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Yes unfortunately since you need a twitter account to actually browse twitter. (Well there is ways around it, like only using the search feature, but its not ideal). And also Twitter is a terrible service and a terrible company.
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At what point do we consider DayZ dead online?
MorphineJunkie replied to rickyriot's topic in General Discussion
Yeah, to be honest they really did an oopsie calling this 1.0, it was a bad marketing strategy and made it seem like cash grab. I dont know how long it takes for dayz team to implement the stuff they had earlier, like more vehicles etc. But they shouldn't have called this 1.0, seemed like a purposeful deathblow to the title. -
At what point do we consider DayZ dead online?
MorphineJunkie replied to rickyriot's topic in General Discussion
I agree the steam stats look a little bleak. The game is no PUBG for sure, but I would say that its getting healthier compared to last year. Maybe if the devs sort out some of the game breaking, rage quitting bugs like vehicles that fly if wheels are missing etc. it will stabilize. You will never see 50.000 players online on dayz anymore, that time has long passed. I do hope that dayz team manages to retain a loyal playerbase. I had the most fun I ever had on dayz SA the last two months. Community servers with dedicated communities are key to having fun in this game imo. Also mods that fix game balance flaws that devs refuse to realize are present, like base building that is completely useless on official servers etc. -
Who actually build bases and repair cars?
MorphineJunkie replied to Evilsausage's topic in General Discussion
Building bases is only fun on community servers with DisableBaseDestruction... -
At what point do we consider DayZ dead online?
MorphineJunkie replied to rickyriot's topic in General Discussion
Maybe if you sorted by player count instead of ping you would get a more honest image of how many players there are. Empty servers usually have great ping 😉 https://imgur.com/a/3afG6QE -
There should be more tiers in base building, sure you should be able to destroy walls with an axe, but in under 1 minute? Really? Also the only real upgrades you can make to walls are metal plates and barb wire, both can be removed with pliers, so with 9 inventory slots worth of low tier equipment you can break into any base. I think there should be tiers: - Wood, fine destroy with whatever - metal sheets, can be downgraded with pliers for all I care, but only from the inside Maybe even make new types of fence like Concrete & Rebar walls (fireproof, can be removed with sledgehammer only) RPGs should be implemented, be super rare but be able to take down any wall fast. Molotovs could be implemented to take down any wooden wall that is upgraded with metal sheets, but will take 10-20min ingame time and light up the area with smoke and fire (kinda like heli crashes in the mod) so other players can see it. Anyways these are just my top of the head suggestions for balancing out official dayz. I am already having a blast on community servers with basebuilding, but its not worth it on official. Barbed wire could also have a more significant role than it has currently in the game, its useless pretty much now because you can easily remove it with pliers in about 5 seconds.
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I don't think that being able to climb any wall by glitching on top of two planks should be a thing in a game with base building no. By all means there should be raiding mechanics etc, but the way it is done in this game is a joke, thats why you see basically all community servers with a player pop higher than 20 use mods such as build anywhere and disablebasedestruction. For anyone wondering, cars are still not much better than before.
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Not on some modded servers. But there is plenty of ways to glitch inside bases (Using cars by leaving a seat close to a fence, good old plank stacking etc) There is some modded servers where you can have a base, but raids happen.
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It works now, it was because of a mod on the server (doh). Can't blame you guys for all my lifes problems it seems. Unfortunately not. It has only happened a few times for me, might be mod related as well? The zombie was shaking very rapidly down hill while it happened. I will try to save it next time 🙂 If I go to sights with a scoped mosin I loose my torso for the rest of the game. (Modded server, but owners say it happens in vanilla also?) Also did you remove some places where you used to be able to fill bottles around streams? Seems like I can only refill at rocky places now.
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Could some one from the dayz team give a statement about the game breaking bugs introduced this update? So far I have these issues: - Many actions don't show. Can't unlock combination locks (Im locked out of my base), drink from water sources etc. - Actions that does show up don't work, like opening a tuna can - Wierd graphical glitches where zombies get real thicc, as in 10 meters wide but not taller.
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I have wondered about this too, there already is a civilian skinned helicopter in arma: Mi17_Civilian http://community.bistudio.com/wiki/File:Arma2_mi17_civ.jpg
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Making all game logic run server side has already been confirmed: http://dayzdev.tumbl...y-it-is-it-isnt This will not only increase client performance but eliminate script-cheats like teleporting all players, turning players into goats, spawn of weapons, vehicles etc. and probably make stuff like fixing duplication glitches etc a LOT easier. One thing i really hope for is that the team considers not sending vehicle/tent/player position unless the player is within a certain range of the object, simply to prevent ESP hacks totally! When a buddy of mine started using ESP hacks, the game was really ruined for me and i haven't really played since, because: A. Surviving is LAME if you know where all players / vehicles are located B. It was obvious that eventhough I played on dayzRP a self-proclaimed no cheat private hive, there were ESP hackers everywhere.
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larger buildings combat moves and more
MorphineJunkie replied to apache25's topic in DayZ Mod Suggestions
For the love of god, be DESCRIPTIVE in the thread title. -
1.7.3 PATCH DEBUG MONITOR TAKEN OUT-SOLUTION
MorphineJunkie replied to Gopher (DayZ)'s topic in DayZ Mod Suggestions
I will miss the debug monitor, it helped keeping track of blood/health and it IS very rewarding to see a 700zombie kill count (for me at least) -
It should be harder, and zombies should IMO run faster!!! As it is right now, as long as your are running, the zeds will never get to you, then run into a building, or through some bushes, make a sharp turn, and voila, zombies is de-agro'ed..