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tolk

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Everything posted by tolk

  1. Can confirm also. Took out two bandits on uk server yesterday (I think SAS). One stayed online and I looted him (9 blood bags, new back pack, food, meds, ammo - was very happy). The other disconnected and when I went to find his body it had gone.
  2. Providing temporary buffs for groups is an interesting idea but it overlooks the negative effects of being grouped. In the real world grouping works to increase human longevity but in DayZ zombies add a new dynamic. By being in a group you would instantly become more noticeable: 1) Increased noise levels (cumulative footsteps, need to communicate, ...) 2) Increase visual impact (more thing moving = more noticeable) 3) etc. Unfortunately I would doubt the Arma engine is capable of modelling this accurately i.e. whether a Zee notices you visually is likely based on range rather than visual interference (i.e. you could have a million players standing around a zombie but outside a certain range and it would still not notice them). Same goes for sound. So it's probably not a good idea; it's all the advantages without the disadvantages.
  3. tolk

    When to trust people

    Never trust anyone or anything; 1st character - spawn, find zombie, die => never trust zees 2nd character - spawn, find ladder, die => never trust ladders 3rd character - spawn, find good weapon, bandit behind me, die => never trust bandits 4th character - spawn, find good weapon in power plant, go back down to bottom, can't leave cause zees outside, see another player spawning (friendly skin) decide not to shoot and can't avoid contact so say "hi, friendly?", he turns around and shoots me in the face, die => never trust players
  4. tolk

    Humanity Information?

    They should change it so that when you shoot someone, regardless of your current state (bandit or not), you should go to a temporary state for a short time but only for the person you hit (like "attacking" or something). If the person you attacked then shoots back and kills you while in the temp state, then they don't loose any humanity (and gain some if you were originally a bandit). That way you could defend yourself without loosing humanity, and would give bandits more incentive to hold people up without firing a shot (i.e. you could play as a bandit but without actually becoming one if you never fire first). Sort of like how the criminal status worked in UltimaOnline.
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