Cooperal
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Everything posted by Cooperal
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A bambis first Kill! Do you feel the adrenaline?
Cooperal replied to gradth's topic in New Player Discussion
I didn't get much of a feeling besides a little enjoyment on my first standalone kill. I was a new spawn and I headed right, toward the closest settlement. I saw a figure standing still in the middle of a fenced off patch of grass beside a house. I hadn't been playing that long so I didn't know how zombies appearances or animations had changed, so I lay down behind a tree and some bushes, turned on 3rd person and observed for a minute. Pretty quickly I realised I was looking at a player but I used the rest of the waiting to see if he had been standing there long or was with others. The fact that his head alone was occasionally looking around threw me off. After that I cautiously circled around the back of him and took a look at his gear. I pulled a baseball bat from his backpack and began to lay into him. After 5 or so minutes of swinging at him, he was still standing. I had obviously encountered some bug. Although he was now also a glorious fountain of infinite blood. I don't know if he was boned before but he was now. I took everything he had, made sure he was disarmed of all melee weapons, and went on my way. I still don't know how he ended up like that but I assume he was somewhat AI controlled and probably wasn't actually logged in. Still, he was very near a spawn spot and had his little work undone. To me that was kind of a kill. -
Does anybody know of a way that I can manually cap the frames? Due to a sensitive temperature-related issue with my GPU fan, I'm being very conservative of the way that anything in or around my PC generates heat. I've done plenty of things already. I don't need the 60(+?) frames that vertical sync caps it at. There's a a fair bit of PvP but it's definitely no counter-strike so I'd rather be able to cap at something like 40 just to squeeze that extra bit of saving.
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What is the best sidearm to you?
Cooperal replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
M9SD wins for me, with M1911 just a few steps behind, but certainly no chance of winning. The M9SD is your quick solution to dispatching zombies with minimum risk of attracting players or other zombies to your whereabouts. I often prioritise range and power in my primary weapon slot. I find it very important to have a supressed weapon handy too. Unless I can aquire an M9SD I will lose a lot of backpack space to a whole extra primary weapon without taking advantage of the 8 pistol-ammo/bandage slots for my supressed weapon. Furthermore I'll be in a panic trying to save as much blood as possible before I can finally get my supressedweapon out if I'm aggroed. The M9SD fixes ALL of that. The usefulness of the M1911 boils down to some very basic points. The ammo is easy to aquire. Its power per shot is very respectable when put against a lot of other weapons that fill the slot. The audible range to zombies makes it more comfortable to fire. I had a PDW once. Except for the plus of being fully-automatic and using a diverse range of ammo, it is overall disappointing. The latter point even had a negative side for me in one case. I once had the fortune to aquire an MP5 while already holding a PDW. Therefore I wanted to swap my PDW for an M1911. I dropped the PDW and it didn't appear on the floor. As with any other weapon it also auto-dropped the ammo that it used, which included my MP5 mags... which also didn't appear on the floor. I was effectively left with an M1911 with 2 mags and an unusable MP5. It would've also been a catastrophe if the secondary I wanted to switch it with was also the M9, M9SD or the G17. I'm leaving this gun the hell alone. Full-auto offers little over semi-auto here. -
People who play 3rd person
Cooperal replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
Affordable being the key word. Bohemia have pre-emptively implemented functionality with triple screens and Track IR. The combination of both would rectify many of the problems addressed in this post. With players usually being able to move their head without any impact on the game, the use of peripheral eye vision was removed. The wide range of 3 screens combined with the angle of your head now becoming a gameplay factor, peripheral vision and eye twitching would have its purpose reinstated. Track IR is also capable of allowing a player in ARMA II to lean incrementally, instead of jumping to the complete lean that we get from a key press. With ARMA III they will also be introducing the ability to raise and lower your head independantly of your stance for reasons like covering your entire head behind low walls. With Track IR this will almost certainly be an incremental movement too, which will allow players to peek through those awkwardly heighted gaps. All that's needed is a solution that's a bit more friendly to those who are light on disposable income. P.S. I dare you to look at the price on STANDS for the eyefinity monitors. -
Thermal vision. Does it belong in this game?
Cooperal replied to galhast's topic in DayZ Mod General Discussion
If it was as rare as intended, I'd say it suits just fine. With dupes however, that's just not the case. Far more people have them than they should. It is a MASSIVE game changer in team fights. One that should be scarce instead of the standard. Other than changing team fights into thermal vs thermal, they exist to confirm that DayZ zombies are still warm blooded, likely meaning they're of the infected variety rather than undead. -
How would you punish the script kiddies?
Cooperal replied to Sir Diealot's topic in DayZ Mod General Discussion
I wouldn't opt for any of these grade school bullying techniques. It's nothing personal. A permanent global ban will do. The little shit can get his parents to buy him a new CD key everytime he wants to undo hours of other peoples efforts. Safe in the knowledge that they had no interest in playing the mil-sim, let alone capable of comprhending it, I like thinking about the amount of money that's been spent on copies that are no longer valid online. -
This was topic worthy?
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People who play 3rd person
Cooperal replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
I do wish there was a middle-ground to even out the advantages of 3rd person. And I do have a solution that has little been seen in games from the past. To try and put it basically, everything that you'd be able to to see from 1st person appears as normal. The environment that you wouldn't be able to see from 1st person is discoloured and blurred. With any mobile entities like people and vehicles being invisible entirely until out of the blur (viewable fom 1st person). The blur wouldn't be so intense that you'd feel strangled, but certainly enough to acknowledge. Here I've pulled a picture from google images. Note the commonly known advantage of seeing threats undetected using a disembodied view. Here I've altered the picture (a million hours in Paint) to vaguely demonstrate what I'm trying to describe. The difference from this picture is that the greyed area would instead be blurred and discoloured, with the man in the distance giving no visual indication at all. The pros: -3rd person players are far less likely to supernaturally percieve threats. -People can get a good understanding of spatial awareness without giving themselves a breaking advantage. -The partial blur can help new players learn about cover that veterans already had memorised. The cons: -The behavior of the blur would intially be disorienting. Especially where foliage is concerned. -Some players may still suffer over others due to their selected field of view. Edit: I should also make a point that I'm suggeting this as a TERTIARY view mode. Not a replacement for the well-liked, current 3rd person. -
Seen this in some other videos before. At least one video knew the cause of their case. A player crashed a helicopter. I believe this bug can potentially occur in vanilla ARMA too. Looks pretty at night. From the looks of the vids, the fire is purely asthetic (unharmful to the player) however it lights up an equally phenomenal amount of landscape increasing visibility for players and zombies alike. But don't take me for 100% when I say it can't hurt. Educated guess. Also it looks pretty at night.
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People who play 3rd person
Cooperal replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
Most people don't hold a negative view of 1st person view as hardly anybody encourages people to use it. The fact is, if 3rd person is available and you arn't using it, you're putting yourself at a large disadvantage in terms of concealment and negotiating your surroundings. HOWEVER, I do enjoy 1st person a lot when these disadvantages are mutual. It's certainly more immersive hearing everything directly through your characters ears, risking your neck to look around a corner, sitting blind in tall grass. All the uncertainty thats spawned from removing such a large crutch really helps the mod achieve the goals it set out to originally accomplish. Risks must be assessed more throughly across the board and with that comes fear and pressure. Sometimes, when I make a fresh restart, I just want to take my new character for a ride through purely 1st person servers. The best early-game thrill you can get is crawling through tall grass without a weapon. You'll stand out like a sore thumb to other players while crawlers and hoppers won't be visible until they're right up in your face. Will you pop your head up and get a better look? -
Should 1 Hit Kill Sniper rifles be removed from DayZ.
Cooperal replied to zecele's topic in DayZ Mod General Discussion
If this mod wasn't rampant with dupes, I'd say they should stay. The rare handful of people SHOULD be so fortunate. Given the overall nature that no gun should be underestimated, one hit kill weapons (provided they were as rare as they were supposed to be) would not hurt the game. It adds to the fun of finding rare treasures. However, duplicating has run wild. I wouldn't be at all surprised if the ratio of legit:duped endgame guns were 1:10. For this reason I vote no until when (or if) the mod works as intended. -
So Who Do You Think The Hackers Really Are?
Cooperal replied to Devmagic's topic in DayZ Mod General Discussion
People who hack and glitch for equipment and vehicles = Gamers of the current generations mindset. They'd rather have an easy ride than feel anything the game was supposed to emphasize. A shame, but far from the worst. They're ruining the experience for themselves more than others. Nothing to worry about when put next to: People who hack to directly target legitimate players (teleports, genocide etc) = Halfwits. People who have been raised in a way that their mental age is unable to break the 14 year mark. People who have willingly surrendered their right to any fair treatment. -
New to the game, had a bad experience.
Cooperal replied to Bigbudddo's topic in DayZ Mod General Discussion
A lot of people on the internet will fail to accept how inept they actually are. In the last case, the guy was inept at understanding flanks and acting accordingly. And adept at being a pitiful gamer that witlessly jumps on the bandwagon without a shred of rationality. As much as I don't want to seem like I'm trying to sell the future standalone, because I neither praise nor slam things I've not witnessed, hopefully they'll have some anti-cheat system of worth where the first thing people shout won't be "hacker". It's getting on the level of CoD kiddies calling "hard-scoper" for taking more than a second in your sights (like it's some illegitimate method to begin with). Doesn't matter if you did it, they will blame ANYTHING except themselves. Hopefully the standalone features official, vanilla, dedicated servers with no community control while also keeping a seperate hive from community servers. edit: Infact I feel so strongly about that last sentence that it's going in my sig. -
It's become apparent that for a long time, BattlEye was created as little more than a deterrent to hackers. More of a threat to stop would-be hackers rather than an actual enforcer. Since ARMA II was previously not often bought by people with a genuine interest in Mil-Sims and playing the game as is, they expected nobody would care enough to ACTUALLY hack. But thanks to DayZ, it has now caught masses from well outside of the target audience. And as with anything that grabs more popularity, general player-to-player respect sharply declines and thus, hackers. Despite 3 years of relative peace by comparison, DayZ has turned ARMA II into a bastion of "massive lulz" and BattlEyes lack of capabilities have become painfully obvious. It could very well be the PR disaster that would ruins their future for good. For this reason I believe they are actually trying to get sh** done now. Although I don't know how credible that "12,000" ban count since July 15th is. Let's just say that I've seen more successful hackers lately than I have ban notices. And considering that would account for roughly 7% of the average days playerbase, I've not seen a change. In the last 24hrs alone I've managed to survive at least 2 hackers. One that I barely escaped doom to, but not before having my leg broken, having everything except my bag contents and tools wiped and being teleported to the top of the tallest building in Cherno (also resulting in the loss of my motorcycle). And another that was a Jason Hacker, whom I managed to log out from before getting axed to death. Want to know how I survived the first hacker? A familiar messege known as "BattlEye client has stopped responding". Although having been a witness and being friends with the sever admin, I can confirm that I was the one and only survivor. Although it was a hollow success, considering the tremendous loss of gear. I spent most of the night rebuilding with limited luck. Incredibly, no hackers were globally banned in the process.
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Will there be a monthly fee for the standalone? If there is, will you still play?
Cooperal replied to tbird9412's topic in DayZ Mod General Discussion
Voted no. It's server size is very short of hitting MMO territories. Especially since people are more than likely to be renting and maintaining their own dedicated servers (although I do pray that official servers and community servers keep seperate HIVEs). As for battleye... It's a laughing stock. More of a reason NOT to buy. If VAC anti-cheat or Punkbuster pulled the crap that battleye dishes out, it would be unforgivable by their standards. And in spite of "12,000" global bans, hacking does not seem to be dying down. They need to build their anti-cheat system alongside the game. Not just shove some half-hearted client on top at the last moment. It's especially embarassing that they waited 3 years before thinking "woops, we've been figured out, now we'll have to make an actual anti-cheat system". -
Will arma 3 engine be plagued by hackers too?
Cooperal replied to TheMachine's topic in DayZ Mod General Discussion
Considering the notoriety of hackers seems to eclipse all other troubles combined in the mod, Bohemia would be stupid not to keep a tight leash. However the appeal of creating another mod-friendly title will be very tempting. If they can get their act together with figuring who is cheating and restrict an official hive to Bohemias own dedicated servers, while community servers require their own seperate saves, we may just get to see the best of both worlds. An assortment of far less tainted vanilla servers. While retaining the possibility for player-controlled servers that host things like community maps and all sorts of game mode alterations that are kept seperate from the core game. -
I would like to point out that zombification would not likely be the straight-forward result of death. Bringing in a (probable) developer oversight into account, this mods zombies give off a warm heat signature in thermal vision, making it much more likely that they are of the infected variety rather than undead. If this was the case, the playable survivors could easily be written off as immune to the infections symptoms, making them only into carriers in a worst case scenario. Let the debate begin!
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One thing I would like to see removed from the game: NVGs
Cooperal replied to Kashus's topic in DayZ Mod General Discussion
Reading back through this thread, I say damn those duped items to hell. The application of lights in night time warfare sounds all too appetising. Imagine that you're a sniper, scoping out NWAF at night, no NVGs, just using the little bit of natural light to your advantage. You've sat down for a long time and saw nothing. All visible zombies have presumably spawned due to your team. Suddenly you ask the question to your four teammates: "Who's shining their light from inside the northern barracks?" "Not me." "Not me." "Not me." "Not me." Not only has a bit of variety been thrown into the rules of night raids, but for most people this example would've managed to get their adrenaline pumping because of a slight shimmer of light, possibly a scare that can last until they've evacuated. Which speaks volumes when put next to horror games that use sudden, scripted loud noises as a crutch. That not enough? How about getting more use out of droppable/throwable/switchable light sources? Close an area down against that sniper who needs to keep his eyes perfectly adapted to the dark. Cover an escape... or a flank. Or of course, light your enemies hiding spot like a christmas tree. It interests the hell out of me at least. The dupped NVGs create an atmosphere that's already present in plenty of other games I own. And I would always welcome changes that would make the DayZ setting even more believable. -
One thing I would like to see removed from the game: NVGs
Cooperal replied to Kashus's topic in DayZ Mod General Discussion
Removed? No. Much increased rarity? Yes. Far too many military-grade luxuries in circulation to create a desperate, apocalyptic atmosphere. The risk/reward of using light sources is a non-issue. When resources are so scarce that only the snipers or designated drivers of a group might be lucky enough to hold NVGs. That's about when they've struck a right balance. No group or above-average loner will leave home without their NVGs in current state. Time of day is barely a factor to a great number of groups. It's now devolved into "thermal scope warfare". -
I put my vote on the AK-74. Seeing as how it appears you've not got a close group of survivors to help you make the decision. Now I'll make this clear. I'm aware that the M16A2 is statistically better or equal in its functional aspects (30% extra damage, 33% additional range, equal zombie-audible-range and magazine size). If you've not got a great stash of ammo on hand already, and especially if you're playing solo or with a small squad, you'll be working overtime to conserve and procure as much additional ammo as you can. Possibly more trouble than it's worth. While both STANAG and 30Rnd. AK mags have an extremely low spawn rate in residential areas, the AK mags take a huge lead by being far more openly available at deerstands, which can offer a trickle of military-grade loot which is balanced out by their far lesser risk, due to being scattered across the most of the playable area. Enough searches of those should quickly bag you an AKM to replace either with too. That and I prefer to toggle between semi and full-auto instead of semi and burst. I feel more in control about overspending rounds.
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Stop calling yourself a bandit
Cooperal replied to omgwtfbbq (DayZ)'s topic in DayZ Mod General Discussion
But that is the terminology that this mod uses to describe players that kill other players. It is counted as a bandit kill instead of a murder when you eliminate one. A bandit count is also recorded on the homepage of the website. It's fair to say that it is the single most correct word to use in both game and community terms. While they normally, perform all the things that fit under the vague category of a bandit (such as gambling, hold-ups, pickpocketing). A. It's still possible and B. Murder and corpse-looting by no means discounts someone from being a bandit. If anything they'll be exhibiting more bandit behavior from the act. -
Survivalist tactics or just being a c**t?
Cooperal replied to intensity (DayZ)'s topic in DayZ Mod General Discussion
Survivalist. In reality, it would be perfectly sound to hide or ruin ammo that you didn't want falling into stalkers hands. It's fair game. If someone wanted that ammo, they should've gotten to that building before you. Not that a lot of the same loot gets crossed by two seperate parties outside of the high risk zones. -
Hey there. 22, UK, my sleeping schedule fits better around US timezones right now. Very experienced gamer. Skype: Cooperal1012
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A one in a million encounter...
Cooperal replied to PublicEnemy (DayZ)'s topic in DayZ Mod General Discussion
You were in a popular place and he was hacking to locations anyway. Doesn't sound so "one in a million". Sounds like the guy got the idea from .Edit: Also lol at your friend getting kicked for being AFK but hackers coming off completely free. BattlEye is one hell of a justice bringer. -
Agreed whole-heartedly. My signature has even reflected it as of recently due to an earlier experience today. Although I finally got it out of the way after trying to connect to a master server for the millionth time (the superior anti-cheat applications out there arn't sending me to their website for every update, neither should this). Is anyone yet to hear a story where BattlEye has delivered justice? No? Is anyone yet to hear of a story about hackers ? Just to continue hacking from there? How about spawning free weapons? Or ? Or even being ?Just what sort gamebreakers is BattlEye supposed to cover? Did Bohemia actually give them money? These hackers are directly performing some of the most basic, conventional "crimes" in online gaming. Most of these hacks appear to scarcely use any resources that are exclusive to DayZ and should've been fixed for the vanilla game. I really want to see a list of what BattlEye manages to accomplish. I'm not even seeing scraps to work from. It does a good job of kicking someone for interacting with a car. How dare he!