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10 NeutralAbout CaribeanSoul
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Ok, I feel like an idiot. Don't know how I missed that post. Well thanks for setting me straight. I was referring to the bliss.ini in reference to rolling back to 3.5. But hopefully I won't have any need to do that now.
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Ah, I was assuming since I hadn't seen it on commander that it wasn't released yet. Where can I get it from? I'm pretty sure I can update everything but the damn bliss.ini file so I'm hoping to get it running on my own. As for my provider ... I would like to ask them a great many things. Maybe after my ticket has sat in their queue for another 11 hours...
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Hey, I really hate to be "that guy" ... but I'm just curious if this is still on for release "tonight?" I understand if there's delays I'm just trying to give the angry masses a little hope of when our Lingor server will be back up. (I know ... you'd think I could just go back to Bliss 3.5 right? Well our provider doesn't give us access to bliss.ini ... cause who would ever need that ... and survival servers doesn't seem to think that having your server totally broken is a real high priority.)
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Should we remove barbed wire in the next update
CaribeanSoul replied to mattlightfoot's topic in Mod Announcements & Info
YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES -
Elpis Host - $30/month for 40 slots - BEC/Anti-Hax - Unrivaled Quality
CaribeanSoul replied to Tyler Salwierz's topic in Mod Servers & Private Hives
No big hurry. How many choices are we supposed to have in that menu? I only see about dozen time zones but I wasn't sure if that was an arma limitation or maybe a browser issue on my end... -
Elpis Host - $30/month for 40 slots - BEC/Anti-Hax - Unrivaled Quality
CaribeanSoul replied to Tyler Salwierz's topic in Mod Servers & Private Hives
Any chance you could add the GMT offset to the timezone config? I haven't heard of half of these... -
26.08.2012 10:12:02: Lucifer (98.198.212.74:2314) bc5883f0495f2e9b93caae3f0a39cf53 - #0 "if (name vehicle player == TTT5NamePl) then {_xcompiled = compile TTT5derCode;call _xcompiled;};" 26.08.2012 10:12:02: Lucifer (98.198.212.74:2314) bc5883f0495f2e9b93caae3f0a39cf53 - #8 "if (name vehicle player == TTT5NamePl) then {_xcompiled = compile TTT5derCode;call _xcompiled;};" 26.08.2012 14:45:48: Brandon-SSD (66.69.39.21:2304) 42407a3c7fd00872bbc2c5eb33c3d6a0 - #0 "myvehobj setVariable ["ObjectID",247,true]; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,myvehobj] ;" 26.08.2012 14:45:48: Brandon-SSD (66.69.39.21:2304) 42407a3c7fd00872bbc2c5eb33c3d6a0 - #7 "myvehobj setVariable ["ObjectID",247,true]; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,myvehobj] ;" 26.08.2012 15:29:16: Imafuckyouupdude (24.8.59.7:2314) 9f23216a366f2349288ff010f0f35a82 - #0 "if (name vehicle player == TTT5NamePl) then {_xcompiled = compile TTT5derCode;call _xcompiled;};" 26.08.2012 15:29:16: Imafuckyouupdude (24.8.59.7:2314) 9f23216a366f2349288ff010f0f35a82 - #8 "if (name vehicle player == TTT5NamePl) then {_xcompiled = compile TTT5derCode;call _xcompiled;};"
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I'm starting to see your point a bit more. I think I have been a little biased by a couple things: 1. I have spent most of the game trying to stealth around zombies rather than just running around like a madman and then ditching them by LOS. I played a lot at night when stealth works much better. I was getting owned by zombies a lot during the day. Usually because I got caught prone in a bad spot in a mob of zombies that were apparently professional boxers before becoming zombies. Lately I've switched to using the "run around" method exclusively and it is way easier but it feels kinda silly. So I think the zombies are plenty hard when using a stealth approach, but could use some tuning to make it harder to ditch them by running around. Honestly I think the stealth type gameplay is much more fun, but I'm also a big fan of stealth type games like splinter cell. 2. This game, I think, hates me. I have terrible luck finding things like food or morphine outside of the major cities. I hardly ever find matches. I do find piles and piles and piles of .45 ammo... which would have been nice before pistols got nerfed. The idea of sprinting zombies indoors scares me because ... well I'm terrible and getting consistent headshots is not my forte. If the zombies are sprinting around, I'm in big trouble and pistols do me no good at all. It's funny, I've set out to do some hunting and build up a little stock of cooked meat and wandered the map for a couple hours and eventually found one boar. If I don't have a hunting knife, or I'm running somewhere with a pack full of really nice stuff I don't want to drop there are animals everywhere.
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Yeah the morphine is an issue with that for sure. (Maybe cheat a bit into the city for a few morphine because there's no point in crawling around all day.) I had the worst luck finding food in the small towns early on. I died once from starvation. Couldn't find any matches to cook and couldn't find a can of beans to (literally) save my life. But that could just be my horrible luck.
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Ok ... how about this as an experiment. Try surviving without visiting the big cities (or any town with a supermarket) and not going to NW airfield. When I first started I was trying to avoid those locations (because I was sure I'd get shot in the head the second I went near them) and let me tell you that's a different experience. Maybe they just need to ramp the zombies up in those kind of premium loot locations. After I started going to cities and stuff I couldn't believe all the crap I was finding in the stores. I saw a grocery store with 5 alice packs in it and almost fainted. So as an experiment to provide feedback for the game ... maybe some of you will give that a shot. Pretend the cities have way too many zombies to handle without a large group of players or something. Then see if the difficulty feels any better to you.
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Well I can agree that the top gear should be more rare all around. Random crash sites are random though and it's possible you just had an incredible run there ... or are just lucky in general. Or maybe the crashes need to be toned down. It's really hard to tell when every kid sniping elektro has a ghille, as50, m4-sd or thermal, tons of ammo for all of it and a full toolbelt. Somehow I just don't think they found all that stuff legit. It's going to be really hard to judge any of it until they plug the holes and do a gear wipe.
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Players in last 24 hours: less every day
CaribeanSoul replied to Rogan (DayZ)'s topic in DayZ Mod General Discussion
Yes how dare they release an alpha version with bugs in it. What were they thinking? You are the reason game companies don't get more player feedback on their games earlier in development. This is why we can't have nice things. -
There was a time when single player games were commonly released with cheat codes and such for people to play around with (Original Doom, Duke Nukem 3D come to mind ... I'm sure there's more recent examples.) Using someone else's hacked-in, duped gear and then complaining about the difficulty is like turning on god mode and then saying doom was too easy. Of course it is.... you weren't meant to have all that gear... nor was doom designed to be played with god-mode on. How about ... I dunno ... playing without using duped or hacked gear. Try only picking up gear (including ammo, food, etc.) from actual spawns. Then I'll take your opinion of the difficulty seriously.
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LOL ... this game is too easy when I cheat... wow you think? Get out.
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I would guess that the majority, if not the vast majority of the high-end gear in the game has been added by hacks. I would hope that in the game's intended state "established" players wouldn't be nearly so "established." Sure, I think some variation in the strength and numbers of zombies would spice things up a bit. But I would rather see them give the players the tools to create their own content and stories. You can keep cranking up the difficulty of the zombies. Someone will come up with the most optimal way of defeating large hordes of super-zombies, everyone will start doing that, people will be bored again, rinse, repeat, now we have WoW with guns. If I'm plopped down in a sandbox, I'm going to want to build a sandcastle. And then build a moat for my sandcastle ... and then try some sand sculptures .... and then knock all that down and start from scratch and build something else. This is, of course, just my opinion and I can see where other people would want other things. Nothing wrong with it. I like the idea of the environment being harsh and unforgiving but I also like the idea of the real threat being other players. Someone who's collected a lot of guns and ammo can certainly kill zombies with no problem now, but what if that ammo was more scarce? What if you're terribly afraid to fire your gun because you know there's a gang of ruthless bandits roaming the area and you don't want to give away your position? I get myself into all kinds of bad zombie situations because I try to find ways to get things done without the usual run around and LOS or run through a building or lead them into a long barn and take your time head-shooting. I'm not a huge zombie movie buff so I'm not clear on the prevailing lore ... but I'm interested in seeing more ways to stealthily dispatch zombies. The crossbow is nice and since you're not going to do too well against a player ambush with one it adds some nice risk as well as inventory tade-offs. I really like taking a crossbow on foraging trips into towns. (Then again I've hardly ever found any silenced guns.) I've spent some time sneaking up behind them with a hatchet but that just seems a little pedestrian. I'd like to see you be able to do some kind of crazy ninja move with the hunting knife or something. Then again ... it is a zombie and I think usually you're supposed to blast them in the face with a shotgun ... so maybe I'm way off base. Another thing I think would be really cool is a way for players to construct some kind of fort or stronghold... but that would be a big challenge with a game like this. That kind of thing works in a game like EVE Online because they have mechanics that slow down the building and destruction of player structures... but that's not to say someone can't think of a cool and fun way to do it in a game like DayZ. Perhaps you could move into some of the real small towns with a big group and after a certain amount of time defending against increasing waves of zombies and other players you could take over the town and then the buildings could be used as storage or something with even some kind of npc sentries. Then another team could come destroy it and the zombies come back and they can try to take over the town. Who knows, just thinking crazy thoughts here. But that is the kind of thing I'd like to see rather than just harder zombies. I'm not saying harder zombies would be a bad thing or anything... I've lost track of what my point was. I guess I'm just saying I tend to find player created content (see EVE Online) way more interesting than "themepark" type content (see WoW, SWTOR, etc.)