FrankDaTank1218 (DayZ)
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Everything posted by FrankDaTank1218 (DayZ)
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What does he mean by "corrupt"?
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Swimming causes you to lose all of your inventory
FrankDaTank1218 (DayZ) replied to scofieldr's topic in DayZ Mod General Discussion
Fuck you, this is a legitimate problem with the game, that's what I hate about this community, ANY criticisms makes you a "QQ crybaby". Fuck off. -
M249 Vs. MK48 Vs. M240
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
I meant zombies, I'll edit the original post. -
Do I lose items when I swimming?
FrankDaTank1218 (DayZ) replied to iAwesome's topic in DayZ Mod Troubleshooting
Yes, but what is the server command for it? -
Whether or not its true for him that scenario is true for a lot of people in the US, especially more conservative areas.
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That's odd, I could have sworn Dayz took place in...CHERNARUS!!
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Well people said it made no sense for guns to be so common, I explained that for the game's setting it makes sense. So whether or not "you care" it makes sense.
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It was a country in civil war before the infection (lets assume ARMA 2's campaign occurred before the infection), as well as a lot of rural people who need guns to hunt and protect livestock. It can also be assumed there was high crime, so high levels of both civilian and military weapons is reasonable. Guns in places like Firehouses and Deer Stands could be attributed to Guerrila Resistance Stashes.
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Chernarus is a destabilized, high-crime, third-world, post-soviet nation suffering from a civil war involving civilian militia, as well as having lots of rural populace who hunt. Why is it odd that there are a lot of guns? Not every country is filled of defenseless sheep like Germany and Australia.
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dayzmod.com - Aug 2012 - Q&A with Rocket
FrankDaTank1218 (DayZ) replied to Max Planck's topic in Mod Announcements & Info
Q: How much more content/features will be added before release? -
easy way to heavily reduce combat disconnects
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod Suggestions
If you log out, your character stays in the server, idle and out of your control, for 30 seconds, this means you are a sitting duck for any zeds chasing you or players fighting you at the time of disconnect, and if you are killed in that time period, your body stays for a few minutes of time so any players can loot items from you. This would mean not only would combat d/c-ing be a bad idea, it would also make players more cautious and only log out in safe areas. -
Zombies will not attack you if you say "friendly" over direct communication
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Why this mod is failing
FrankDaTank1218 (DayZ) replied to Xianyu's topic in DayZ Mod General Discussion
First of all, I disagree with the OP, but he is NOT FUCKING CRYING ABOUT IT!!!! He is criticizing the game, and the only responses you guys can have is "stop crying", stop being condescending douchebags and do one of two things: -Make a meaningful contribution to the thread with a sound argument or counterargument. -STFU and go away to a thread were you can do choice #1. Any criticism on this forum is met with "Stop QQ-ing", "stop crying", "shut up, its alpha", "l2play", or "you just suck". When did game forums stop having ANY intelligent people and start consisting 100% of people who act like dudebros or high school bullies? The issue causing coast spawn killing is two-fold, first is the reward you get for high kills (which you shouldn't get in a game centered towards survival), its a shallow, "badge of honor" type of a reward, but its a reward, you get a high number and players hear a terrifying heartbeat when you murder a lot. The solution to this would be to not track player kills at all, no stats, no heartbeat, no cool bandit costume. The second issue is the lack of things to do as a well equipped player. This could be solved just by waiting for the game to be complete, when promises of other features and things like base-building come into play. But all in all, its still realistic, in an apocalypse situation there will be evil "bandits", and they will be predators, and like all smart predators they will target the weak, like noobs, it makes starting out more exciting (why should I be deterred by dying as a noob if I already had nothing to lose?). And if you do get on a server where all the spawns are relentlessly locked down by bandts, use another server until you have moved away from the coast, and/or you have become skilled/equipped enough to deal with the bandits. -
easy way to heavily reduce combat disconnects
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions
Yes, but what I did was an innocent mistake, you were just being a dick. -
easy way to heavily reduce combat disconnects
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions
Well you certainly helped, thanks for your condescending and sarcastic forum post, what a contribution! -
US1457 Random ban. Admin's name "jason"
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in Mod Servers & Private Hives
Another one of my friends, "Hodgesaurus", got banned randomly as well riding shotgun in my V3S, he even made a separate thread here because of it. -
The ONLY Realistic Way to Prevent Deathmatching: Make DayZ a Living Hell
FrankDaTank1218 (DayZ) replied to Time Glitch's topic in DayZ Mod Suggestions
Here is a good way to promote teamwork and less paranoia, radios should be implemented, and could be recieved from up to 4km away, and there should be megaphones that, when equipped, can make your voice travel clearly up to 500m. Having to get RIGHT up on someone before being able to announce you are friendly contributes to killing and paranoia. If you can tell people in a large area you are there and want to meet up, it helps. Military land vehicles and the Huey should also have loudspeakers so you can do long range communication, imagine. A huey flies over and its loudspeaker shouts "We have a group/camp at place A, come to place X and we can do thing Y". -
Im scared... but not of the Zombies
FrankDaTank1218 (DayZ) replied to Carl's Sr.'s topic in DayZ Mod Suggestions
IMO this is what I think is the best zombie implementation (they are tougher than before, but still manageable and are realistic estimations of what zombies would be like). -Zombies have slower, fixed animations (no more sped up anims), and not zigzag ridiculously. -Zombies have lots of health if its not a headshot, yet can be still easily crippled with legshots. Example: With an AK47 it would take 3-4 shots to the chest, a 5.56 firearm would be 4-5, while pistols would be very ineffective save for a headshot, and shotgun slugs should be very effective against zombies. That way zombies might not be as fast or difficult to hit, but are still fast, and as inhumanly determined beasts with no feeling of pain, it takes alot outside of a headshot to down one. -Melee weapons should take 2 hits for the hatchet, 4 for the crowbar. -Antibiotics should spawn as often as painkillers and morphine, and zombies should have a 30% chance that a bite will infect you. -Zombies should NEVER be able to break your leg, but under 9000 blood they should have a decent chance of knocking you out for a maximum of 10 seconds. Hitting zombies should do decent damage to any vehicle smaller than a van, do heavy damage to ATV's and bikes, minimal damage to the van, pickup trucks, and offroad trucks, even less to UAZ's, and should do no damage to Buses, the V3S, and the Ural. -Zombies cannot see you if you are perfectly still when they are close. -In zombie areas AND being the only zombies in the forest, there should be "sleeping" zombies, they lay down like they are dead, but when you come close or are loud, they wake up and attack, and walking/running over them while asleep will cause them to attack from the ground like a normal prone zombie. -
Implications of the Arma2 weapon nerf - really that bad?
FrankDaTank1218 (DayZ) replied to tarquinbb's topic in DayZ Mod General Discussion
Here the issues with this nerf: -There is NO NEED to make the nerf apply to vanilla Arma, that's stupid and counter-intuitive -This games is supposed to be realistic, now guys can shrug of 9mm's? Bullshit. -The guns shouldn't have gotten a nerf. Zombie health should have had a buff, that way combat against other players is realistic, pistol calibers are still viable, but zombies are still no longer pushovers. -
Implications of the Arma2 weapon nerf - really that bad?
FrankDaTank1218 (DayZ) replied to tarquinbb's topic in DayZ Mod General Discussion
This nerf should only apply to Dayz, not ARMA 2 entirely. -
Should armed vehicles be added to Dayz?
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod General Discussion
Should Lightly armed land/sea vehicles be added to Dayz as super rare vehicles? For example: -Technicals (civilian pickup trucks with a machinegun in the bed) -UAZ with a DSHKM (.30 cal MG) -Humvee with a M240 -Boats with MG's The way I could see it working is that armed vehicles have additional parts to be repaired, in addition to hull, wheels, fuel, and engine, it could also have "gun". Two new parts could be added in as well (both would be rare), without both of these parts applied to the vehicle, the gun won't fire. These two parts would be: 1.The gun itself. In ARMA 2, there are already mounted guns in bags as items and you could add them to Dayz as items that go into your inventory for 6 slots or more, then with a toolkit you could repair a vehicle's gun with it. For instance, a Humvee with an M240 will require a mounted M240 bag to repair its gun, and a UAZ with a DSHKM will need a DSHKM bag. 2.A special ammo box item for vehicles. For example, it would be an item that looks like the weapon boxes from vanilla arma 2 that take 6 slots of inventory space, and are titled "Vehicle Ammo Box". This would have to be applied to an armed vehicle (not needing a toolkit, its just reloading, no tools required) to give its gun a limited amount of ammo, and when the ammo runs out another box will be needed. This will make using an armed vehicle difficult due to needing a rare item to replenish ammo. I think this could work. Do you? -
Should armed vehicles be added to Dayz?
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
Hiding in the bushes unseen while having a clear shot at an armed vehicle like a Humvee/M240 is arguably an easier kill than some on-foot infantry who can easily hide, scatter, and hit the deck/go prone. -
Should armed vehicles be added to Dayz?
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
Why in the hell would you not want to play that? Why do you pacifists hate PVP so much? -
Is it me? Or does it seem odd that there isn't an unarmed humvee available in Dayz?
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Add in Humvees (unarmed ones)
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions