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frghu

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Everything posted by frghu

  1. I'm going to assume it's hacked. I've been toting one around for a while now, which i looted off a player corpse in NWAF well before the 1.7.2.5 hotfix.... Like the other person in teh thread said, it's not much different than the m4a3 cco sd. I actually prefer the m4a3 cco sd scope, as the holo scope reticle glows at night and obscures the target completely. But hey, it's like a pseudo-rare item....so,...vanity. But if you get an as50 tws like another said (which i've also found off corpse remains), hide that body/ditch it in a bush
  2. frghu

    DayZ at GamesCom

    Means they will separating a branch of the main-branch build of the existing (or a pre-existing) virtual reality engine build to be worked on in parallel and separate from the one in Arma 3. Its the same engine, but any new changes or features added to either engine will be exclusive and would have to be integrated into both separately. If I were to guess, it would be an earlier verified and working build of arma3...given the timeframe (and i'm just spit-balling here).....I'd guess it's a build from an earlier showcase demo that arma3 appeared in publically...or between that and arma2. Ideally, Rocket will be able to pick cool new features in arma 3 and have them added to the standalone without a "from-scratch" effort. The real question is, at what stage have they chosen to branch from?
  3. I don't snipe, but removing it from the game would be a little extreme. I'd be happy if .50 cal rifles could not be stowed away in backpacks. Additionally, would be nice if they were deployable only and could not be hip/standing/crouch fired. But that would be a bit more of a change.
  4. frghu

    'Hero' skin question....

    A bandit, careless or clueless player will shoot you no matter what you wear. However, in the slim chance of getting caught unaware by a fellow humanist player, then I think it could save you a bullet in the back. In my view, even if if saves me from one death, it's worth it. As far as how visible it is, it's not much worse than the regular civvies. I rather use survival & stealth techniques to reduce detection than relying on the ghillie/camo.
  5. I've done a few searches and found some old cached posts of others claiming success with hotkeying autowalk. (from http://www.autohotkey.com/) The scripts I'm using work normally in Arma 2: OA. They also work when running steam with the beta launch options if that makes any difference? However when running DayZ out of the Six Launcher, they do not work at all. Is there a step i'm missing somewhere to get these to work? Is it that it's multiplayer and blocked? The constant stress of walking kilometers for long stretches holding down W with A/D for strafing and SHIFT for running with ALT for shoulder looking is a bit much for these manly hands of mine. Here are a pair of scripts i've copied..if anyone can shed some light on the issue, would be appreciated! Can't remember where i found this one: From http://r.bernsteinbe...de_will_almost/
  6. To the survivor in the NE getting onto your boat through the barbed wire on Monday July 30th approx 9pm PST, I was in the trees as you ran by. I didn't shoot you but took your bicycle. For this I apologize, I had run out of food and had no hunting supplies. And if you also happen to own that white truck and ATV, I took an SVD Camo and some med supplies to heal myself. If I ever get my hands on a silenced M4A1 in the same lifetime, I'll return the svd camo to you and replenish your supplies. Rest assured I won't be stealing anything more from your stuff. Maybe food if I'm ever starving.. -Mute
  7. This has happened twice now, once last night and now tonight. So this occured both in 1.7.2.3 & 1.7.2.4. Logged out in safety on flat ground near trees and then when logging back in, immediately after "waiting for character to create" the scoreboard appears, followed by a "you are dead" , then the report of being killed in the bottom corner. Immediately after I am spawned in a flat area with no trees or objects...... Is this an issue that others have encountered?
  8. Very wierd thing happened this time. When I respawned the first time I logged out to write this post. I tried to find another server to start again but none of them would let me join. Went back into the server history and rejoined the one that i was killed on and it seemed to load twice, this time respawning my character with full gear but in a totally different location....Seemed like a starting spawn point
  9. There really are no in-game incentives to murder or let live. Take a look at the three pillars and how they relate to murders: Loot, Kill, Survive. The act of killing offers no reward and goes without penalty for enacting upon others indiscriminately. At the "endgame", there is no gameplay need to kill others aside from the simple pleasure of it. Survival is all about avoiding conflict early on. You could slay TO survive, but not for long. Once you have the means to survive, you are the hunter and everyone else is surviving. There needs to be a reason to either help them survive or leave them alone. Loot is the driving force of player kill. Take meta gaming and grouping with friends out of the picture here. The core gameplay element is to engage other survivors and fight over it or you hunt others to acquire or prevent them from having it. If all experiences can be derived from the loot then by modifying how loot is handled in the game to give broad incentives against killing outright. Dynamic loot that is based on kills, murders, and no-killing, could change how players act in the game. Especially if they have to consider that their actions impact their rewards. This can be done by tweaking the loot with modifiers. These numbers are arbitrary but the idea is: the more an item has a chance to spawn, the less everything else does. 1. For every player murdered: Quality weapon ammunition -10% chance to spawn (sniper rounds especially) 2. For every player killed (zombie or otherwise) : Consumables & Equipment +5% chance to spawn 3. For every hour a player is not killed or murdered: Junk +6% chance to spawn 4. If all zombies on server are alive when spawn: 5% chance of nothing spawn 5. Ratio of zombies killed/alive = % of non-junk loot spawn 6. Longer stretches of no-kill/deaths increase spawns of: heli's, transports, group items 7. Higher murder/kill ratios increase spawns of: personal vehicles, ghillie suits, survival items In case 1, if a player is murdered and already has a murder count (bandit), the modifier is not applied In cases 1&2 vs 3: The opposing events would reverse eachothers effects, tipping the scale over time. In all cases, the effects can accumulate up to a set % The theme here would be to award high kill pvp with survival/stealth gear and CQC combat. New players get extra survival gear spawns to increase lifespans. On low kill pvp servers, award community efforts and long range transport/weaponry for overwatch and protection geared towards clearing zombies and taking out bandits. On empty servers, it behooves you to hunt others and kill them. On a complete anarchy server, sniper rounds and top quality weapons would have to be conserved. Seeing someone with a good gun means they're worth killing for their ammo. Seeing someone with lesser weaponry may not be worth killing if it risks your chance of spawning ammo. On a total pacifist server, while everyone is happy and singing campfire songs and reveling in a post-apocalyptic paradise, they're depleting their resources by flooding the spawns with junk. Killing one another for supplies will be inevitable. In all situations, killing zombies will benefit everyone. Saving others from zombies is now a bonus. In the end the rules could be anything, as long as it provided a balance both for and against pvp. To give it meaning within the game mechanic. Lastly........ To communicate this all to the player? When you log into a server, in addition to the location of and day, there can be a report of “<Hour> since last survivor murder” “0 Hours since last reported murder” you know things are probably bad. “4 hours since…” you know things are relatively safe. “12 hours since….” polish that rifle and kill the first survivor you see cause you aren't going to find anything but junk in stores. (this may dissuade empty servers at night if no on has been murdered in hours and no one is killing zombies...double bonus?) EDIT: renamed topic
  10. frghu

    Loot rewards and penalties

    Sorry, i should have chosen a different title. The idea is not to fix pvp I guess. I began to write it out as that, but that's probably beaten to a dead horse I imagine. What I'm suggesting here is more towards loot and how it can influence pvp. Force people to fight for survival who normally wouldn't and on the flipside, give the tools required to survive and escape hostile environments. Ultimately something that is both achievable without changing the gameplay itself to a jarring or noticable effect.
  11. frghu

    Does Autohotkey work in DayZ?

    Ah, I figured it out. I had to run Autohotkey as an administrator. Now it all works just fine
  12. frghu

    Does Autohotkey work in DayZ?

    I tried that out and it does work in arma2oa singleplayer, but in dayz for some reason it didn't work
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