DrRageQuit
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Everything posted by DrRageQuit
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I think there was some experimentation with adding Utes off the coast, wasnt there?
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30 meters is no comfort to people with decent shooting skills engaging at distance.
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Attn: Dev's, Give us a break to help u test the game
DrRageQuit replied to Morbius221's topic in General Discussion
I was killed thursday at vybor with a whole shedload of gear. I didnt hop on the forums about how difficult it would be to 'explore' without water and the lack of loot in coastal cities. Instead i respawned and ran directly off the coast north, got some sips from a well in bor (i think) and was in Rogovo before i bothered to stop and pick up my first items. There is nothing wrong with the current starting loot. If you move with purpose instead of aimlessly wandering from building to building on the coast (on that 40/40 server thats been up for hours) then you can get yourself to a safe place where theres food and drink aplenty. The idea is that you're a survivor. not a well prepared hiker out for an afternoon stroll. alpha or not, its not difficult to get up north, honest :P -
DayZ standalone: ‘We will never fully solve hacking problem’, says dev
DrRageQuit replied to piffaroni's topic in General Discussion
hacking is impossible to stop, and every developer will always be playing catchup so long as the client has the smallest amount of decision making power. Doesnt matter how big your budget for anti-hacking technology is, people will always try to exploit the system until every aspect of the game is taken out of the hackers hands. -
If you've got a gun, hold shift to walk slowly, it will keep your gun up and ready to blast anything that jumps out at you. Firing unsighted at close range is fine, aiming down sight narrows your field of view and obscures it, leaving you vulnerable. If you get the drop on someone, keep the pressure on. Dont give them time to form a plan or counter attack. If they're always on the back foot you have a better chance of finishing the job - just dont get cocky :P If you've got any kind of melee weapon, might as well turn it on yourself. you're a dead man. And practice. Then when you're doing doing that, practice some more. If you have ArmA 2/3, hop on a wasteland or other pvp server and practice combat in a relatively low risk enviroment. If you die, you've got less to lose. Theres various web articles on 'real life' cqb that a lot can be learned from.
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Exactly how i've played shooters since '06. The fire rate of the M4 is far too high to *reliably* shoot single shots in full auto. And the muzzle drift is too great to keep on target blasting full auto at 200+ meters. But hey, these kids with madskillz are bound to know what they're talking about. Can do it in CoD right? :lol:
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Get rid of lens flare since we're not cameras.
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Careful, my thread earlier today was immediately flamed for an apparent lack of trigger control :P Presently i dont think there is any kind of fire select implemented. I mashed a few buttons last night in a vague hope but without results.
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For the record i'm not disagreeing with you, just the slightly tactless response. :P
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It wasnt mentioned that it HAD to be implemented during alpha, beta or even at full release. Just a guy saying 'here is a problem, this i what i'd like to happen - what do you think?' Trolling - deliberately being disruptive, offering no sensible comments or suggestion to get a negative reaction. Feel free to google it. You *could* have offered constructive critisism, or perhaps even just a simple 'no'. But people are less likely to respond to that, right? ;)
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Go back to the first post. Read it again. Tell me where OP suggested it needed to be added right now to ban 'testers'? This is a legitimate concern from user(s) and a discussion on how this small portion of the community thinks it needs to be handled. Whats not needed is trolling.
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when will be able to hide weapons to backpack
DrRageQuit replied to szfeps@gmail.com's topic in New Player Discussion
I like the concept of a backpack purely for a single weapon. Useful for squad snipers, where another teammate can carry the players general kit and allow him to carry a gun for self defense with a small amount of gear in a vest. team play, etc. maximum shooties for the marksmen, protecting the guys that loot towns. -
Tour of NEW military base in the SW corner of the map
DrRageQuit replied to DrFree_man's topic in Gallery
quit ruining the surprisessss! :P Seriously though, 90% of the fun for me was running around learning all this stuff myself. I personally wouldnt want it any other way. -
Somebody never played postal 2 :P
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There are, though you'd be better off sticking your cat on the end of the barrel - they dont work well!
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Its highly possible you were sniped, as the Mosin with a scope on will shoot far further than audio currently carries. Unfortunately (for the victims) there is no real way of knowing you were shot, as generally speaking you dont hear the crack unless the bullet passes you, which obviously wont if its lodged in your chest. Put it down to bad luck, or foolishness leaving the same doorway your buddy just died in ;) Most buildings now have two exits. Even if they're on the same side of the building a sniper is going to need to adjust his position slightly to target you. Another option is to wait a couple minutes and see if anyone shows up. Stay quiet and still, if the shooter thinks the dead guy was alone (or his friends combat logged) then they'll probably come for the loot. Gives you an opportunity to knock him out, cuff him and steal his blood!
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Bannable? No. Punishable, yes. Cant ban people for it (as much as i'd love to) because there will be far too many people crashing out/ping kicked/just straight up unknowingly disconnecting. A warning system allowing for a small number of in-combat disconnects before killing the player would be great. Once those warnings are used up the player is killed, and has X amount of time (days/weeks?) before warnings are removed. So if the player continues to combat log they will just be killed again and again. A system like this allows for leniency against people who are unlucky (or against potential hackers) but still punishes repeat offenders. The 10/20/30 second idle character while logging out system doesn't always work in practice if you need to log out in a hurry, and with the frequency that people run into eachother in the strangest places :P Its certainly better than nothing, though.
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With the lack of loot respawnage and busy servers getting hammered pretty hard for loot, it would be nice for a fire select on the M4, so we can look after ammo supplies a little more. Will also help with the hilarious muzzle rise when firing, as i'm seriously getting worried about the bird population in Chernarus.
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I'm aware that A2 has fire selector, and that its probably not super high on the list of priorities. Though there is currently no possible keybind for it either, so it sounds like a core element thats not been implemented yet- something i would imagine should be high(er) on the list of priorities Deductive reasoning would probably give an a theoretical answer. But you never know, and it would be nice to get an acknowledgement from the team that it will be an included feature in the future. Unfortunately people seem to have assumed that i'm making demands that it be worked on right meow, though. Oh internet.
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You're confusing complaint with polite request. Dont do that. You could argue that fixing minor animation issues that dont really affect play is silly at this stage. You could argue that the alpha period is the exact time for adding new features. Or you could just misinterpret a friendly request as a complaint and make cute comments.
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Got to be honest, my group was expecting a total clusterf**k when the game launched. So far my only complaints are with the UI system, derpy inventory and lack of fire select on the M4. - most of which have been acknowledged as needing work. Oh, and the spade. Thats a fate worse than death, which thankfully usually follows pretty quickly. At the end of the day, whiners are going to find a reason to whine regardless of the games condition. These are often people who's lives are so miserable they actively search out negative aspects of everything, as some form of self assurance that its not just their own lives that suck. The problem is the people that are happy and accept the game as it is very often dont post on the forums, either because they dont want to make a fuss or feel that the negative nancies will just flame them for being fanbois and ass-kissers. uh, i mean, screw you rocket etc etc. blah blah ;)
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Laughed pretty hard.
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This makes more sense. assumed it was the changelog contradicting itself. Would be nice to see the other variants in though, just for a bit of variation. Cheers for the clarification
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[REMOVED] An2_1_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game. * [REMOVED] An2_2_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game. The devs are not the only people playing the game. The AN2 has a very specific 'perpose' in the game. Fun. In a game thats completely riddled with hackers, fun is becoming a lot harder to come by. new vehicles to mess around with have a purpose. The AN2 will takeoff and land at ~50kph. The number of places you can land is amazing. I dont see how theres no purpose to it. When will the wire fence/beartrap/mp5SD/most of the pistols/bizon get removed, as i feel they lack 'perpose' in the game. Most of this update seems to be pretty good. But some of these decisions are just fucking batshit. I get taking out the MV22, its a full military spec vehicle, which wouldnt be able to be flown by a 'normal' person anyway. But the AN2 is a great little aircraft. Just one more reason to play private hive, i guess.
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Should we remove barbed wire in the next update
DrRageQuit replied to mattlightfoot's topic in Mod Announcements & Info
Remove, would be my vote. It doesn't work on zombies and is only used to grief players.