clipnotdone
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Its not the disconnecting that bothers me so much as the reconnecting behind me.
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A more realistic approach to zombies
clipnotdone replied to KRAAYZiE's topic in DayZ Mod Suggestions
Id like to zombies lock you into a position, like clots from Killing Floor and do LOADS more damage. Right now zombies do jack shit, and can easily be glitched into being entirely harmless. Not to mention you can outrun them indefinitely and just look around for a steep hill or a building with two doors. They also seem to think smoke grenades are some kind of delicious candy and will entirely disregard you when they see one. That's if they even see you in the first place since you can just crouch walk through most places and they are entirely unaware of you. -
Visibility system - how it works?
clipnotdone replied to Mitritch's topic in DayZ Mod General Discussion
If you prone, no zombie will see you ever. Unless they trip over you. As far as other players go, crawling is about as quiet as a group of Justin Bieber fans. Other players will hear it from ages away so stealth is pretty useless on players in most any situation. -
Zip ties / Handcuffs
clipnotdone replied to jason.jblackman@gmail.com's topic in DayZ Mod Suggestions
Id say in most cases people would be handcuffing somebody, eat all of their beans in front of them and walking away laughing after shooting them in the leg. Which is hilarious. It needs to be added. -
Did anyone buy Arma 2 solely for this mod?
clipnotdone replied to billyangstadt's topic in DayZ Mod General Discussion
I played the hell out of the original Operation Flashpoint but never really touched Arma 2, then I heard about the mod and figured why not. -
Drunk.
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Server crashed whilst approaching a deerstand. Turns out there was a group of bandits about to do the same thing on the server I joined. I spawned next to a flare and died before I could even tell the people I was playing with over skype to run. Good times. Oh and this one time I kept spawning underwater in the docks at Electro knocked out then carking it upon waking up. Oh yes. Those body bags at the Stary Sobor military camp? Dont go prone in them.
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How about variety packs with one of each colour? ELECTRO RAINBOW RAVES EVERY TUESDAY AT 9
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Hiding spots for equipment, etc.
clipnotdone replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
A tent already fills that role, it is however server specific. I could imagine that loading and removing these save specific loot spots could put a fair amount of strain on servers with players jumping on and off constantly. Most servers have a hard time being stable as it is, and with everybody and their dog server hopping constantly its not going to help. -
Personally I wouldn't mind a few fine suits to be found. A man has to survive in style after all.
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I made a thread with this exact suggestion literally an hour ago
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[PICTURES] Dehydration/Hunger Mindfuckery - MORE HALLUCINATIONS TO COME
clipnotdone replied to ErwinRumble's topic in DayZ Mod Suggestions
Players become zombies. Zombies become rabbits birds become pigs. Shit gets rusty. All doors are locked. -
In the latest patch, zed spawns went through the roof. And it was awesome. One of the most common complaints I've seen however, and one I agree to is the respawns. On the one hand, I feel as though you shouldn't be able to clear out a city or a town, the zeds should be a constant threat. On the other hand, there is nothing quite like clearing out a building and realising the zeds you killed mere moments ago are now rematerialising right behind you. Normally, I play it stealthy so its not that much of an issue for me personally, but its an issue none the less, which rewards one play style far greater than another. I would propose a seemingly simple solution. Rather than have zeds spawn on their patrol routes, have them spawn just out of a towns reaches and move towards them. This would generate the illusion of gunfire attracting far off zeds who would then move to investigate the sound, the zeds travel time between their spawns and the players location would allow them a fairly reasonable time to loot and hopefully get out. Im no expert on how the spawning scripts currently work, and I am aware this might cause some problems with the initial zombie spawns, but I think if worked out properly it could make town raids much more interesting.