important thing is for everyone here to be willing to try them out whilst also having a clear understanding of the initial hypothesis or goal of that change. -
Hey folks, Been playing on your servers quite a lot lately as i can't stand the game aids on regular servers. Can you confirm that there are vehicles on all 4 of your servers? In my time on server 2 i haven't seen a single one.
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This is brilliant stuff man, keep it up! Can't wait to learn what makes Bonegripper so great. :)
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
tkgwheeler replied to Slamz's topic in DayZ Mod General Discussion
sienihemmo, The game is based in the Czech Republic, which is further south than Finland, therefore the number of hours of sunshine is not the same as the Finnish server location you speak of. In Winter you will find that it stays lighter for longer that you are used to in Finland. I should have said closer to the equator than further south. :P -
My thoughts on night time Don't change the day/night cycle. Don't change how dark it is at night. Do give every player a torch as part of their standard kit. Consider additional game play mechanics that slightly alter how we approach the game at night. Zombies make more noise at night Zombies eyes glow slightly at night Both of these night time specific features would help players determine zombie numbers and position with the possibility of also adding more tension.
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
tkgwheeler replied to Slamz's topic in DayZ Mod General Discussion
My thoughts on this topic: Don't change the day/night cycle. Don't change how dark it is at night. Do give every player a torch as part of their standard kit. Consider additional game play mechanics that slightly alter how we approach the game at night. Zombies make more noise at night Zombies eyes glow slightly at night Both of these night time specific features would help players determine zombie numbers and position with the possibility of also adding more tension. -
Don't change the day/night cycle. Don't change how dark it is at night. Do give every player a torch as part of their standard kit. Consider additional game play mechanics that slightly alter how we approach the game at night. Zombies make more noise at night Zombies eyes glow slightly at night Both of these night time specific features would help players determine zombie numbers and position with the possibility of also adding more tension.
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Don't know about the rest of you but i love statistics :P I like wondering what effect the zombie numbers and respawn rate has had on the game. Unfortunately the only stat on the main website that gives a clear indication of this is the "average life expectancy". The others stats are increasingly looking like un-informative strings of random numbers. They should be made more understandable and relevant, for example: I think they should express the bandit count as a % of alive characters. There could also be an arrow that indicates the percentage rise or fall in terms of overall numbers since the last update. 5984453 zombies killed has no effect on me. But 79% of the city of London or something similar that gives it context immediately makes it more understandable and relevant. 2462213km walked...that is several times to the moon and back! :) How about giving us more stats too. Like how accurate are we all? Has the increased zombies counts made us fire more rounds wildly without hitting a thing? Where is all the positivity? How many people have been bandaged and saved by fellow survivors? Has that risen since 1.5.7 or taken a sharp decline? Maybe this information isn't available. Maybe they have it but like to keep it secret. I'd sure like to know though. Sure it isn't a game changer but it might help us back up our strong opinions on these forums with cold hard facts!
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As opposed to increasing the stopping power of AK etc. they could introduce more lower calibre weapons such as .22 rifles. Someone mentioned this idea somewhere and it really caught my attention as an effective alternative to increasing the power of existing weapons. Both the enfield and CZ are pretty heavy duty calibre weapons so reduce their numbers in favour of small rifles used by farmers hunting small game animals. 100% agree with deer stands and your point made about variety and reducing spawn rates/numbers around barns etc.
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Really important topic! I think the bedroll idea could really work within this game. It could even be expanded to include the tents already within the game although i doubt it would be necessary. Anyone got any knowledge of how plausible this is within arma? Any other issues/considerations that would get in the way?
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Mine: Can't stand it! Scummy. Suggestion: Players carry a bedroll by default. In order to leave the server safely they must find a safe spot (distance from zeds) and spend 10-30 seconds to prepare their log out spot. This would probably rely on a way of determining that the player left of their own accord as opposed to server issues or connection issues. Consequences: Players that log out when in immediate danger suffer high penalties - loss of gear (imagine if their loot was dropped where they left :P) damage and even death if they are already in a bad way! Could there even be a way of differentiating the three main causes of log outs; Being shot at by a player, damaged by a zed or aggro of a horde? I know there are already some features in place to combat this problem but it doesn't seem to have had much of an impact in my opinion. I've even be in groups of friends who jumped ship the moment we aggro'd some zeds. I ended up running for a few kms with a pack after me because i couldn't bring myself to leave for what i feel is a scummy, cheating reason.
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Your thoughts on players logging out when SHTF?
tkgwheeler replied to tkgwheeler's topic in DayZ Mod Suggestions
If there is a way for the server to know that the player either a) used the alt+f4 command or b) moved to the briefing room prior to disconnecting from the server that would separate intentional disconnects from crashes etc, no?? Then using that knowledge they can punish those that don't use the "bedroll/ log out action" and give exception to those that have suffered an unintended disconnect. I was also thinking along the lines of the "making fire" action Delicious, it makes sense in terms of what is already there and fits with the overall survivalist vibe. -
Your thoughts on players logging out when SHTF?
tkgwheeler replied to tkgwheeler's topic in DayZ Mod Suggestions
Yeah mate it is really annoying. I appreciate that everyone wants to survive but logging out at the first sign of danger is just mega mega lame. I really get annoyed at those that log off to avoid zombie hordes after they aggro them. Just doesn't feel right to me and right now it is far too easy to do it. -
Your idea regarding sound not causing aggro is spot on! If implemented well it may also make those looking for slower zombies happy too as the Zeds may just wander towards the sounds until they see you. Once they see you they do their berserker charge like they currently do! That would be awesome!
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My Opinion on these areas: Cars: Stick with the repairs and fuel etc but (slightly) increase the number of cars at the expense of rarer quantities of petrol. The keys idea is probably a little difficult to implement and seems a little unnecessary as i think your main gripe is probably the availability of cars. Which I tend to agree with. Skills: Not too sold on your ideas here as i feel it takes away from the simplicity and player skill level involved and replaces it with something to akin to regular (boring) commercial games these days. Buildings: Totally agree with you on this front and unlike Alex doubt that it is impossible. It is however likely to be time consuming (as he mentioned) and therefore more likely to happen if/when this becomes an official release.
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Your thoughts on players logging out when SHTF?
tkgwheeler replied to tkgwheeler's topic in DayZ Mod Suggestions
That would be quite interesting. The thought of your defenceless character sitting their for a while would surely put plenty of people off logging out in front of some hungry zeds or bean stealing bandits :P -
Scorped rifles need to go or become ULTRA rare
tkgwheeler replied to Mutonizer's topic in DayZ Mod Suggestions
ARMA is indeed a simulator intended to give a more realistic interpretation but that doesn't mean it has fully achieved it. There are some serious limitations in the way of that. Yes it is likely that there would be plenty of scoped rifles in these parts but it is not likely that they would be able to see through the grass 300+ meters in front of them and have their weapons so easily set to fire at those ranges within a 5 second window. So in my opinion it all comes down to this - Given that there are issues which prevent ARMA from being truly realistic do you think that exploits of those limitation should be balanced in Day Z or simply left as they are in ARMA2 and accepted? Also, what is more realistic - "potentially" accurate quantities of a weapon in Czech Republic or All the inhabitants of that island having an exceptional ability to hit a target 300+ meters away aided with super man like vision when using scoped weapons. -
My feedback after 20+ hrs of 1.5.6 and 5+hrs of 1.5.7 for bugs, suggestions and feedback on changes 1) Not totally sold on the panic sound but do quite like the idea of player generated sounds outside of moving. Perhaps random chance of sneezing and coughing if illness makes it into the game. 2) Really hoping for the inclusion of moving attacks from zombies. Currently too easy to exploit their movement/attack. 3) Players logging out!! My biggest gripe. I think players should have to find a safe spot (distance from zeds) to then set up a bedroll that takes 20-30 seconds of animation before having the option to log off. If a player doesn't do this there should be a heavy penalty (loss of gear, KO'd etc) 4) Slight increase in vehicles numbers but less fuel available to run them for lengthy periods. 5) More hunting knives (if zombie count and re-spawn rate continue to present such high levels of difficulty around towns/buildings) 6) Ladders... :P 7) Zombie attacks and movement through walls Other than that i haven't really experienced any crippling bugs and problems that can't be related back to surge in popularity and Alpha status.