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Bandage.
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* [NEW] Hatchet for chopping wood in forests
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BIS are giving away copies of Arma X
Bandage. replied to mattlightfoot's topic in Mod Announcements & Info
Actually' date=' we certainly think we do know what se're talking about. We respect BIS as what it has suddenly come, and we're just being kind of happy towards it. It reflects from and to the DayZ itself, too. That's why we put out good hopes to get somethig for free, just for the satisfaction itself. People DO buy it if they want it, but sometimes they can't. Again, this is a good opportunity to get the game just like that, when the difficulties can be forgotten for a while. Man, just try to think a bit more about it for a while. I can even see your reputation going down way too fast to my eyes. [b']EDIT: I just went into a theatre and watched a show there and came back... noticing I've got 62 points in my account. That's sweet, I'm one of the 440 other people now :D -
BIS are giving away copies of Arma X
Bandage. replied to mattlightfoot's topic in Mod Announcements & Info
I'd say your comment here is kind of absurd by itself. Some people just do have restrictions on actually buying the games. As you know, not everybody seems to own a credit card for online purchases, especially the players who are still underage. And even if they would have the card, there may be some restrictions at online stuff as like I had. This giveaway is an opportunity. It's an opportunity for those who don't either want to spend too much money on games, or simply can't even buy the game easily at all. -
BIS are giving away copies of Arma X
Bandage. replied to mattlightfoot's topic in Mod Announcements & Info
Oh noes, I wish I had found this site earlier... But it seems I got three points in a mere 10 minutes just by standing by and browsing the site. It seems people do send stuff in there in a good pace, so I'll be waiting to make my entry tonight ;) If I win it, I'm going to give that copy to my fellow buddy. He'll be damn happy after I'd say. -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Bandage. replied to Slamz's topic in DayZ Mod General Discussion
@ dlorT Try also note the time when some people usually even play anything, just like me. I'm completely free usually after 8:00pm, which means it's nearly always dark when I go into any server. To me that's kind of unfair, since darkness really isn't the easiest time to make great adventures in. What I'd suggest that the night should be spanned in to the darkest darkness after 0:00am to 6:00am, when the actual night can be experienced while it actually is night time going on locally. It only doesn't make sense, but also makes it fair for those who want a reasonable ping and a playable experience through DayZ, when they actually got their time for it. -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Bandage. replied to Slamz's topic in DayZ Mod General Discussion
Alright. I've had enough of this stupid continous reading about "how awesome darkness is and should be left alone", or "how unrealistic it is and how unplayable it is". Now we need to move on to something which we used to call 'solving the problems'. We need to plan how to make a good balance between light and darkness to keep everyone happy by their own side. The main problem is that there's people who like the complete darkness in a way or an another. And then there's the people who can't seem to enjoy it at all because it's scratching the edges of unplayability. However, most of the dark knights still adjust the settings during the night, which means it's too dark for the both sides in fact. So what we need to do is to increase playability by doing something which does not ruin the experience of the night people, nor ruin the playability for the other people. I'll present this little simple solution to the darkness by pictures: Approx 40-60% of us do NOT want the darkness to be like this: This is what we are NOT trying to achieve by lowering the darkness level: This is how it SHOULD be to keep the darkness in a playability level for both night assassins and dayfairies: (Image source link) Notice how you can actually see a bit around you, but just barely to figure out the different obstacles and items laying on the ground. It should be very limited to prevent it making flashlights and flares all useless. You can see just a bit over your feet to notice the slightest obstacles, not to completely reveal a small area around you to make it way too easy. Also, as we've discussed about how human eyes can adjust to the darkness in about minutes or so, you won't be seeing a thing for a while after you've seen some actual light for a while. It would take about 10 minutes before your eyes are fully adjusted to the darkness, so you could see a bit better over your feet. This should apply for 2m^2 area, maximum. This way you can't be sure if you'll suddenly hit into a zombie just because you couldn't see too far from you. And you can still play silent dead on the ground while others pass by you :) -
Hey, quick question to the community.
Bandage. replied to Nem (DayZ)'s topic in New Player Discussion
I started as a lone wolf with not much experience about a bit more challenging games (when we discount rogueslikes and such). Really, I just had to buy Arma:CO just because this mod just gushed out it's potential all over the place. It also happened that I liked the concept of Arma itself, as I tried the free version of it first. My first impressions with this game was frustration with the mechanics themselves. -
Next time he finds you... he's going to t-bag you to the face so hard that you can't even munch your delicious beans anymore. Seriously, I had some sweet pixel nuts grinding on my face yesterday at the Balota Airstrip on my usual sneaky afternoon. It didn't annoy me much, but heck it looked weird as hell... Oh, and redeem his crossbow. I can take it to him, you can trust me.
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Well this thread is full of awesome. Rocket. If you really care about the community here that much, I'm sure I will never get out of here, ever. Gee, only seeing you posting here tells me that this mod's developer kicks ass, and I want to support him even further. We've got something that we all have been waiting for: the great concept of a game, with great ears towards the community itself! (Even though we're still new and fresh, there's a lot to discuss while polishing the community type) Lately, we've been treated like some witty excited kids who whine to get some more all the time. See how DICE and EA's combo did that to us, it's just so bad. The Battlefield forum (or should I say, Mordor) is loaded up with threads complaining and reasoning about DICE & EA and their decisions, because their focus is obviously on the money for now. The community is still pretty intact, but they aren't listened to at all. It's a horrifying sight to look at, really. That series is eventually going to get dumped down into the oblivion as like Call of Duty does, which is quite sad since I pretty much liked playing Battlefield 2 back then. It's just plain obvious in sight. I happy to see I finally found a community and the developer team (should I call it as a team?) which actually listens to the community itself. I've not seen anything like that for years, so I'll be sure my support will be adequately greater than usually. Keep up with the awesomeness, rocket. You'll see it's all worth it, even after the community has built up large. Just go and try to read us as a whole, we always have something important to say, and I'm sure about it!
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Bandage. replied to Slamz's topic in DayZ Mod General Discussion
Okay. Last night, I wanted to try it all out again. I want to correct my opinion: Night should be left as what it is. I never had any scarier experiences than trying to rely on my hearing and small abilities to see something. It was horrifying, but so freaking awesome. I even managed to scare someone that night by creeping behind him and saying "hello" :D Night should just be left as what it is. No changes to the darkness itself. Though I'd still support a very limited view where you could see a 1m^2 area around you with a small vision. With a VERY limited vision, you know. -
THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Bandage. replied to Slamz's topic in DayZ Mod General Discussion
It's too dark. It really is. It wouldn't bother too much if we could actually adjust to the darkness a bit. I mean, I want to see a bit of the objects around me, but not too much to reveal the whole surroundings of me. Flashlights and other light resources should pay off good visibility while using them in the dark, but without them it'll just be dangerous as you can't see very far from yourself. That's my vision. -
I support this, it'd be great to sit down for a while and play some card games while we're on it. Next to a campfire. Gee, these little additions just add some delicious depth into the immersive feel of the game! I'm supporting these good ones very much. I hope Rocket sees these, I really do.
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Okay. I think I can somewhat agree with the guy above. I mean, really. Every argument against the melee implementation is quite pointless in the end. There needs to be constructive planning for it, not just bashing it away just because we have many stupid and pointless predictions about it (such as "it'll make the game too easy", "it'll decrease the feeling of surviving", "there's no melee weapons ingame"). We CAN counter those issues here to be honest. It just needs a bit of thinking and good planning, first. So let me open it all up to you guys: 1: Melee weapons aren't made for menacious killing sprees. There's games like Left 4 Dead 2, Dead Island, Dead Rising... you name it. They have easily manouvered free style to mow down zombies just by slashing through them as they wouldn't be a serious thing in the end. These games are arcade. These games are meant for casual fun. However, Arma (and well, DayZ) can't be categorized within' these games at all. DayZ is a simulation with zombies, where killing zombies isn't sitting in the main priorities of the whole purpose of it. This isn't a casual game where we can do near impossible acts, such as mowing through a zombie horde just with a baseball bat. Now think about it again: We've got a fairly heavy fire axe in our hands. Swing it once. Can you feel the nudge of the sweet weight? Swing it again. And once again if you dare. Isn't that just gloriously exhausting? It appears to be, unfortunately. So I've got bad news for you guys; we're not going to mow through a horde with that style at all. 'How about a light knife or similar?' you might ask. Really, try to kill at least one of those guys who wouldn't seem to feel a thing, if we'd cut it's wrists all open. You may damage it, but you're going to die either way. My point is that weapons, for real, can't be handled so good that they'd kill loads of zombies just like that. We can't do rapid swings with powerful weapons very well after all. We get exhausted, and our stamina decreases into dangerous levels in various ecounters. 2: Melee will decrease the difficulty of the game... but how much, for real? What does make it too easy, may I ask? That it kills zombies way too easily, decresing the difficulty by that way? Or that they have "unlimited" use of it and we can just forget about the guns? Man, do I really need to make a note about that you can think about how THOSE issues can be fixed off? I just noted how melee weapons can't be used primarily at all, as their mobility level is quite hard to handle. The weapon may be quite powerful if it's a freaking large battleaxe casted into a magical fire spell of deadly gods, but the fact you can't swing it very well due to the weight itself may kill you in the zombie battle already! It needs good timing and aiming skills, where you also have to look out for the dangerous amount of stamina loss (if trying to attack continously). Melee attacks also can't just kill everything so easily, unless they're very deadly and used extremely well (such as machette being slashed to the head a couple times successfully). How long would it actually take to kill a person with a baseball bat, again? Longer than a couple swings, that's for sure. In fact we can smash away a zombie to the ground with a well landed hit. If we really want to kill them with melee, we need to be there for a while and keep ourselves smacking them to the ground until they're really dead for sure. That costs stamina and time, which means we can't do the same for two zombies at the same time like it wouldn't be a biggie for us. Melee is a very bad choice to use as an offensive primary weapon tactic. It is for ecounters where only one zombie is trying to attack you and you need at least some kind of self defence where you can somewhat rely on for the last choice. Melee shouldn't be easy at all. It's a dangerous way to defend yourself, when nothing else can help you on the way anymore. Remember the basic law of melee fighting: "If he can hit, be ready to take some too." 3: "Unlimited use", but wooden planks doesn't seem to be made of steel. Items do have their durabilities. And with some whacking they do get damaged pretty fast, in fact. They will get destroyed, and you can't do anything about it. But, well... exept fix it a bit if you happen to have the tools for it, but I wouldn't rely on them very much after, though. When we think about our melee 'weapons' as 'tools' and 'items', we may use them as... well. Tools and items. In that kind of use they get their durability decreased over the time, too. At least I would get some temporaly firewood from bushes with my trusty billhook that I found from the cabins. 4: They'll destroy the need of stealth, and they can't be implemented because there's no melee related in-game! As for need for stealth, see the point 2. It's way wiser to not to get noticed by anyone if you don't have a gun. Melee is just to cover your last try to get away from the zombies, or to dispatch a lonely zombie with no extra noise and conflict if it's on your way (and to do that, you need to have a good melee weapon and some actual skill to do that!). There's a lot of mods showing off melee weapons for Arma 2. They may, or may not work well in the end, but they show it's implementable. And as how Arma devs stated (to my memory), they're going to support this mod a bit more due to the boost of sales. Why wouldn't they introduce some melee aspects for the game if modders struggle with it? It's not too much to ask I believe, but that's just a 'what if' to drop out for pending answers. We need to think about the solutions, not to brag about the problems themselves! We ARE able to plan successful melee mechanic into the game, if we actually plan and think about it. So far we're just rolling around with predictions and opinions, but with no actual solutions for them in the end. Honestly. I want melee into the game, because it'd create a good immersion to the beginning already. We spawn with NO WEAPONS AT ALL, which is a very damn dangerous thing already. We NEED to find some temporally defense and fast, and them go to scavenge some better equipment to feel safer for youself. This way we actually add more difficulty and satisfying moments to the game, since firearms aren't simply as easy to acquire anymore. Just think about it.
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What do we call our undead friends?
Bandage. replied to LondonHyena's topic in DayZ Mod General Discussion
All I usually hear and personally like to use by myself are... uh... Zeds. And plainly zombies. In some hectic occasions I want to call them by their type, as a walker, runner, crawler... a damn hopper! Sometimes, my buddy calls them as Rottweilers for a some reason.