davidecibel
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Everything posted by davidecibel
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so, i just logged onto a server, and died before i could even play... and spawned in "Chernarus - wilderness": an empty plain: wtf????
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It would really be fun if both OP and the two swimming admins are saying the truth, but there were some actual scripters/hackers around there who basically fucked all of them, and did that unnoticed :P
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Swap NV goggles for Antibiotics
davidecibel replied to Shifty Shellshock's topic in DayZ Mod General Discussion
You should try freshly restarted servers, with unlooted hospitals. -
Coke or Pepsi products in standalone?
davidecibel replied to maclawa's topic in DayZ Mod General Discussion
with such a big playerbase he should try to get some ads into the game and keep the price lower imo ^^ -
Add sounds for kills M M M MONSTER KILL
davidecibel replied to MrMudd's topic in DayZ Mod General Discussion
Lol troll -
Add sounds for kills M M M MONSTER KILL
davidecibel replied to MrMudd's topic in DayZ Mod General Discussion
Lol troll -
I think they do count as 1 in tents, even if they take 13i23i2 slots, so maybe in vehicles too.
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Are the zombies meant to be one hit killers?
davidecibel replied to spidy (DayZ)'s topic in DayZ Mod General Discussion
nah they can break legs at 12000 as well, it happened to me several times... trying to sneak past, ninja aggro from da back, broken leg and bleed xD -
Zombies should be like the weather. (What DayZ is doing right)
davidecibel replied to TimmyPage's topic in DayZ Mod General Discussion
I agree. I also like if zombies are challenging tbh, but DayZ is doing it in the wrong way (super ninja zig-zag speed, bleed on 1st hit 2 out of 3 times, random broken bones at full health, high chance of KO if blood under 9k), probably due to arma limitation. I would be cool if the acted in a more 'realistic' way and there would be A LOT more of them, maybe even random spawn in the woods so you are really never 100% safe from them. -
so i found my first vehicle. took 3 days to find the parts to fix it completely (damned rare engine parts!), and now it flipped 45 seconds after i started driving it -___- fortunately it's kind in the middle of nowhere so there's a chance people won't find it. i saved it because otherwise i don't know where it'll be after a restart... but now, if the server restarts, the atv will still be there but unflipped right?
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that is not correct. not only I found 3 on the same server today (2 were looted though... there was a lee enflield with 10 mags lol), the other day a guy posted a screenshot of a field with 3 crashes in it visible at the same time. search for it. you failed.
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doesn't seem like a good percentage :D
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turning vsync on and off totally works for me
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so, I run the game trough dayzcommander, without using steam. how do i take screenshots? print screen takes screenshots of my desktop even if i'm ingame :/
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you were kicked of the game (battleye: banned)
davidecibel posted a topic in DayZ Mod General Discussion
so i joined a server, 2 minutes into the game i get this message. what does it mean, and why would anyone ban me? just a kid admin or what? O_o -
Where's the "vehicle? what vehicle? some muthufucking clan hoards every single vehicle, bycycle included, in every single motherfucking server, there aren't any vehicles left ANYWHERE" option?
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To the guys with 2 Choppers on US 1051...
davidecibel replied to BroskiMcBroham's topic in DayZ Mod General Discussion
I think there might be a way to dupe vehicles. I'm not sure, but today on a US server, in a quad spawn point, there were 2 of them. And I'm sure that someone didn't drive it there because they both were in the same exact unrepaired state. -
too bad it's a small boat and it's so goddamn slow :( it was my first vehicle... Y UNO GO FASTER!
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i offer you 2 crates of beans and 10 steaks for that.
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Pretty cool, but a lot of people will try to kill you and mug your ride
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you were kicked of the game (battleye: banned)
davidecibel replied to davidecibel's topic in DayZ Mod General Discussion
unfortunately i don't remember the exact number, as i joined anotehr server right away after this happened. it was a LU2something... LU245 or LU249 i think. I picked it because there were only a few players -
you were kicked of the game (battleye: banned)
davidecibel replied to davidecibel's topic in DayZ Mod General Discussion
what drama? I'm trying to figure out what happened. You aren't helping. -
you were kicked of the game (battleye: banned)
davidecibel replied to davidecibel's topic in DayZ Mod General Discussion
yeah i just joined another server now and everything is fine, i've never cheated or anything, i'm in the woods looking for a lake to fill a water bottle xD -
HOW do I know if a tent is going to work or not?
davidecibel replied to Gashed's topic in New Player Discussion
just lost an AS50 in a secluded tent, I highly doubt someone took it ^^ -
How Zs should behave. (very long post, no real tl; dr)
davidecibel posted a topic in DayZ Mod General Discussion
So, after the last patch, Zs hearing has been fixed: now they always hear gunshots if they are in the weapon audible range, and they aggro the shooter. I like the challenge they pose now - it is actually quite difficult to take a group of them alone, hence more teamwork is needed (which I think is a good thing, makes the game much more interesting, even group vs group pvp is metter imo). However, I'm not happy with the way Zs behave - I find it to be very unrealistic and extremely annoying. Also the respawn is a bit too fast (and seems bugged in a way I will explain later, but that might be an intended feature What annoys me is that even without line of sight (if there's a building or thick vegetation between them and a shooter) the know where a shooter is as soon as they hear a gunshot, and start ussain-bolt-fast zigzagging towards the exact location of the shooter. This behaviour should happen only if they have line of sight with the source of the noise (gunshot or footsteps): if a Z hears a noise, he should "turn" that way: if a non-infected is in sight he should proceed do what Zs do - ninjazigzag towards him and break his legs with a well placed thai low kick, then proceed to eat his ballsack. But if there's nobody in sight they should just move towards the location. So, if someone starts firing a loud weapon inside a church, all Zs in the audible range should move towards the church, trying to get in, but without immediate aggro until they actually see a prey. What do you guys reckon, wouldn't it be much more realistic? Let's tl;dr recap with what my ideal model for Z aggro is. 0) Zs wander around, minding their own business and not giving a fuck like a baws. 1) If a Z has a non infected in his line of sight he aggroes him (although this obviously is effected by the survivor distance and crouch/prone/walking/running/still, just like it does now) 2) If a Z hears a noise (footsteps, gunshots, vehicles, explosions, tin cans, etc.) it immediately turns towards the noise source, and then: 2a)if a Z has a non infected in his line of sight, go back to step 1 2b)if a survivor is not to be seen (because too far, prone, behind a building, etc.) he should start walking towards the area where the noise came from, kind of 'looking' for him, but without instant aggro 2c)if the noise comes from inside a building, he should start walking towards the closest entrance of the building and get in, and wander inside for a while, but without instant aggro 3) After steps 2b) and 2c) , if the Z hasn't found a prey for X seconds, he starts walking back to the area of his spawn point, and goes back to step 0 So, again, what do you think? In this way it would be pretty much more realistic, without losing the zig-zag hard to hit once they aggro thing, even though I'm afraid Arma II OA AI pathfinding would limit this possibility.