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Everything posted by Publik
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Since brophisto hacked the forum and everything got rolled back 2 weeks, my poll thread died. Some ways down on the summary is the"preferred sidearm" question. Basically, everyone loves the M1911.
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Would you be mad if they were working on a separate game instead of a mod?
Publik replied to hazychestnutz's topic in DayZ Mod General Discussion
So play Arma2? It's not a bad game, guy. -
Pack is locked? Use a knife, cut the pack open. Fix'd.
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Consolidated GUI & POO MOD (With Pic!)
Publik replied to Denny (DayZ)'s topic in DayZ Mod Suggestions
I'm a member of the no-gui cult, so I'd rather it be a step past minimalist :D Edit: Oh hey, my sig was reverted. Odd... Edit: Oh hey, my post count is lower. Odd... -
If You Could Add 1 Weapon to DayZ...
Publik replied to zak757's topic in DayZ Mod General Discussion
A Remmington that doesn't stick through my hands. -
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Because of.......reasons >_> <_< I like when stuff goes pewpew' date=' and being able to lay down suppressive fire is always good [/quote'] I posted then saw the frowny face humanity symbol lol. I only carry 6 mags max, everything else is beans. Guess I could use a slightly bigger pack... Edit: Actually, what the hell is in my pack? I ought to have more room...
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Why do you need so much ammo? *sees humanity* Oh.
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DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
^THIS' date=' so much! Everyone wants to shoot down the idea of classes but that is exactly what this game needs. I just want realistic classes along the lines of "ex-professions" before the apocalypse. [/quote'] Spawn with a random profession? -
Watch out for your ammo though. It likes to move ammo with weapons (something that needs to be changed :/)
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DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
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My Rant: Why I am Done with the Game.
Publik replied to BusterFrisco's topic in DayZ Mod General Discussion
Mmm, k. Later. -
DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
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DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
I like the idea about getting better the longer you're alive. Little things, like you run faster or see better at night or find better loot or _practical_survival_skill_here_ better. It's have to be hours or days ingame though, so someone can't just sit offline for a month and become some kind of god. -
Your opinions on forced server rules (3DP, Crosshair etc )
Publik replied to john_blund's topic in DayZ Mod General Discussion
I want servers to have crosshairs and 3dp off so I can stop being a little regular bitch :( -
Other suggestions like boarding up doors.
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DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
Banditry is easy mode, and that system would further increase the pressure on bandits. There is an option not to die, you know. If youre not good enough, see survival of the fittest. It doesnt favor any playstyle. But with or without it, that range between 12 and 24 is optimal. Its harsh ofcourse, thats what this game is supposed tuo be? harsh, cruel, unforgiving etc... The fuck does anyone care if playing a bandit is easy? Surely not Rocket. Ever notice that the "I don't like bandits fix them :(" threads get shot down time and time again? It's because DayZ is a SANDBOX. It lets you play however the hell you want. It does NOT push any one play-style over another, and that includes being a bandit. A respawn timer is great. It gives value to your life. A respawn timer that gets worse for bandits is not great. It forces (or at least incentivizes) a specific play-style. It makes DayZ no longer about making choices and more about shooting zombies. On that topic, read my sig. -
Made me chuckle ^ I'd like to be able to cut trees down and make a tree fort! Would be so much fun designing the best treehouse. Then we could all have treehouses and we could shoot at each other from them. It would be great, except all the bandits would fuck it all up :( Stupid bandits.
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DayZ has become Deathmatch / Team Deathmatch
Publik replied to underpaidorphan's topic in DayZ Mod General Discussion
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Wasn't gonna change but never got asked anyways.
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Mother bitch. I would find NVG once I was finally ready to go do stupid things with the other idiots.
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M16A4 ACOG - 6 mags STANAG M9SD - 1 mag :/ Luckily it refills every time I log out, so whateva. Utilities Meat Drink Meds ALICE pack (lost my coyote)
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As it stands the mod allows for players to take a run & gun gameplay style with little risk. Engagements with other player have 5 possible main outcomes: A runs into B, outcomes in the perspective of A 1. A kills B, gets B's gear at risk of dying in the fight 1a. Zombies are alerted to A, risks dying to zombies 2. B kills A, A loses his gear and respawns with little penalty 3. A disconnects to no loss of gear or life, runs to another server 4. A and B kill each other 5. A runs away I think we can all agree that these 5 (6) cases cover almost all player engagements with the exception of group engagements (which can be broken down into many of these results). In addition, player-zombie interactions have a similar set of outcomes: A calls the horde 1. A gets killed by the horde 2. A runs away from the horde/loses aggro. 3. A kills the horde 4. A disconnects and runs to another server Question: What is the current penalty for dying? Answer: Loss of items, utilities, pack. Respawn is almost immediate and all items can be recovered through either hitting known loot locations or returning to your death point. Respawns are along the southern beach. Question: Currently, how harsh is player death? Answer: Trivial. The largest problem with dying is the loss of utility items (map, GPS, matches, etc). Question: What makes dying trivial? Answer: Players can quickly regain lost items. Abundance of higher-grade weapons (AKM), server-hopping exploitation. Players can spawn, suicide, and respawn to gain advantageous spawn points, such as spawns near the Balota airfield. Question: How harsh should player death be? Answer: Extremely harsh. Players should have a vested interest in keeping themselves alive. Dying should be an extremely bad thing. Question: Publik, how do you propose Rocket fix the harshness of death? Answer: Two things. 1. Respawn with a Makarov, 1 (one) magazine for it, 1 (one) empty water bottle, and 1 (one) can of beans. The result of this change would be that respawning is hard. You would not be able to be self-sufficient on respawn, and would probably not be able to kill other players. First player spawn can be more lenient for brand new players. 2. When you die, be it from zombies, players, or respawning, you are restricted from immediately respawning for 30 minutes - 1 hour. If you die, you die. You're locked out of the servers (maybe put in a wait-room? Never ending elevator ride?). You won't be able to just run back to where you died and pick your stuff back up. Question: Pubs, man, how the hell does this help with running and gunning? Answer: Because playing in a run & gun style means you run the risk of death. As it stands, death doesn't suck enough. If death really sucked, players would be FAR more likely to avoid dangerous conflict. Playing as Rambo or CoD kid would still be doable, but could also turn around and bite you in the ass. Right now there is no real risk to attacking someone else. If you get killed, whatever. Respawn and repeat. If respawning took an hour and you started with next to nothing, you'd probably think twice before shooting that guy in the field. True story: Got attacked by 3 guys in a field. I killed two of them before bleeding out. 3 on 1, and there was real risk to both sides. The only problem with that encounter was that there was no penalty for death. If those two that I killed had to risk waiting an hour versus the reward of my AKM and nice pack, would they have taken the shots or been more careful? Would they have thought twice before shooting my legs out? Question: Alright, I get what you're saying. Make death really bad. But what about those guys that just disconnect and run away? Answer: Disconnecting from a fight is a real problem. I think everyone can agree to that. It's cowardly and it breaks immersion. If you disconnect, the mod should check to see if you've recently taken damage and what things are aggro'd to you. If you've taken damage and disconnect, the game assumes that you're running away. During your escape, the game assumes that some items have fallen out or gotten lost. When you sign back in after disconnecting from a fight, you lose some of your items. Depending on the severity of the damage or the number of zombies aggro'd to you, you may lose your pack or weapons. Question: Ok, so if you die, you've gotta wait, respawning sucks, and if you disconnect and run away, you can lose your gear. What effect would this have to risk-reward? Answer: Attacking other players poses a real risk. You run the risk of dying and being locked out from an hour, at the reward of getting someone's stuff. If you run away, you run the risk of losing your gear. It becomes more beneficial for players to work together with strangers. It weeds out the bastards that just want to shoot everything, and it weeds out the idiot survivors that shoot everything anyways. Question: I'm a bandito. I don't like this! I wanna be able to kill everyone! Answer: Killing someone for teh lulz is still possible, and even worse to your victim. Banditos should agree with me. Question: Ok, so everything is really risky. Can I still just go to Balota and get my gear back? Answer: No. The gear should be spread around. Player's shouldn't be able to just run along a predefined route through some hunting stands and airfields and get their stuff back. I'm pretty sure this is planned anyways, so whatever. I'd suggest ammo be more common, but weapons themselves be rare. For example, it is easy to find an AKM and AKM ammo. It should be harder to find an AKM, and more easy to find the ammo in military areas. In such a way, I can stockpile STANAG mags or AK rounds, but I may never run into a M16 or an AK. TLDR Make death suck ass. Make respawning hard as hell. Make running away risky. Make weapons rare, and ammo common. Weed out the Rambos and the CoD kiddies.
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WTF is happening to the server community.
Publik replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
The reward for PKing just went up. I now can make people REALLY cry about getting killed. No' date=' I don't think this is a solution. [/quote'] The risk went up as well. Sure, you can PK, but if you die you've gotta wait an hour. So does anyone you kill. If you're patient enough to do that over and over, fine. Go ahead. You just made it a lot harder for the disorganized to survive' date=' whereas organized PKers (and survivors) will have it a lot easier. [/quote'] And? Organize. I approve of this change' date=' however, I can effectively PvP with most weapons I can find. It's much harder to survive without good gear. This makes it harder for survivors, not PVPers. [/quote'] I can effectively survive with most weapons I can find. I could survive with no weapons, if I wanted. I'd just have to be sneaky, and I usually am. Reducing everything makes it harder for everyone, and makes nice gear one might prefer to PVP with much more valuable. Do I risk shooting that noob for his beans? What if he manages to kill me? What happens to my AK? I'd have to wait an hour to get back. -
WTF is happening to the server community.
Publik replied to Koot (DayZ)'s topic in DayZ Mod General Discussion
Probably should have said "can't be done easily within the engine". You can check if objects exist in someone's pack, like with repairing vehicles. Not sure if you can force an object into a pack though... Canonically, it'd probably be more of a "I found an M4, but the stock is broken" type deal, where you then have to find another M4, as opposed to "I found the stock to an M4 sitting in a field". Giving every weapon a random defect might be interesting, though you'd probably have to have a separate weapon instance for each possible malfunction.