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Everything posted by Publik
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What is your most defining karmic choice you've made so far?
Publik replied to TrampoAG's topic in General Discussion
Shot many many people in Elektro. One respawned and came back to thank me. It was kind of strange. -
A witch! A witch! Burn the witch!
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Or something like that, it just needs some identifier so you can tell the general quality of a stack of ammo. It'd work that way because a single bullet doesn't magically swing around and hit every loose item in a stack. When the stack takes damage it could select several items in the stack, but not everything. The way it currently works makes sense, exploit or not. If you have a box of ammo and it gets shot, not all of the bullets get ruined. If you take the time to sort out the bad one, you can bring the quality back to pristine. I was thinking along the lines of a pile of 120 T/B/B/B 5.56 rounds. I could have one stack of this mixed tracer ammo and load it into magazines when I need to. It also prevents the exploit where you can unload a magazine that's larger than the max stack size and get a 60/60 stack of 5.56, for example. Just storage in bulk where you could assume the entire group was consistent. Having smaller single stacks might be easier, but being able to store it in bulk might be nice too.
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What clothing set/weapons would you add if you could?
Publik replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Tent pants -
Also eleven but no better.
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Operation Sanctuary safe zone, Regulators, CQF. TMW and other friendlies
Publik replied to thelonewarrior's topic in Gallery
I just wish CQF and what was left of FTC chose normalcore over pussycore... Let us know if you're doing any more of these ops, we can maybe provide trade handlers or loot, etc, or if you just want some advice. -
Operation Sanctuary safe zone, Regulators, CQF. TMW and other friendlies
Publik replied to thelonewarrior's topic in Gallery
The 3pp makes me sad ;( -
In the NWAF tents the covered tin one, the 2 2-story bunkers, and the 1 story bunker spawn stuff. There's also a second tin barrack by the closed hangars on the NW corner. Saw 2 guys running out of the tents, went in and found none of it looted. Either they weren't looking for anything or didn't know that loot actually spawned there. Add in the third police station in the woods and the NWAF is still the best place to get geared, even moreso since no one bothers going up that far north or west anymore.
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Speed recorders. Also, if you want to defend against zombies and not appear as a threat, don't carry any sort of gun. They're completely useless against zombies since they respawn pre-aggro'd now, so the only use of a gun right now is for killing other players.
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Can I vote for all of them? Edit: You forgot the B95. I was going to vote for that since it's the only gun that feels like a gun. Also, where's the fireaxe?
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Let's respawn zombies around player! Test change? Nah, ship it! The UN brought Tactical Bacon! Ignore core issues, lose players A new team for that Glad we made money first! Harsh but they deserve it. See human, hide in bush Zombie! ignore and move on Who remembers Anti-Rocket Alliance?
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General Spawning Behaviour (Zombies, Loot, Animals, Vehicles, etc)
Publik posted a topic in Suggestions
Respawn zombies around the town they spawned at or are killed at. When you spawn it, choose a location x00 meters away from the town and out of sight of any players within draw distance. Once spawned, tell the zombie to move towards the location where the previous zombie was killed. What would this do for the player? Zombie counts are constant, but you'd be able to clear a town and hold it. Zombies would come in from the forest to replace the old ones. There wouldn't be any gimmicky popping into creation nonsense, no one would have zombies spawn on top of them. Players could fortify an area and not have to worry about zombies spawning inside, they'd only have to worry about securing a wall which would give them something to do. Respawn loot in a similar manner as the zombies. Every A-B minutes, spawn enough items into the server to bring the number of items in the server (in inventories, on the ground, etc) up to a certain cap. Spawn the items in random buildings across the map that are outside of render distance of the players. What would this do for the player? You can guarantee a fairly constant amount of loot on a server, somewhere. Areas like major cities would be generally scavenged clean, meaning players need to move around the map to find loot. You wouldn't often find stuff in major cities, so the smaller towns get a larger appeal. Server hopping would be inefficient, because anywhere high-value loot spawns is likely to already be empty. It would facilitate the idea that the grass is always greener somewhere else. If a group of people want to fortify a town, they could erect walls and watchtowers and so on and clear out all of the zombies. However, this town wouldn't suddenly become some sort of loot haven. Loot wouldn't respawn there often/at all since there would often be players nearby. Players would have to venture out to get more supplies/hunt for food. This system is also not very exploitable. Since loot respawns somewhere away from any player, there's no way to tell on a 15km x 15km map where stuff respawns. You and your buddies might have a general understanding that you haven't been to Zelenogorsk recently so there might be stuff there, but it's not a guarantee. You can apply this to spawns for just about anything. Players, vehicles, animals, loot, zombies, whatever. When that item is destroyed, removed, or killed, find somewhere far away to add in a replacement. Spawns would be generally not near other players, or weighted towards that (they're not still using that shitty lottery-style weighted selection algorithm, are they?). Wildlife could be thinned out in high-traffic areas or over-hunted. You could always assume that there's a vehicle somewhere over that hill somewhere to replace your wrecked car. This also helps with the current issue with respawning loot, which (last I heard) was that they were trying to spawn it all at once on the server. Don't respawn anything until you need to. -
Nevermind
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Since you've got your own thread then, how do these numbers compare to measurable real values for dispersion on these weapons?
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It's 50/50. Sometimes they spawn already facing you, and aggro that way.
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Why you should be playing on Experimental.
Publik replied to Forrelist's topic in General Discussion
I've had a different experience with Experimental. Same player densities shifted towards the coast, going to the West is like strolling through a giant Wal-Mart. However, Experimental apparently runs on a different database structure which works much better. Time spent waiting on menu options to fetch and time spent jamming 0-9 keys to use your hotbar is greatly reduced. -
Get on a ladder and you can eat/drink/bandage instantly and without the animation. Have fun with this while it lasts, I know I will. Don't like bugs? Think this is cheap? Upvote it on the bug tracker (gasp, someone actually reported a bug before posting???) and hope it gets fixed.
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It should be an easy fix, so don't get too used to it. That said, at the rate DayZ updates you've got a few months before it's fixed.
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Why are there pants everywhere and almost no food to be found?
Publik replied to Irish.'s topic in General Discussion
Experienced similarly on HC Exp. Ran all the way to NWAF's train track village before finding any food then made off like a bandit with the entire airfield's loot. I think the issue was more that the entire server had been stripped of items for 12-13km from the coast. Also, did spawns shift again? I spawned twice North of Berezino and once in Svetlo, both were dry as a bone. -
Beans went from to I'd be fine with the new bean cans ("slit your mother's throat" and all) if it was a placeholder. But here's a replacement for a texture we already had, where the old texture fits the setting more. Along with Pipsi, Notacola, Spite, and Tactical Bacon (seriously?), should we expect other "joke" items along the same lines for release or are these just placeholders?
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Spawn at Three Valleys, run to the farm, maybe get a weapon and drink up, run up to the yellow house and eat whatever is in it, presto. Healing. What the food item is doesn't matter, though it helps if it fits the game. I'm more concerned that they're adding stuff like that to begin with, and I want to know if that's a trend that's going to survive until release. If it is, should we expect the tone of the game to shift?
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No one's said "hurr durr it's an alpha" yet.
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And beans, hidden faces, Nota-cola, Pipsi, and Spite. It's getting to the point where it's too much.
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Not sales, CCU. That's how many people are playing DayZ at any given moment. They've dipped below 50% of their peak. People are leaving DayZ, and quickly. The red lines show updates. We get about 3 a month, and they're usually clustered with a few weeks in between. So far, they've been able to stabilize the CCU drop by adding new things (the one near 1/24 is shotguns), but this last update took a month and a half and was broken upon release to stable. Unrelated to the tone of the game, but still. The dev team doesn't have time to be making little doodles on the map.
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Aside from the devs, I'd care for the same reason I'd care if the guns used the wrong calibre ammo or made the wrong sound, or god-forbid made fart noises when you shot them. Minor but widespread and consistent, which is the larger issue.