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Everything posted by maddogx
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Carebear Detection Alarm! *Alarm Sounds*
maddogx replied to Shrapnel (DayZ)'s topic in DayZ Mod General Discussion
The notion of discouraging deathmatch behaviour and encouraging coop isn't bad, at least not in my opinion. It's just that the suggestions on how to do so are 99% shite. As much as I hate deathmatching, I would hate even more to see the whole game screwed up with bandit map markers and such just in the hopes of countering it. -
20 words or less: Spawning without a weapon
maddogx replied to rocket's topic in DayZ Mod General Discussion
YES It's much more exciting this way. Leave it. -
This is what happens when you post your opinion here
maddogx replied to fml's topic in DayZ Mod General Discussion
Mmmh, the delicious smell of fresh butthurt in the morning. You can't beat that. -
Carebear Detection Alarm! *Alarm Sounds*
maddogx replied to Shrapnel (DayZ)'s topic in DayZ Mod General Discussion
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I've found a whole bunch of canteens in towns, though they are more rare now than they used to be. Look harder. ;)
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This is what happens when you post your opinion here
maddogx replied to fml's topic in DayZ Mod General Discussion
Emulation is the greatest form of flattery, so I guess you wish you were smart like me. ;) -
Carebear Detection Alarm! *Alarm Sounds*
maddogx replied to Shrapnel (DayZ)'s topic in DayZ Mod General Discussion
Oh shit, looks like I'm the new troll target. Fun times inbound! -
This is what happens when you post your opinion here
maddogx replied to fml's topic in DayZ Mod General Discussion
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Carebear Detection Alarm! *Alarm Sounds*
maddogx replied to Shrapnel (DayZ)'s topic in DayZ Mod General Discussion
Hehe, "playable zombie race" FTW! xD But then there should be special infected with super realistic abilities, like long tongues and toxic spit. Otherwise it would just get boring... Do it, Rocket! DO IT NAO! -
This is what happens when you post your opinion here
maddogx replied to fml's topic in DayZ Mod General Discussion
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This is what happens when you post your opinion here
maddogx replied to fml's topic in DayZ Mod General Discussion
The heartbeat feature is good enough, IMO. Why does the indicator need to be visual? Anyway, I'm a fan of the "hallucination" idea proposed by someone elsewhere on the forums - people with low humanity start hearing shit that isn't there. Zombie aggro sounds, gunfire etc. Paranoia, baby. Not killing people would be the only way to avoid it. -
The topic of realism and player killing
maddogx replied to fml's topic in DayZ Mod General Discussion
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The topic of realism and player killing
maddogx replied to fml's topic in DayZ Mod General Discussion
Actually, this is not the case in The Road. Proper apocalypse there. And funilly enough, that film is a perfect example of the "trust no one" mentality we are experiencing in DayZ. -
An entertaining idea, but not feasable with the current game mechanics. Respawning or connecting to a different server is too easy. Taking prisoners would only work if the prisoners were willing to roleplay it.
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People...WTF is wrong with you?
maddogx replied to lukasforeals's topic in DayZ Mod General Discussion
If you understood the mentality, you would be one of them. Be thankful that you aren't. -
People...WTF is wrong with you?
maddogx replied to lukasforeals's topic in DayZ Mod General Discussion
Some people are just like that. Stop whining about it and do what I do: 1. make sure your mic is working and you're on direct channel. 2. try and get as close to them as possible. (run zig zags and stuff) 3. Shout LALALALALALALALALALALALALA into your mic. 4. If you can get close enough, run in circles around them. 5. Keep shouting LALALALALALALALALALA! I've only ever managed this once, but the guy actually disconnected. :D -
Lookie here: http://www.cad-comic.com/cad/20120622
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Carebear Detection Alarm! *Alarm Sounds*
maddogx replied to Shrapnel (DayZ)'s topic in DayZ Mod General Discussion
Seconded. -
He would have done the same to you, just without the regret part.
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I had this idea a few days ago, talked to a friend about it and we both thought it might be interesting, so I decided to post the jist of it here: The idea is to implement a kind of time based "smell radius" for players. Basically, if you stay more or less in the same place for too long (e.g. within the same building or within 10m of one spot, not necessarily afk but not moving too far either), zombies within a certain radius will be able to smell you. The longer you stay there, the wider the radius will become. Zombies within the smell radius should start investigating your area (no aggro until they see or hear you) - they would be drawn to your position, forcing you either to kill them or to move before they find you. On the scripting side, this wouldn't be too hard to implement: poll the player's position every ~5 seconds and check how far he has moved from the last time. If he has stayed within radius R of the initial position for amount of time T, store that position as a "smell location" and give it an initial "smell radius" of X meters (greater than R, but not too high). As long as the player stays within the short distance of this position, keep gradually increasing the radius, up to a certain maximum of Y meters. (Values for R, T, X and Y are debatable). If the player leaves the location for long enough, it should disappear. What do you think of the general concept?
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Draw a virtual line between two points in 3D space and see if anything is in the way.
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Effing hooray! :D It will be nice being able to sneak into a town again without proning the whole way. xD
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
maddogx replied to rocket's topic in Mod Announcements & Info
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Infected Detection behavior is not as intended
maddogx replied to rocket's topic in DayZ Mod General Discussion
This is good to hear.