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liquidsnake

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Everything posted by liquidsnake

  1. The environment is what makes the game. Without it, the game would be a stale FFA deathmatch. With a more challenging environment, players might start to appreciate others instead of regarding them as walking targets that spit out gear when shot. Others will become an asset. The environment ultimately adds layers to the PvP aspect of the game. It'll complexify PvP in a good way. Can I trust this guy? If so, we'll have a considerable advantage over lone bandits and other threats. He might save me some day, yet he might be my future killer. Seems a lot more sophisticated and immersive if we'd need to go through this every encounter.
  2. liquidsnake

    You are fully geared, would you shoot these people?

    I'm not offended by you in any way, shape or form. My rant wasn't towards you, personally, but rather towards suicidal hostiles in general and how there are way too much of them.
  3. liquidsnake

    You are fully geared, would you shoot these people?

    I assumed you didn't communicate because suicidally hostile players typically don't. Turns out you're a lot more suicidal than you are hostile, so you don't fall under that category. And no I'm not a spoiled little brat, for whatever reason you thought that.
  4. liquidsnake

    The Community

    The mod also had lots of FPS players, so it's possible that they'll come around. This time, however, they are the majority, so there's also the possibility that it'll stay as it is now. If the latter happens, RIP DayZ.
  5. liquidsnake

    When firearms wont work?

    I've had this with the Amphibia. Ejecting the bullet and loading another fixes it for me. Could be a different bug, though
  6. liquidsnake

    Do you allow others to rob you?

    Never been held up, but if I'm outgunned or outnumbered, I'll comply. If there is a chance of surviving, I'll attack. IMO, players should cherish their life more than their gear
  7. liquidsnake

    You are fully geared, would you shoot these people?

    I was definitely not talking about trade killers. Those are the detergent force feeders of the mod. You just have to make sure they don't leave your sight until they're far gone. I'd never turn my back on them without me looking back, with my weapon ready to fire at all times. A sniper set-up is a bit harder to deal with, tho, which is why I didn't trade much. I usually worked with tents in the middle of a field. I'd put the gear in there long before they arrived and tell them to trade the gear, with me overlooking the place with a sniper. I'd take the chance of being robbed over the chance of being killed any time.
  8. liquidsnake

    Perks/skills/professions/stats

    That'd be a nay from me. I don't think perks would go well with DayZ. I like to see everyone as equals, with an equal chance of surviving in any situation. All that identifies the player is gear. However, seeing some sort of class system based on what your char has experienced and learned while surviving could be good if done right. It'd add value to players' lives, which is always a good thing. But definitely no advantage when it comes to combat. I'd hate to die JUST because my killer picked a different class.
  9. liquidsnake

    You are fully geared, would you shoot these people?

    I'm fully aware of that and it happened to me as well in the mod. the difference is that in the mod there were players you could actually trust. In the first month or so of playing, I was shot in the back roughly 10 times. After that, I made a lot of friends and knew to keep an eye on them at all times. It worked and I got myself lots of friends. It felt realistic, like actual human interaction in a zombie apocalypse. You just needed to get an eye for it, so you'd know who to trust and who not to. It should be the same in SA, but it's far from that. I really don't understand why there's a completely different mentality going on in there. I blame the influx of CoD/BF players.
  10. liquidsnake

    You are fully geared, would you shoot these people?

    I assumed that because of my experience in SA. I've never been spoken to. I understand your thought behind not giving up and all that, but it doesn't need to get into the suicidal area. I share your thoughts, but when there's no possible way for me to get out of it alive, I raise my hands and let them do whatever. The occasional suicidal nutjob who doesn't care about his life is fun, but when everyone is, not so much. When I encounter yet another one of those, they end up dead and I think "well, that was fun <_<". I just don't understand why. I do understand that there are assholes out there who'll feed you detergent or break your legs, but not complying at all just causes an awesome feature to vanish into thin air. Soon, bandits will become even rarer than they are now and only KoS'ers will remain. That's certainly isn't the game I'm waiting for. As I said before, the human interaction is what makes DayZ special, not the mindless killing. The old way of the bandit was a lot more fun. Befriending naive players and shooting them in the back at some point, etc. seems way more fun and challenging than shooting them. Here are the devs, trying to implement something on par with that awesome act of banditry and this happens. There is no depth in the game at this point. Interaction like holding up and gaining trust prior to shooting them is something that makes the game more complex, more refined, more DayZ.
  11. liquidsnake

    Hacker Justice

    Not everything that's in the game is a feature. Features are meant to be in the game and purposely added by the devs. Looking through walls, however, is a bug. And a nasty one, too.
  12. liquidsnake

    Hacker Justice

    So you think peeking through walls is a feature? I think it goes without saying that you're not to be taken seriously after such a ridiculous statement
  13. Yeah I'd like to believe that once the core is set with basic features like respawning loot, etc. we'll have something similar to what they're doing with A3 now. Now that you mention it, I remember A3 also being quite boring during Alpha, much like DayZ is now. There were less bugs, though, I believe
  14. liquidsnake

    How about a bullhorn?

    Direct needs at least two volumes. The way it is now and yelling, which reaches a lot further. Would love to yell "You're all going to die" with the entire town hearing me
  15. If the zeds would be the same as in NWAF in the mod, it'd be golden. I had to crawl all over NWAF to not get 7 of them chasing me in pursuit of human flesh. Looting NWAF couldn't be done without the proper gear. That's how it should be in cities and large villages, or maybe even like the crash sites?
  16. liquidsnake

    Soooo about Hardcore

    The only thing that bugs me about hardcore is that I can't look at myself while on those long journeys. For the rest I think HC is a huge improvement over regular. It soothes me that players can't look at me without me being able to see them.
  17. liquidsnake

    You are fully geared, would you shoot these people?

    You're what's wrong with SA. I bet you don't even respond when someone talks to you. There's no fun with people like you running around. We could have some fun by me holding you up or even just conversing, but no. I long for the mod days, when it was extremely rare for someone not to respond. Where most bandits responded to a friendly player by befriending him and shooting him in the back later instead of just shooting them without as much as a "hi" and moving on. It's all a big free for all match to you, isn't it? When do you people start realising that such behaviour devours the fun interaction with other survivors? I can't count the amount of friends I made in the mod, with whom I sat at my camp talking, looted NWAF, killed bandits. How many friends have been shot by bandits, after which I vowed to hunt down their killers, how many times we died together. I've even had arch enemies in some servers, who constantly tracked me down and I them. THAT was DayZ, not the pale KoS ridden free for all matches we have now, without the human contact which made DayZ what it was. All you see is gear, we saw other survivors in the mod. /rant
  18. liquidsnake

    SKS vs M4

    SKS. In CQC, its power makes up for the lower rate of fire. Unlike the M4, it can also be used as a marksman rifle up to 300-400 yards. Frankly, the M4 should win every single time, realistically, but in DayZ it's the SKS that does it for me. The SKS seems pretty true to life in DayZ, with its capability to engage up to 300-400 yards, but the M4 should be able to reach 500-600 easily. Also, it should be able to equip the LRS, which'd make it into a proper marksman rifle (but only up to 600 yards, a bit less than an actual marksman rifle due to the barrel etc. not being made for these types of engagements).
  19. liquidsnake

    Primitive weapons

    I actually think you can't without knowing exactly where to hit the sign. And I must've taken that sword thing from someone else then.
  20. liquidsnake

    Incapacitation/ Kinectic knockdown discussion

    It's the heavy bleeding he mentions which causes death. I'd say it's a bit too extreme to die of internal bleeding from pretty much any torso shot. It takes some of the fun away, IMO. But on the other hand, no consequences from those shots are also a bit too soft. I think this is a nice middle ground
  21. Teleporters are worse. Even wallhackers are worse
  22. There seems to be a huge problem with communication in SA. I've actually never been spoken to, while I hold up and try to interact all the time. I like RP so I don't just shoot but try to converse first. I've even given players some gear and they just took it and left without even a single word leaving their mouth. In the mod conversations were plentiful and no "hi" went unanswered, so I wonder what changed
  23. liquidsnake

    Bandits ruin this game

    FFS I was just gonna say "Bandits are this game", damn you haha
  24. liquidsnake

    Primitive weapons

    Survivors aren't properly trained to use spears and other primitive weapons proficiently. Punching through armour with a spear requires more finesse than simply stabbing as hard as you can. I'd prefer to just see bats with menacing spikes and other weapons like that. Using spears and swords properly requires some sort of training in ancient weapons. See it as getting the black belt for martial arts.
  25. liquidsnake

    Bullets through objects

    I believe it was because they wanted an engine specifically made for DayZ for maximised performance. OT: 7.62 should penetrate concrete walls up to 4 inches and the damage should be a bit closer to 5.56 (the other way around actually). 7.62 should fire through the white barn, all wooden houses, the metal fences, the metal shacks, doors, etc. This would make the difference between 7.62 and 5.56 more in tune with reality: only a little more damage, but its real advantage is sheer penetration of most cover, but with more recoil as downside. Also better ballistics in terms of long range encounters. 5.56 should have the edge in CQ (unless there's solid cover).
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