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HoboWithAGlock

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Everything posted by HoboWithAGlock

  1. HoboWithAGlock

    I've done it

    For too long have I sat idly by and waiting for the law to form in the hearts of Chernarus's wretched scum. For too long have I watched the bandits, the thieves, the killers, the looters, the lawless take advantage of the weak. For too long have I seen men and women killed in the name of anarchy and hatred by those who wish pain upon others. For too long have I let the law slip away from me. Today I go unto the world of chaos and sin and bring the law to the lawless. For I am the law. And I they shall know to fear me.
  2. HoboWithAGlock

    I've done it

    Nighttime with NVGs on my head, but off. Also, I typically get 30 - 40 fps. It's saying 12 because this is a screencap of a video, not a picture.
  3. Good. Certain playstyles should have certain benefits and downsides. Not everything should be balanced. You want to play solo, be able to keep more loot for yourself, and become a smaller overall target to enemies? Fine, then you have to understand that you don't have the manpower to engage larger targets and you have to be wary of being picked off by entrenched people. If not, then join a group. You lose the benefits of being a lone wolf, but you gain the security and comraderie that comes with a squad. This is how it would be realistically. DayZ shouldn't conform because it isn't "fair." Grow up.
  4. Stop trying to make DayZ a better game. It is not a game.
  5. I keep hearing everyone talk about how amazing the incredible exponential growth of DayZ, but no one really gives any clear, definite sources of this popularity. Looking back, the most important person I can really identify may very well be a great youtuber named CHKilroy and his series "The Days Ahead." The first video alone has over 125,000 views and I know from at least personal experience, has greatly influenced many people into getting the game. So the question is the following: how important was he in this surge of popularity? How many of us all saw his videos before we started playing and immediately became enthused? I know plenty to whom the previous applies, and I imagine many others are similar. Should we as a community pay more credit were credit may be due? Was CHKilroy as important as the statistics seem to indicate? Just curious to see others' opinions on the matter.
  6. As of the temperature update, I can't help but get a little worried about the future of the game and the path that rocket may or may not want to take it. It's his game, and by no means am I saying that the results he may want are "wrong," but I am a little curious as to whether or not he wants the game to become realistic in its mechanics, or hard. Temperature, as it is implemented now, is unrealistic and simply presents the player with another challenge to overcome rather than giving him or her a realistic goal to achieve. You don't lose temperature simply by standing outside, night or otherwise, and you don't magically catch a cold when you reach a certain temperature or stand out in the rain. Additionally, food and drink levels decrease at an incredibly unbelievable rate. The in-game characters require nourishment constantly and have done so since I have been playing in April. No word, as far as I know, has been given on a mechanic change yet, and I am unsure that one may ever take place. Regardless, these are not the points that makes me worried the most; rather, it's the community's response to the issues that perturb me. When people discuss the issue on losing food and drink levels while logged off, plenty of people (rocket included) answered by explaining that the game is hard, should remain hard, and will not cater to those who disagree. While I myself am not entirely sure of my own standing on the issue, the response worries me. Rocket, how are you going to continue with development? I see plenty sentiments on DayZ being an "anti-game," and in many ways I understand and respect that title, but life is not as difficult as many people may seem to think it is. I get why food and drink go down so quickly - without this system, a lot of the survival would be severely lessened - and I get why you want the game to be difficult, but how much is enough? This is not a rant or tirade against rocket; it's simply a question, one that I think the community deserves to have answered.
  7. HoboWithAGlock

    condoms and ky lube items ingame?

    1.6.0 is set to add sex shops into certain cities. Calling it here.
  8. HoboWithAGlock

    A Public Apology

    Next time use pellets and stand right behind him. That way you'll one hit him.
  9. HoboWithAGlock

    The NW Airfield

    Picture Cherno. Now picture it with wide open plains, lots more zombies, and players equipped with the best weapons the game has to offer all trying to kill each other. That's what the NW airfield is like.
  10. HoboWithAGlock

    The Problems With Tents

    Blinking confirmed. We lost a major tent because of shoddy server restarts. Annoying as all hell.
  11. HoboWithAGlock

    Which T-Shirt design would you buy?

    #2 is the most professional of the three, to be honest. The first one could be a non-offical shirt, and the third one just shouldn't really be a shirt in that state.
  12. HoboWithAGlock

    The One, The Only: I HATE TEMP THREAD

    I understand the idea, but in reality, you don't need a whole system in order to facilitate a sickness mechanic. Realistically, the only way a player's temperature would noticeably change is through interaction with water. Outside of that (given the clothing that the characters wear) there is no reason for a change in body temperature. Considering that there are only two different scenarios where one comes into contact with water (either in an ocean/lake/pond or in the rain) making a temperature system in general convolutes the whole process and in the end allows for a myriad of problems to occur, as shown in the post-update reactions. Instead, I feel like all you'd have to do is implement a system wherein the player runs the risk of becoming sick or developing some sort of problem after experiencing enough exposure to water without protection (which may eventually be implemented at some point). If the player does not warm themselves up enough afterward through fire, exercising*, or otherwise they can then become sick. This sickness can take different forms depending on what they may have caught or what degree of exposure they had. *for sake of argument let's assume that sweating won't be taken into account The point, in the end is that the emphasis should be on a sickness mechanic rather than a temperature mechanic. This, in turn, will allow for a greater focus on what the temperature system was put in place to facilitate rather than the methods by which the players encounter this system. This temperature simplification (in essence an altogether removal) makes the whole process not only easier to understand, but hopefully easier to modify in the future. I'd hope, eventually, that the sickness system could be complex enough to incorporate real infections from actual wounds and allow for different medications for different illnesses. Anyway, just a point that I was thinking about. I can't see rocket removing the system altogether, although I certainly hope some sort of medium can be reached.
  13. If you remove server interconnectedness, you are doing two drastically problematic things: First, you are removing from the player character a gigantic percentage of the community and limiting him to the specific amount limited by the server cap. I can't imagine that this will be the end solution to the problem, and in all honesty, if it is, I can't imagine that the game will last very long afterward. Second - and in my opinion even more importantly - you are making a character's life even more worthless than it is now (assuming they are limited to a specific server). If you can create an amount of characters limited only by the number of servers, you can have an endless supply of "screw around" characters that only serve to sate your PK needs. This, in turn, will create an artificial value for specific servers that exist in congregated areas (think US, NY, UK, etc).
  14. HoboWithAGlock

    Timing of Patch 1.5.8

    Get the fire extinguishers ready.
  15. Yeah, we hit about 5 or 6 tonight and every single one had no loot. Pretty depressing.
  16. With the new skin system announcement, a lot of people who hated the mechanics rejoiced, and a lot who enjoyed it voiced their concerns. For the former group, the system was a poor solution with poor implementation, yet for the latter, it was a necessary mechanic set in place to ensure an ordered PvP system. So how about a solution to the issue that satisfies everyone? The way to solve the issue isn't through a direct mechanic, but rather, through change in a different mechanic altogether. The skins system as it will be soon is okay for what it is. The solution will require two things: an increased level of persistence and a new system of identification. Both will hinge upon the other. The exact level of persistence can be decided upon by rocket and the dev team, but it'll require at the very least a maintained name database that will allow people to have a unique identity. Through this, bandits can be identified through infamy and word of mouth rather than through a shallow game mechanic. It also allows for more complex social system whereupon the players can determine the classifications and categorizations of what we now simply refer to as survivors and bandits. Is this a perfect system? No, of course not, and I don't expect it to be, but for the time being it's better than the nonexistent system that will be in place soon. The second change will have to do with the identification of players. As it stands now, there are two options (as dictated by the servers): name cards and no name cards. The former is unrealistic and allows for some serious mechanic exploitation, while the latter is just as unreasonable and offers the player no way of identifying others. As there is no way of maintaining a database of unique player characters with their own equally unique looks, the only reasonable way of solving the issue is through, again, player cards. The base mechanic would be that players could only be able to identify others (i.e. see their card) either when in close proximity or through a scope or binoculars. This obviously allows for the best of both worlds: you can't know that someone is there without seeing them, yet you can still know who you're talking to when you're close. Again, the idea of player cards itself is unrealistic, but I am unsure as to what is feasible within the constrains of the base game, so for now it will have to suffice. There may be ways in the future to strengthen these mechanics, especially through the implementation of the new skin system (imagine being able to kill someone and pretend that you are them), but for now, it's better to have some brevity, I suppose. Anyway, just some food for thought. I'm well aware that this is a mod and a lot hinges upon the cooperation of the base game and subsequently the Real Virtuality engine itself, so look at these as a broad foundation suggestion rather than a simply naive one.
  17. HoboWithAGlock

    Anyone else found their own...

    The best way to remain safe is to always keep moving.
  18. I'm glad PL hasn't changed.
  19. HoboWithAGlock

    Military Skin/Faction?

    Perhaps during special events, but not something that should happen all the time.
  20. That was pretty painful to watch.
  21. Did you really just link the first page of this thread in the second page of this thread?
  22. HoboWithAGlock

    DayZ Update 1.5.7

    Make the spawns much larger, but make the respawn rates much lower to counteract it. Here's the thing: I know it's alpha and I know the whole point is the addition of content. That's fine; this increase in zombie spawns is a step in the right direction, but it can only fully help the game if there are conditions that augment the change. First, zombies need to be outrunable (either through raw speed/distance or though continued LoS breaking) after a certain distance. This makes it so that not every encounter must result in combat of some sort. This also makes it so encounters have a deeper complexity through the conclusion possibilities. Also, of course, this makes it so ammo drops can stay the same. Second, the zombies need to spawn everywhere (obviously not at the same frequency as in towns, cities, and other POIs). This is paramount to the overall ideas that this change is supposed to create. One of the main points of the spawn increase was to make the act of shooting an altogether scarier process. As of now, as long as you are in the forest and aren't using a Lee Enfield, you should be relatively ok. Is that a huge problem? Well its basically the case right now, but with the heightened difficulty of city raiding, the whole system now further encourages player killing as a way to gain items. PKing is (arguably) already too high. The whole point of this was to even the playing field by making PKers run the risk of bringing unwanted attention to themselves. Again, just some caveats I feel needed to be stated in order for this part of the patch to achieve what it set out to do. I'm not going to get into the panic meter, as that's more an argument over the separation of the player and the character. Anyway, I may have gotten carried away, and I'm sure Rocket had the same thoughts and worries I've had about this, but I just wanted it to be out there for future references at the very least.
  23. HoboWithAGlock

    TAW_Tonic

    So uh, anyone else a little curious as to who the guy is and what he is doing? http://dayzmod.com/character/display.php?char=5330 I know he is the provider of several servers, and he's been playing for awhile now, but I can't help but wonder what the fuck he is doing with his time when I see 3781 zombie kills to his name. Who is TAW_Tonic? A man? A deity? Something altogether different? Anyone know?
  24. HoboWithAGlock

    PMC Model Comparison

    I have the PMC pack and I have a few friends who are interested in seeing what the upgraded models look like in comparison to the current ones. Does anyone have a contrasting picture between the two or can anyone make one for the sake of having a clear comparison of the two? Just curious. It'd be appreciated.
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