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CookieKing

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About CookieKing

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  1. CookieKing

    Performance enhancing.

    Never done that before, how do you change that? Config file?
  2. CookieKing

    Performance enhancing.

    As most of you know this game runs almost as good as DayZ mod, which is nothing to brag about. Yes, before you shout at me, I know it's alpha and I hope it's getting fixed gradually :) -- Regardless, I have found something which will help those of you with multicore processors to increase performance (greatly). As most of you know arma-games are really CPU heavy, and it seems like they don't run multicore by standard. This fix is for intel quad core processors, which i guess most of us use. 1. Enter your Steam library 2. Right click DayZ -> Set Launch Options. 3. Paste the following in, close and save: -cpucount=4 -exThreads=7 This will force dayz to run on all 8 threads of your hyperthreaded 4-core processor. Atleast it boosted my framerate by about 20. Which allowed me to play 35-50 fps with a gtx 690 (previously down to 15 in cherno).
  3. CookieKing

    Full Water Bottle 6 ml?

    I didn't find anything on water bottle before posting, r4z0r.
  4. CookieKing

    Full Water Bottle 6 ml?

    A full waterbottle holds 6ml of water, which seems like 1/10th of what a normal water bottle would hold. Fix?
  5. CookieKing

    Crafting Suggestions (no discussion)

    Why would that matter? Any headshot from any distance or damage kills immidietly
  6. CookieKing

    Crafting Suggestions (no discussion)

    Input: 1x Empty Tin Can, 1x Cooked Meat Output: Can of Meat Tools: Hunting Knife, Toolbox Failchance: 10 % Enchantsments: 3 uses of food, 250 heal per use. ActionType: Consumable Explanation? Less useful for healing yourself (750x0,9 [average heal] = 675 heal) but increases value of cooked meat when on full health (carry 6 food for 2 slots). Additional note.: When "failing" to produce a can of meat it doesn't disappear, but upon reconnection or 10 minutes gameplay the can turns into "Can of Spoiled Meat". Spoiled meat makes you infected, instantly loses you 2000 blood but fills up your foodmeter (EXTREME circumstances where you have bloodbag + antiobiotics + no food)
  7. CookieKing

    Debug monitor will be gone in 1.7.3 !

    Debug monitor had some great ups and downs; as a bandit I liked recording my murders; but it's not a great loss if it can contribute to less banditery overall (everyone's a bandit nowadays). The problem is that the current UI is seriously flawed; the game is about feeling authentic. Some fixes: Make temperature go from Bright Red through gray to Bright Blue: Introduce overheating (3x Water usage and sloppy aiming and driving + passout chance) and more clothes with different "heat values". Make color on health go from bright green through gray to dark red. Also introduce arrows "V" to the sides of each status symbol when they are changing. Food and water would have always 1 arrow, when you run, you get two arrows for drink etc. Bleeding should give two or three down arrows to the health monitor; infection one. Food and water icons are fine. Voila: Fixed
  8. CookieKing

    DayZ Namalsk: Why ER7 is too much

    Regarding OP:Between this and AS50 TWS, it depends if the target is moving or not. Moving targets are as easy to hit as targets standing still with the ER7. It's OP and should be removed as a sniper edition. Keep the CCO edition as flavor: it's very strong, extremely accurate but lacks the aiming capacities to fully use its' powers.
  9. ER7 is a weapon that appears in two different forms for the map Namalsk; scoped (13-15x scope) or CCO. The CCO version isn't that OP, but the scoped one is; trust me as a guy who actively uses it. Strengths: *Deals 37552 blood dmg on hit. (26 raw dmg) *Has a bullet travel of about 5 000m /s . (hits at 1000m take 0.2 seconds to land) *Ignores gravity, no bulletdrop *Most precise weapon to be made (*15x scope, better than any other gun) *200-300 meter PLAYER audibility range. Tho can wary up to 500 (some players can hear very distant noises). Weakness: *0.5-0.75 rounds per second fire rate. Complimentary; me shooting a car and its driver http://videobam.com/AEMVY (bad quality direct link to video)
  10. CookieKing

    Some damage and health rebalance suggestions

    I always thought of infected as just another word for zombie (walking dead), but I might be wrong. If Rocket intended them to be actual living beings that have a mental disorder they should be exactly like the players (except immunity to stun).
  11. CookieKing

    Some damage and health rebalance suggestions

    I know about that thread, and some good suggestions there! :) I just thought I would derail the thread with such a big thread about changed to health, hitmultipliers and other than side-arm weapon dmg.
  12. This is a very long read, as it is a suggestion of a complete rewamp of weapon dmg, player health and zombie health. Numbers are just suggestive, they are chosen to resemble the feeling the guns should have. Remember all these suggestions require a DayZ without duping, ammo refill or combat logging. Some of my ideas that would improve the game's authenticity and balance regarding weapons and damage. Reduce player hp to 9500. Increase zombies hp to 9500. Zombies take 0,33x dmg from all other sources than headshot; headshot is instant kill. New system for bleed, stun and rebalancing of dmg. Bleed chance is 0-100% from 1 to 4000blood dmg taken per shot after hitmultipliers. (ex. 1000dmg taken = 25% chance to bleed, 4000<dmg taken = Always bleed, being closer to death has no relative increase to start bleeding). Bleed dmg works the same way. (ex. if you take 1000 blood dmg from a shot, and you start bleeding, if you get hit in the head (500-1000 listed in green below) you take 500 +0,25*500 = 625 bleed/tick. This is calculated after multipliers. Stun chance is between 0-"Listed pecent" based on dmg taken. It is based on current hp. Say you get shot in your lower body for 9499 blood; you lose 99% of your current hp, you get 0,99 x 50% = 49,98% chance to get stunned. (This means that you gradually gets a higher chance to be stunned from each concecutive shot). Headshots though is always a stun. Head: 3x dmg, Will ALWAYS stun (100%->100%), 500-1000bleed/tick - Will apply new effect Brain Damage (Last 3h of play time; reduced movespeed by 30% and makes aiming and driving close to impossible). All headshots at close range with any weapon will make you bleed for 1000/tick. Upper body: 1,33x dmg, 100% stun, 150-300 bleed/tick. Heart: 2x dmg, 100% stun, 1000-1500bleed/tick Lower body: 1x dmg, 50% stun, 50-150bleed/tick Arms: 0,33x dmg, maximum of 80% current hp or 500dmg, whichever is the most. 20% chance to stun, 50-150bleed/tick, always makes you shake from pain (alternatively, makes hits to arms severely reduce aiming capabilities. If Maximum dmg is taken, permanent effect replaces shaking; Destroyed arm: only able to use sidearms. ) Legs: 0,5x dmg, maximum of 80% current or 500dmg, whichever is the most. 25% chance to stun, 50-150 bleed/tick. If maximum dmg is taken, broken bones is replaced by Destroyed leg; permanent broken legs.. Weapons and new damage suggestions. Consider that player HP = 9500 Melee Crowbar 2000 Hatchet 4000 Hatchet remained same, Crowbar was useless and buffed in damage. Sidearms G17 1600 M9 1600 M9 SD 1450 PDW 1600 Makarov PM 1800 M1911 3000 Revolver 3000 Sidearms was way to low. DMG boosted based on pre-nerf dmg. Remember zombies take 33% dmg from anywhere but headshot. Shotguns Double-barreled Shotgun 5000/2000 M1014 5000/2000 Remington 870 (Flashlight) 5000/2000 Shotguns are plain bad, improve the slug by alot and pellets are relatively stronger. Winchester moved to rifles. All shotguns should have great bullet damage drop. Submachine Guns MP5A5 1600 MP5SD6 1450 Bizon PP-19 SD 1450 Sub-machine Guns have the same dmg as the side-arms, buffed! Rifles Winchester 1866 3000 M4A1 CCO SD 2500 AKS-74U 2500 AK-74 2500 AKS-74 Kobra 2500 M4A1 3000 M4A1 CCO 3000 M4A1 Holo 3000 M4A3 CCO 3000 L85A2 AWS 3000 M16A2 3000 M16A2 M203 3000 M16A4 ACOG 3000 AKM 4000 Lee Enfield 4500 FN FAL 5500 FN FAL AN/PVS-4 5500 Rifles should be about the same as they were Machine Guns M249 SAW 2500 M240 5000 Mk 48 Mod 0 5000 Machine Guns should be about the same as they were Sniper Rifles M14 AIM 5500 CZ550 5250 M24 5750 DMR 5500 SVD Camo 5750 M107 30000 AS50 30000/50 000 Snipers rebalanced to make them more diverse. M24 and SVD camo sees little use compared to the DMR due to same dmg and not too much difference in accuracy. M107 buffed and AS50 relatively nerfed compared to M107. Maybe AS50 should deal less dmg than the M107 with the M107 cartridge? Miscellaneous Compound Crossbow 3500 M136 Launcher (Changed to HE) 50 000, AOE: 20m radius. Gradient from 100%->0% dmg from center to edge. Compound crossbow relatively buffed, sees little use and a crossbow bolt should hurt. M136 Launcher changed to high explosive instead of anti-materiel.
  13. CookieKing

    -TFBR- [Recruiting]

    1. Age 21 2.Name: Martin / Cookie 3.Nationality Norwegian 4. Experience 4-5 weeks, 200-300 hours of active gaming. ​5. What role are you applying for Sniper/Spotter. Got my own weapons (L85A2AWS + AS50).
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