yedrellow
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Spawned new and unarmed at night with no moonlight in kamenka and start some basic looting of the area. As I am exiting the town north, a dmr and then an lmg of some form starts firing at me, and I manage to run NE in to the hills without taking a hit. I see a car heading in their direction to pick them up, presumably to take them north. About 90 minutes later, I heard direct comms and the low drone of the idling car engine on the industrial loot point between Pustoshka and Vybor. Moving with my lee enfield in to fields just south west of vybor, I saw the vehicle out with its headlights on along the road towards vybor. Cautiously, I move in to the sw of vybor staying prone. Then to my NE, I see the person I finally wanted to see. Climbing to the top of the apartment building was a man I could only see from his sillohuette against the sky, but in his hands was the DMR that fired at me earlier. I take a single shot from the lee enfield, and it hits him in the head. Moving 100m north in to another section of town, I waited for the other 2 bandits from before to appear, but I could not see them and I was definitely too far to see their vehicle. Another 15 minutes of tense silence and avoiding zombies, I was satisfied that they were not guarding the corpse, and I gathered my loot. This was not a particularly amazing occurrence (headshots from 150m with a lee are common), I just consider it my 'best', because it was against a group of nvg wielders without any light and started when I was unarmed. TLDR: Got shot at by group of clanned nvg wielding bandits as an unarmed new spawn; ended up tracking them and killing one of them, all without any light.
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In the past I had been playing dayz without problems, until the router I was using died. It was replaced with a bob lite router (iinet propietary) and then the error started appearing. So I did all the typical things, reinstalling battle eye, replacing battleye dlls, trying different betas and launch programs, port forwarding, making sure the router firmware is up to date etc., but nothing seems to work. As the replacement of the router coincided with the release of the new dayz patch and new beta patch, I can't be 100% sure that it's entirely due to the new router, but it's very likely. Regardless, the firmware is the latest version, encapsulation is on LLC and all the other typical solutions other people have pointed out have been attempted with no result. A google search reveals that other people with the same problem fixed by updating firmware on the same router, but my router firmware is at its newest version. ** Just generic stuff that is mostly irrelevant to satisfy sticky, ignore** *Which version of the game did you purchase? STEAM or RETAIL or MIXED: Steam *Which method are you using to launch the game? I.E Sixupdater/steam/batch file: Seems to make no difference, have used arma 2 launcher, manually launching, playwithsix and dayz commander, it seems irrelevant to the problem. *What is the Error/Problem you're having? Please provide screenshots if possible: Battleye client not responding upon entering any battleye server *Your PC specs: 4gb ram amd x4 phenom 955 ati 4890 1gb m4a79t asus *Your Operating System: Windows vista 64
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To be honest, most 'banditry' isn't really necessarily what you think. For the vast majority of the player deaths, it's all about self-preservation. I have played this game for nearly a year, and I have not once been killed by a zombie, every single time I've died, it's either been suicide, or by another player (or glitches etc.). So why the hell wouldn't I treat absolutely person I see as a threat? I have attempted to trust people, make my presence known, make the fact that I could shoot them but have decided not to extremely obvious, but every single time I have, people start unloading their magazines. Every single person I kill is a person I no longer have to worry about, if he's running away, and I lose sight of him, then he may start moving in another direction to flank me, or snipe me from a treeline. If he doesn't have a weapon, then he'll look for a weapon, or tell his buddies over whatever voip program he's using my exact position. I shoot first, because I know that even if he would otherwise be passive, and not a bandit, then there's a good chance that he's thinking exactly the same way as me. There's no way out of this, every single player's a threat. Sure there are bandits shooting people from 1000+ metres with sniper rifles that have near no threat to themselves, but the vast majority of killing is because of the above line of thinking. I don't even think of myself as a bandit, but I've 'murdered' far too many people to count. If this game's about survival, you have to do what you need to; my public hive character has been alive for 6 months because of this line of thinking.
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How often are your camps raided?
yedrellow replied to corruptshadow's topic in DayZ Mod General Discussion
The westerly Kamenka and Myshinko camps are along my deerstand raiding route for new characters, so I don't think that those two are even really 'hidden'. With the northern locations, isn't that where everyone always puts their tents? If I was to look for kitted out tents, it would certainly be along the forest that runs on the North of the map. Not saying that someone isn't hacking, but many people stick to forests more than roads. -
The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
yedrellow replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
yedrellow replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Player hunters have absolutely no punishment for death, they can always rearm at their clan encampments, the survivors they're up against have to start again with a torch. Considering how simple it is to fire a sniper rifle accurately in this game, there is no real point against them. If you succeed, they will be back to near full equipment status within a couple of hours, while if you die, it will take you a day or two to get back decent equipment. With item storage, there is no real punishment for death for player hunters. (PS. Increase bullet damage to normal arma 2 pvp values) -
The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
yedrellow replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
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The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
yedrellow replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
Explain to me how you're going to go about this. A militia, even if it is the majority of the server can not adequately defend from even a single bandit. Let's take the extreme case, 49 players, all in the 'anti-bandito-vigilante-militia' and one bandit. The hypothetical bandit sniper is just going to pop in, moonlight as a survivor, take advantage of the requirement for an anti-bandit militia's requirement to id players, kill one player he thinks he can get away with and run off. Even if all other 48 players try to track him down, it doesn't matter, he can leave the server, join another one and he escapes all consequences for murder. A police force of any kind can not work with cross-server persistence, considering the 'perp' can just quit the game or join another server. DayZ will always be skewed towards the player hunting snipers, unless bullet damage is increased, persistence is removed, item storage is removed and shooting difficulty is increased, absolutely nothing will ever change. -
The one and only Anti-PVP/PvP Discussion thread! Whine/discuss here!
yedrellow replied to Legacy (DayZ)'s topic in DayZ Mod General Discussion
I really like pvp, but I understand there are some issues with it. Personally, I have never been killed by a zombie since I have started playing this game, but have probably been killed by players about 8 times or so. I have also been the bandit, mostly because of opportunism and paranoia rather than direct malice (eg cherno snipers). I don't hunt players, so I don't have a ridiculous amount of murders, but probably kill 4 players for every death, which isn't so bloodthirsty because I generally live quite a long time (a week+). I mentioned that just because I believe that there are a lot of the people in this middle ground, who would probably have a similar sentiment. The truth is that player hunters have a massive advantage over the general average solo northern survivor. Hunters can not be hunted due to cross server persistence, so there is no use in creating a survivor militia to hunt the people you regularly see in sniping videos. This means that nothing other than other player hunters can prevent the average murder count for these guys reaching 20+. This, compounded with tents and the ever increasing accumulation of the previously rare night vision goggles in to the hands of these players means that it's very difficult to kill off the threat. As even if you succeed at great disadvantage at killing them, they can grab more equipment from their previous encampments, while you have to work back up from the torch. I am not saying that it should be easier for a regular survivor, after all, no matter what you do, it will always be a hell of a lot easier to sit in a forest overlooking a common entrance point to Stary Sobor and kill players, than it is to approach the tents themselves with the intention of looting them, and surviving. In a hypothetical non-cross server persistent dayZ, a player as long as he stays on the server can be hunted and areas can be secured from bandits. Similarly, in a hypothetical dayZ without simple item storage, the bandit would have to start again with a torch, just like everyone else. In the absence of the removal of cross server persistence/item storage, it would be great to have something like ACE style mechanics to make sniping harder. However, the absolute most important thing to level the playing field involves changing bullet damage back to default arma 2 pvp values. This way, snipers still one hit, as they practically do already, but people with less accurate assault rifles, like akms are still a threat to them as long as they manage return fire. Body shots from assault rifles should not be shrugged off. TLDR: Player hunting snipers are overpowered due to low bullet damage, cross-server persistence, item storage and ease of sniping. -
The melee weapon thread (ideas, loot suggestions etc.)
yedrellow replied to Umbra (DayZ)'s topic in DayZ Mod Suggestions
Did I hear an SKS with bayonet? Oh yes, I definitely heard an SKS with bayonet. -
Brilliant, love to see over geared players worry about zombies again.
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1.7.1 Zombies see too well. Game no fun.
yedrellow replied to mrperson666's topic in DayZ Mod General Discussion
This is brilliant to be honest, maybe with a bit of luck, everyone will be afraid to even touch their gun within 500 metres of a zombie hotspot. It is good to see a lot of the highly geared clanners killed because of the new patch, considering they're so used to thinking of zombies as little more than a mere side show. To be honest, I think they should have slightly more visibility, and react to gunshots from a far longer distance (makarov at the level that a lee enfield is at the moment, and work up from there). Hopefully a new faster zombie, which can catch a player who is running away will also be added. Only then will this mod be about the zombies again, instead of player verses player. -
Confess your sins here - The worst thing you've d
yedrellow replied to Maedis's topic in DayZ Mod General Discussion
Killing people in the debug forest or outside map wilderness spawn is not cool. Rocket himself wrote a post about it. That's where people appear momentarily on the server before they're teleported to their normal positions. If you were to have people killing players at both positions, then every player who joined the server would be dead. -
Make health values same as vanilla arma 2
yedrellow replied to yedrellow's topic in DayZ Mod Suggestions
Agreed, the zombies don't really need to be more difficult, proportionally, they should do the same damage as they do currently. This suggestion is entirely for bullet damage. -
A simple suggestion; I personally believe that the pvp fights in day z have been skewed heavily towards sniping because of the ability to 1 hit kill. However, the only reason that sniping lacks the perceived danger that is present in normal arma pvp is that return fire is no where near as deadly. For example, in vanilla, 2 hits from a makarov, akm or m4 in the chest will kill. It takes a far larger amount of hits to kill another player in dayz. However, several weapons, specifically sniper rifles 1 hit in the chest, just like they do in vanilla arma/arrowhead pvp. This gives them a disproportionate buff, which makes the player base gravitate towards them. For example, 2 shotgun slugs to the chest in day z is not lethal, but in normal arma pvp, you'd be hard pressed to survive a single shotgun slug to the chest. So why is this a problem? Take a hypothetical battle between a sniper and a group of 3 players with assault rifles at a distance of 300m. In regular arma pvp, the first player would die easily, as in dayz. The other two players would become aware and either move in to cover and if aware of the direction, may return fire. Now this is where the situation for day z and normal arma pvp diverges. In normal arma pvp, this return fire is incredibly lethal and a single hit (irrespective of hit location) is enough to deal with the sniper. In day z however, an individual hit means very little to the sniper, unless it's a headshot. So he will be able to casually continue sniping. This can be solved completely by making bullet damage against players the same as normal arma 2/arrowhead.