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Turk (DayZ)

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Everything posted by Turk (DayZ)

  1. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    95054 seems fine - takes awhile on the "Loading" screen still but game seems better, just need DayZ to be fixed. This "new" way we are being forced to pay (run n gun n cheese the zeds by running through buildings n run some more) is crap tbh. On paper ArmA2 sounds great for this style of game play but in reality. nope. Sneaking around and the occaisional shooting purely to survive is what makes it fun, this constant run n gun n cheese is bollox.
  2. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    You are being sarcastic when you say you love this new zombie action yeah? :) It totally sucks. Hopefully its just a feature that will be applied to a few not the whole, combined with the old system it would be ok to have zeds react differently, some follow, some don't, some can hear, some can't etc (just nerf those bloody eagle eyes is all i ask and go back to "DayZ the intense stealth zombie" game rather than the "Dayz benny hill run around time" game. The last time i played (cant get in atm "wait for host") everytime I got chased I found myself singing the benny hill theme tune, it fits perfectly to the game atm. Just this >>>>
  3. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Love the current patch, the "WAIT FOR HOST" screen has no bugs & stays constant for hours! Conclusion : Wait for host screen works 100% ! fix?
  4. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Right there is why you haven't experienced what others have. I'd go as far as to say your opinion was useless in all honesty. If you think being spotted whilst prone & not moving by a zombie over 100meters away spot you with ease and come running yet at the same time between 5 & 10 closer zombies as little as 3 meters away do NOT see you is "ok" then I guess we can end this conversation now :) Obviously if you are in a group you will never experience this as you say you will always aggro zeds regardless but think of it this way:- 1 person spending 15-20 minutes sneaking past groups of zombies, the tension builds up over these minutes as they squeal & moan when you get to close almost ready to scream for you so you go prone for 5 minutes not sure if you were seen or not the zeds are screeching away, you eventually get a block away from the safety of the building you had your eye on when back in the trees but just before you get there you turn the corner and boom a zed spots you SH1T !!! RUN!!! - thats a buzz now change it to:- you begin to stealth round zeds, you go prone & don't move as theres a zed 5 meters away, it walks on by not a sound next 1 spots you so far away you weren't considering it a threat, screech you get up & run , run some more oh why aren't the closer zombies moving or even grunting? This sucks, i can run around without any probs except for this 1 zombie, hmm somethings broke, oh well i'll cheese the game and loose this zed by running around a house or through it then pick up all the stuff i just passed once that eagle eyed zombie is stuck inside walking slowly.... zzzzz <--- that is exactly what i did in zeleno last night, it was boring as hell. Before it'd take me 30 minutes to go 1 end to the other, this time i went up and down 3 or 4 times for thehell of it running without being spotted as i'd lost the zeds in the supermarket so i could search every house, shed & doorway without any hassles once i'd got rid of eagle eyes. Which of the 2 sounds more fun?
  5. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    People ARE giving detailed reports on the current random chance of being seen by a zombie from an extra long distance because it is a new feature that is detracting from enjoyment aka is broken. The original set up was that if a zombie was aggrovated it would attack but otherwise woulds & could still see you, this caused a nice build up of tension, the current set up is you can run (not crouch run) past 10 or so zeds for them to not even respond yet other times in prone & not moving a zed will see you from 100's of meters away and make a beeline for you. This broken mechanic ultimately leads to you coming to the conclusion that it is not worth wasteing 15 minutes or more to be stealthy as eventually you WILL be seen by that randomised eagle eyed zed. Its easy to loose it going benny hill style going in & out & round & round buildings, you may pick up 1 or 2 on the way but most will ignore you now. That to me seems obviously broke & has completely killed the stealth element, surely that is worth reporting & asking for it to be changed asap, no? I second this observation. Often seen at the seaside towns (kemenka size) and never in the usual spawn location but will include low level/junk items such as tin cans, makarov ammo, whiskey bottles etc.
  6. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Compared to the other 90% they are but you are missing the point. I don't mind being seen, but when it is guarenteeed no matter what you do then what is the point in sneaking and going prone? (yes these "eagle eyes" see you prone & still.) The game is broken now. Just cheese your way around by exploiting the current mechanics & bugs as the old way of sneaking / dodging zeds IS broken. Don't forget they are zombies, the idea being that you "aggro" them to the point of taking notice of you, similar to an animal attack. Bears, lions whatever see you but they won't come running to attack unless provoked, in the zeds case we could assume anger/aggitation gets them hungry= attack. So (as previous versions) you could be seen but until a certain level they would only acknowledge you by grunts and squeals getting louder as the level increased. This current random "eagle eye" mechanic dosen't work in a positive. I assume it is to keep you on your toes but as you are bound to get seen it isn't a suprise, so theres little point in sneaking any more. Maybe dial the chances down it "could" work but as it is, it forces yo to abandon the previous styles of play and just run around regardless as 15 minutes of sneaking will end up in being spotted so why waste the time?.
  7. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Re point 1 - Not being seen when you should be yet being seen by "eagle eyes" isn't a plus :D Its broken. The game quite swimply sucks now. Just run around as you WILL be seen no matter what you do so find the houses, barns, sheds etc you can run in and out the other end and just keep cheesing them until you have what you need, off to the next town, rinse / repea The sneaking and intensity the previous versions had has completely gone. This patch IS a fail. Next..
  8. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    !!Zeds are broken!! I thought it was only the Eagle Eyes zeds that were the problem but they seem to be the ONLY zeds that notice you (unless you REALY aggro a Zed.) 3 different servers, different characters. Different itmes/weapons and i've been able to happily jog around aggroing only the 1s with eagle eyes. The rest you can more or less be certain they will oignore you. I've walked up to them (from behind) and looted stuff on the floor (outside when they are in sheds & even the supermarket in zeleno where 3 had been stood on top of the items.!! So i shoot them. Yet when going sneaky (thinking i have outwitted 20+ I've been chased by 1 who saw me 100's of meters away, now I know that was the only 1 i needed to have been concerned about, basically you will be seen so run around until you do, then run some more -YAWN-. Someone said there was some random chance of the "eagle eyed" Zed seeing you, so what this HAS done to the game (mod) has turned it into a benny hill-athon. Run around as you like, you will get seen so don't bother going sneaky. You'll eventually loose that 1 zed, yes you'll aggro others but they are easy to loose when running around and around (aka Benny Hill style) buldings. All that sneaking and intensity has been lost. The game is quite frankly boring now as you can cheese your way around with out any thought required..
  9. Turk (DayZ)

    Err...Help

    I'll chime in, if you want to spend $200 too much just for the sake of it then this is fine, but before you do check 1 of the 100 many online pc parts places as many have a build your own rig part selector on the site. Even walomart have a basic version http://www.walmart.com/ip/iBuyPower-Build-Your-Own-Gaming-Desktop-Bundle-Select-Case-Processor-Memory-Hard-Drive-and-more-with-Windows-8-Pro-Upgrade-Option/15374646?findingMethod=rr Use this then take the details to newegg.c0m or similar to compare prices. Finally either take that list to your local small pc shop and see if they can build it for you (they'll charge about $200 but you'll have far superior parts) if they cant get the parts order them yourself and strike a deal for them to build if. I would put money on yoiu being able to get either the exact same thing yourself for less money or as I suggested above yet still be cheaper & better than that oem. Most likely you're probably paying $100 for the crappy keyboard & mouse and another 75 for the case not including $200+ to walmart, it screams how obvious the money could be spent elsewhere to upgrade certain parts. Seems like you have your head stuck on that pc that must come from walmart, for whatever reason, if you HAVE to buy it it will play everything at max settings no prob, just know you ARE paying about a 1/5th over the self build price (which would be better spent on a better keyboard, mouse, case & gfx card) or you could give the same cash to a small local pc shop for them to build a rig with optimised parts that sit better with each other. You'll get better adviced, after purchase care and save cash, seems a logical move for just about everyone else reading this but maybe you work at walmart. Your call, you'll kick yourself in 6 months when the "new shiney toy must have it buzz" wears off and you familiarize yourself with pc parts, prices etc but its your call, your cash. The moniotor is ok but has a low resolution - you should be looking for at least 1920x1080 this instantly seemed better http://www.walmart.c...2436VW/13060462 (same pricde larger screen and 1920x1080)
  10. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    -Zeds clipping & seeing through walls again, yet to be hit but thats due to my never standing up against a wall (something we've all learnt early on.) the zed was swipeing away until he glitched through the wall into zerllero supermarket and the go slow animation kicked in. Its ALWAYS in the same place, the wall directly opposite the main entrance (or left hand wall as you face the supermarket.) It has happened in ALL patch versions no matter where i've stood along that wall. I have been seen by zeds in the car park outside as they go aggro and have been hit often, also had zeds walk/glitch through it rarely but when it did it this patch it hadn't occured since 1.6.0 until 1.7.2.3, i'd say it were to do with the s'markets model or related not patch / zed behaviour changes. -Zeds are also still able to get aggro when you are inside the smaller 2 roomed black wooden bungalows (when you stand the far side of the windows passed the table. They get super aggro when outside. On a plus zeds are lieing down & faking being dead. After being chased back into the supermarket, i hid in the corner (nighttime) zed continued in, lost aggro and laid down on its front, stayed there for 5 - 10 mins I tried to see how close I could get until 2-3 feet away it eventually re-triggered aggro, I quickly re-hid & its aggro dropped and it monkeyed off out the back. Imagine, if you didn't know it was a faker, going up to loot it and SCREECH!!!? Super-shit-thy pants :D I still believe there is something buggy with Zeds View Distance, when 5 or more closer to you (and facing) don't trigger aggro yet 1 way off in the field 100-200meters away will come forest gumping zig-zagging benny hill style out of virtually nowhere towards you. The proof being when you run the other 5 still don't notice your running, cos you are out of view distance trigger & noise range, only the (bugged?) rouge eagle eyes has the hots for you.
  11. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Lets face it - this thread is not for bug reporting (true bug reports are given at a different site altogether) its purely a valve for all the pi55ed off people to vent their "omg lost so & so items/was killed by a blade of grass" etc etc but mainly for other people to bitch at other people bitching.
  12. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    I have played around with this aswell. Cans don't "snap" them out of it but whiskey bottles do, once they take note they do respond to cans afterward but its not like it used to be where you could get a zed out of a house or barn with a can... :(
  13. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Yeah obviously but previously it was whether the Zed got "aggroed" by your presence into attacking, which makes for a completely different play style (sneaking) and more sense in terms of zombies as in many real world animals. They may see you and 1 would assume they did in previous versions a lot which is why they would start grunting etc until becoming aggrovated enough into an attack. I personally feel this is the better mechanic. A zed spotting you 200 meters away in another field benny hilling it toward you when others are grunting yet not "bovvered" is 'meh', it changes the game for the worse.
  14. Turk (DayZ)

    Hotfix Build 1.7.2.3 Rolling Update

    Everything seems ok (slightly janky 'n' clunky as normal) except some zed's are (still) spotting 'you' from crazy distances yet others not at all. I've crouched walked past 3 or 4 at less than 50metres only to be spotted by 1 that is much further than a 100+ in game metres. (what seems to be double if not triple before the change.) This makes navigation a gamble so its easier to just accept that you'll be seen and just run around thoughtlessly, relying on barns / houses to have enough ammo to then do the "benny hill/forest gump" around the furthest building until zed's aggro drops away due to lack of LOS. The sneak element of the game has all be but been squeazed out (yeah its possible but more often than not a waste of time.) :( Why not go the whole hog, give us unlimited ammo & ak's and call it Left 4 Dayz <_< . Can I have that slow burn build up of intensity born of crouch/prone sneakery back, please??
  15. Turk (DayZ)

    Build 1.7.2 Rolling Update

    Possible too many Zombies? InB4 a bitch fest. 2 specific occaisions. 1st. In a barn out side of a major town. So there should have been 10 maybe 15 max zombies (reality probably 5 humans living there) Yet between 40 & 50 ! continued to streaqm in until I was over run - I'd expect this in a town/city but not in the midle of nowhere.) 2nd Instance. (This actually was kind of cool but even so). Again middle of nowhere small settlement of about 5 house & 2 sheds.) as I enterr the area i'm forced to go prone and slowly move inward to find myself surrounded by 15 or more zeds, almost walking as a herd, there are 5 or more surrounding them, I manage to go through them, absoulutely awesome, but i reach the last 2 or 3 houses and I see none at all, i run around with out aggro. Conclusion Point 2 is how it should be, not like my 1st point. If this can be tweaked it would certainly change the game for the better. Swarms coming into a building (where they should not all of heard the initial shot i might add, (50% noise reduction ftw?)) in the middle of nowhere is simply a broke idea but having a group drifting through an area is exhillirating. Zombie population should (as much as the engine allows in terms of city size) match the real world. 1 house in middle of nowhere should = 2 to 3 zombies max, 5 houses = 15 (not 50 as I have experienced.) and so on. Cherno, elektro etc should have the lion share of the games zed though how many the game & our pc's can handle I have no idea.
  16. Turk (DayZ)

    Build 1.7.2 Rolling Update

    Has the "Waiting for Character Creation" / Hive issues been resolved? Is this your 1st time running DayZ/ArmA2? What are you clicking to start ArmA2/DayZ? Where did you instal everything? That error is often linked to starting the wrong exe so I'd suggest getting Six Updater to manage, instal and check for future updates. Read the New Players forums for all info regarding the above.
  17. Turk (DayZ)

    Build 1.7.2 Rolling Update

    Do yourself a favour and get SixUpdater (auto check & instal of updates)- search new players thread for all info.
  18. Turk (DayZ)

    Bandit/Survivor Morphing to be removed

    if you want to play a coop PvE game' date=' i suggest you check out killing floor. retarded ideas that reward coop and punish PvP are not going to be implemented in this game. [/quote'] Did you read what I proposed? It dosen't seem so. Nowhere did i say "pve coop" my suggestion weas to discourage PvP by adding visual distortions that could be regained through "humane" actions and if you wanted to rob someone, you could without it effecting your humanity afterall its a survival game, if you need beans steal them but theres no need to kill IF there were a mechanic that allowed an alternative. Such as the term Bandit infers, which is not "Pointless Psycho Killer". "ideas that reward coop and punish PvP are not going to be implemented in this game." I wouldn't be so sure if I were you (why else is humanity being tracked? and why else has the banbdit skin been removed? and lastly read the main op heading.:- "Because humanity is the feature DayZ deserves, but not the one it needs right now. So we'll remove bandit transitions, because its not helping. Because its not a good feature. Humanity remains as a silent guardian, watchful protector. An ... unfinished feature." retarded eh? maybe if you want to kill others for no reason whatsoever you'd be better off playing CoD?
  19. The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.) Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D A bullet shared is a bullet that could protect you and so on. B&W and Shaking all over. I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech. Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.
  20. Turk (DayZ)

    Pending Update: Build 1.7.2

    Server hoping atm is almost essential when you start rubberbanding back 500km to your original point or your vision & hearing ui meter gets stuck at max or zombies dont respond to anything or..... What i'm saying is there are a hundred and one more important things that desperately need fixing first. word of the day - prioriety.
  21. Turk (DayZ)

    Congratulations... 1,000,000 Murders

    A incentive NOT to kill other than grouping together to maintain vehicles may need to be added or punishment from your original life long moral compass thst we ALL have had instilled in us in the form of a visual deterant. The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.) Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D A bullet shared is a bullet that could protect you and so on. B&W and Shaking all over. I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech. Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.
  22. Turk (DayZ)

    Balancing PvP/Bandits + End-game Goals

    The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.) Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D A bullet shared is a bullet that could protect you and so on. B&W and Shaking all over. I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech. Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.
  23. Turk (DayZ)

    Add Teamwork to decrease PVP combat

    The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.) Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D A bullet shared is a bullet that could protect you and so on. B&W and Shaking all over. I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech. Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.
  24. Turk (DayZ)

    Bandit/Survivor Morphing to be removed

    The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag". Loose Humanity Loose Your Sunny Outlook. How about using the humanity meter to "change" the offenders view as you aren't seeing the whole long term survival picture such as 2 people being chased by zeds ='s 50% less chance of being killed and so on, so should you loose colour (after all its all just black & white for "them" anyway :) Colour loss similar to the losing blood mech. On a scale of 1 to 10. 1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim. Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view. From 6 - 10 starts the spiral into psychosis with "the guilt shakes". Psychos should shake with guilt. Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :) Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?) To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort. This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can. Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.) I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term. Get close enough to victim, Press G & hold down another key (or scroll wheel selection) to "hold someone up" with either an animation or just the action and on screen words "you have a gun to your head, hand over the goodies". Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative. The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives. The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap. I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle. In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server. What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.
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