WalkerDown (DayZ)
Members-
Content Count
1087 -
Joined
-
Last visited
Everything posted by WalkerDown (DayZ)
-
^^ this. So in example, if you move one dot up .. you're at 200m.. and so on.
-
Disconnecting to avoid death
WalkerDown (DayZ) replied to rocket's topic in Mod Announcements & Info
He asked why they reconnects in the same place. It's because they doesn't change the server, they only click "abort" to come back, believing that the enemy is gone ... and yes they have probably only 0.5% of brain working of a normal humans, so in other words the answer is: because they are stupid. -
Solution to the CoD vs Carebears
WalkerDown (DayZ) replied to WalkerDown (DayZ)'s topic in DayZ Mod General Discussion
What do you mean? I have two DIFFERENT characters ... as i specified i have a second AO CD-KEY. -
No sir, I do not like the PDW
WalkerDown (DayZ) replied to shadowvfx's topic in DayZ Mod General Discussion
Tried it many times and had to abandon it each time because headshots are not always possible and if you're forced to use a weapon outside, you'll be in the shit. I take the Colt over any other secondary weapon. If the zed path will be fixed (ie: no more crazy "Z" paths and impossible accelerations) i may reconsider it, but honestly most of the times i had to waste like 3 bullets to kill a zed.. while with the Colt 1 shot (everywhere) is a sure kill. -
The standard has a longer range.. while the U is easier to use indoor where you can move much (you may have noticed that you're forced to lower the long gun rifles sometime, while you can have a short barrel weapon ready to use).
-
They are not dead of course, they are INFECTED: they have a virus that infects the central nervous system, similar to the rabies: http://en.wikipedia.org/wiki/Rabies
-
Had some (not much) time to try the 1.7.1.5 .. my initial toughts: - Current zeds awareness seems fine to me: they see/hear you when it's suppossed to do so, so you're not ridiculous invisible anymore. The only downside is about the transition: you're visibility goes to the sky when you pass from crawl to prone to enter into a building... so you may have spent like 10 minutes to crawl to the entrance, and make the zed aggro because of 10cm of stairs. - Food spawning seems fine as well. I dunno if with more players it will be worse, but i've found enough food and drinks to survive. - Did found a secondary weapon but only mags everywhere. But i guess it's because i didn't played much. On the other hand i've found the DMR within the first 15 minutes (when i usually have to loot the NW airfield for a couple of days to find it). - FPS aren't that good.. they are surely much better than the bugged 1.6.9, but nowhere near the previous versions. I were used to have like 50-60 fps .. not i've got only 30. What i've found in 40 minutes (Cherno and surrounding): - About 8 drink cans; - About 3 food cans; - 1 canteen; - DMR + 1 Mag; - 7 makarov mag (but no makarov); - 2 45 mags; - Lee rifle + 5 mags; - 1 crowbar; - 2 hatchets; - "infinite" medical supply (at cherno hospital tents...) but no antibiotics; - some car parts; I have been aggroed 1 time, and i've managed to "hide" (without killing the zeds). This is probably the most fun part, i hated to being forced to kill all the zeds once aggr'ed ... now you can finally "simply" evade, without much trouble.
-
Be sure to be in vehicle chat or it will appear to anyone, then don't be surprised to being killed at the next deer stand along your path. :D
-
Hotfix Build 1.7.1.5 Rolling Update
WalkerDown (DayZ) replied to rocket's topic in Mod Announcements & Info
if they are not actually dead they are not actually zombies. That's why they are called infected. And being a zombie really has nothing to do with being dead. it has everything to do with being dead. and not just in the movies. even in old voodoo times it was the dead that would rise and be slaves. and without a back story yet' date=' the dev team calls them zombies, not infected. that infers to me that they are indeed dead. so they should be rotting and Rigor mortis should be (eventually) be a factor. [/quote'] IF THERE NOT ZOMBIES WHAT THE FUCK DOES THE "Z" STAND FOR IN dayZ!?!? "Z" is just the abbreviation, because of the spelling: ZED. ZED is itself an acronym and it stands for: Z: Zoonotic E: Environmentally (transmitted) D: Disease Since the back story of this, is all about an unknown infection transmitted by animals to the humans (similar to the rabies). The above has been confided to me by rocket during a night of sex (yes, he did the female). -
why do people have difficulties starting w/o weapons
WalkerDown (DayZ) replied to Tikka (DayZ)'s topic in New Player Discussion
Casual gamers (90% of gamers) have learned to play traditional FPS, where you have a weapon and where you need to reach an objective, most of the times killing your enemies (whatever they are: NPC's, other players.. etc.). They are confused when they join a game they believes it is "another FPS" without a weapon... since they think the first task to perform is to find one! :) They doesn't even imagine that you can live (the only purpose of this game is to survive) for days.. or weeks.. or even "forever", without a weapon at all. -
Giving the possibility to dismember a dead zed (like you do with animals) to use the flesh as temporary camouflage. So you have a sort of cloaking device, when "worn" it will give to you temporary "invisibility": you won't be aggroed by zeds because they believes you're one of them. Toughts: - The temporaririness could be in example of 1 minute; - Not any zeds should give you back the "meat", so you couldn't "collect" easily multiple "cloacking" devices; also you would be forced to kill multiple if you want really to obtain one. - You may carry only one of this meat at time, so you cannot use like 10 of em in a row to being "invisible" for 10 minutes; === I think i've watched it in a resident evil episode, where they were used to "dress" with zombie interiors to confuse their senses (ie: olfaction).
-
Indeed it doesn't.. we (not infected) aren't that "dumb" to not distinguish those players, they may looks just wearing a slight different "camo" eventually (ie: with blood etc.), plus the walking will be "normal" (not zed alike). I think it's pretty realistic: there must be a scientific explanation of why the zeds doesn't aggro to each other but only against the not infectesd ppl. In nature you can distinguish the species mainly using the "look" (colors) or the "smell", in our case the smell is much more appropriate and natural (due do the supposed infected "brain damage"), probably because the zeds, since the infection, have their pheromones production stopped or such, ot the opposite (zeds are producing a new type of sebaceus odor that is not attractive for other zeds), in both cases, "wearing" zed parts would make sense to hide.
-
Bored now
WalkerDown (DayZ) replied to mikerunk2011@gmail.com's topic in DayZ Mod General Discussion
Very cool! I'm going to read your other 5 posts now, they must be interesting like this one. -
Spawn weapons on other players (DB hack?)
WalkerDown (DayZ) replied to WalkerDown (DayZ)'s topic in DayZ Mod General Discussion
Link to stream: http://twitch.tv/qnomnikai ..and the guy/dev/hacker nickname ingame is unknows of course... it is a streaming. There's none to report.. apart KAI, but he's not "hacking", he's receiving things without he can do anything (stuff appears on your account after logged out/in). -
..because they are changing thousand things, but not the core features (probably because isn't that easy to do so) .. and the most useful ones: like showing the timezone the server is using in the server list, so you don't have to jump tenth servers to find the "right" one.
-
How the hell are you meant to lose a zombie starting out = \ ??
WalkerDown (DayZ) replied to Kailla's topic in New Player Discussion
Forest (trees) is effective to loose the aggro, if you manage to let em loose the LoS.. that it may be relatively easy for a single zed, but a pain for multiple zeds. The most common error when trying to avade from zombie is that ppl still running, trying to place the biggest possible distance between them and the zeds... this is rarely the best solution. If you have noticed, zeds losses their aggro immediately after the LoS is break to regain it again as soon the LoS is regained.. *but* if you go prone as soon the LoS is break, you can manage to escape without much trouble. This tecnique (currently) works: you run finding a good place to break the LoS (it can be a tree), as soon the LoS is break you go immediatly prone and start crawling, this way the zed will not aggro you again; if you do not stop, but you'll continue to run, it's a way hard to evade, since you'll never manage to have enough distance to not being noticed again. -
How the hell are you meant to lose a zombie starting out = \ ??
WalkerDown (DayZ) replied to Kailla's topic in New Player Discussion
-
Pretty convinced everyone is a bandit.
WalkerDown (DayZ) replied to wo0kie (DayZ)'s topic in New Player Discussion
Again, there's no solution if you do not apply a punishment. I give you another example: imagine the cars videogame out there. Did you ever seen a videogame where the players doesn't start to ride brainless and crashing into each other for the fun of doing so? You may develop a driving simulator, but ppl will continue to use it as a videogame, until you give them a GOOD reason to not doing so, or until you punish them. The same ppl doesn't drive (crash) like that in real life, nor because they wouldn't like to do so, but because they would be "punished" otherwise: being serious injured or die is a pretty big "punishment". :) A solution doesn't exists until you lay down some rules, but ppl claiming this is a sandbox so no rules can be applied, but this is only a naive way of thinking, because you imagine that having no rules means you can do whatever you want to do, and none is "right"; this is false, whenever no rules exists, since this is NOT the real life, there will be ALWAYS a convenient way to play (the more profitable), in our case it is: killing other players rather than join em ... again: it's not the much more interesting way to play, it's just the easier way, the natural (for a videogamer) way. Certain persons someway "grow", and they expands their gaming style (that's why when you're very young you love very basic games, while growing you find more interesting the elaborate games), but that's not true for anyone, and certain persons wanna just "relax", don't want to think too much, don't wanna spend hours building a character, for them the "fun" is just shooting pixels. That's it. -
Disconnecting to avoid death
WalkerDown (DayZ) replied to rocket's topic in Mod Announcements & Info
When you die you shouldn't be able at all to retrieve your own gear. This should be true when you do the disconnect trick, but any other cases as well. In fact when you play in team you're noway "scared" to die, since you know that your mates will protect your gear until you retrieve it back. You take any risk since you know that the worse thing that may happens is that you need to run for 5-15 minutes, from the respawn point to your mates. Unfortunately this isn't a easy fix, since you cannot identify if the gear is returned to the player or not (not with the current engine).. in example a friend of yours can just keep it into his backup and then pass it back to you, to avoid any timeout or the first owner identifier. -
NVG's an GPS
WalkerDown (DayZ) replied to wordplayuk@gmail.com's topic in DayZ Mod General Discussion
A friend of mine duped Jessica Alba, now we own four of em. (when you claim ppl duping things.. pls give details to the devs so they can fix these things; supposing doesn't help anyone) -
Pretty convinced everyone is a bandit.
WalkerDown (DayZ) replied to wo0kie (DayZ)'s topic in New Player Discussion
They aren't really bandit (nor as an "RPG" role), neither they are retard.. they are just "videogamers". Unfortunately most of videogamers learned to play shooters, and they only know to "kill the enemy" .. nor because they are dumb, but because most of the games are designed like this. DayZ is different, *but* it offers the same tool of a traditional FPS (weapons basically...) so the first thing the average gamer will do is: KILL! Nothing more.. nothing less. Unfortunately there's no way you can teach gamers to do something differently.. unless you decide to (artificially) incentivate a different behavior .. or punish a "kill on sight" one. This has nothing to do with "food research" (or any other loot thing...), most of "bandits" kills just to increase their kill count, believing it the right thing to do.. like the number of kills is a sort of skill indicator. -
-
No matter where he's playing really.. he did everything correctly, and it's a great example that shows: how to move, how to avoid the zeds, how to evade aggroed zeds (even in number), and he shows that you can find anything you need (and much more) in 27 minutes of gameplay. This should be the "always reply" to those chaps that are spreading false informations on this forum, like: it's impossible to play; if a zombie see you, you're dead; without a weapon at the start you can't to anything; ...and shit like that.
-
Derision & Scorn - Can We Make A Fresh Start?
WalkerDown (DayZ) replied to esaciar's topic in DayZ Mod General Discussion
What's happening here? -
Hunting season 2012 is now OPEN!
WalkerDown (DayZ) replied to myselph33's topic in DayZ Mod General Discussion
...until you die. :) Have been a bandit, i can assure you that you'll die much more often than "survivor", the positivity of being a bandit was that once have died you had a very easy life to be back in the business: you had a weapon already, looking for another good rifle was easy, etc. Now the music changed: who were used to die often (bandits) will be much penalized, because return to do the same dumb actions is so much slower. These ppl will get bored of dying and then have to crawl for 2 hours to die soon again. :) (you know how good a patch is when these "players" will start to criticize it, opening threads like this... and i laugh)