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Mind Games

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  1. Like
    Mind Games reacted to chishi in Bad first impression   
    Like the title says, I had a bad first impression. After finding a trading area and entering the bounds of it, I found out that my bullets had no effects on zombies. Oh well, I guess it isn't too big of a deal to kill them outside and get back in without attracting any more zeds. This led me to believe that other players couldn't hurt me inside seeing as how I couldn't hurt the zombies. Well I was wrong. Another player entered the trading post and I went along my own business trading items for metals. He then shot me in the head and killed me. I didn't have much in my inventory to begin with so it wasn't that big of a deal but what bugs me is why is player killing allowed in the trading area in the first place? Sure if I'm prevented from killing a zombie in their, I should be prevented from killing another player, no? I'll probably play again because of all the features Epoch includes that vanilla DayZ lacks but I won't be wasting my time with trading areas from now on.  
  2. Like
    Mind Games reacted to argenex in Tools Break constantly, doesn't reflect anything other than making work for the player.   
    The title kind of says it all.
     
    I went to take down my plot pole I had down to help a new comer build his starting base, and my crowbar broke.
    I borrowed a crowbar, and it promptly broke. Borrowed another one, and then my toolbox broke.
     
    All within the matter of 10 minutes or so 3 tool-belt items broke on use.
     
    Ok, so I can understand some of the weakness of things like a stick fence, and I can tolerate that the corrugated fence can be also knocked over by a solid butterfly fart (which is terribly unrealistic as those posts would be sunk the ground, unless you're going 40-60mph in a non-fiberglass framed car, those posts won't really go anywhere, the metal sheeting will bend and torque and fly off, or tear. I've seen many a car wreck. Most cars crush themselves on impact which is by design.) But a crowbar breaking is silly. Why do I say this? Well my first real work some 25 years ago was construction. Guess what;
    I still have all of my tools and they all work great.
     
    I think I have 1 screwdriver that has a messed up tip because I used it for something else other than screws.
    I have destroyed many a building and giant factory-sized ovens (all made out of steel and aluminum) with these tools. They all still work just fine like champs. My framing hammer's nail claws (on the head, not the claw part) have all worn off, but other than that it's still a great hammer. Even the rubber padding on the handle is still there and not degraded.
     
    My point is I think the idea has kinda gotten out of hand with the whole degrading/destroying of things.
     
    I can understand an entrenching tool (even though most military items are tougher than their civilian counter-parts) coming apart at it's joint.
    I can understand;
    Running out of matches.
    Snapping a knife blade in half by using it to wedge wood or metal instead of cutting things. Or it being too dull to use and require sharpening.
    Having a hatchet head fall off of its handle after prolonged use, which means you just cram some slivers of wood in it and hammer a nail in the middle, or replace the handle.
    Having a toolbox with actual tools inside of it, but my toolboxes are also 20+ years old and work great, latches still lock.
    Breaking a watch or compass, as these have small working parts and can easily be broken.
     
    I would rather see implementation of specific tools like;
     
    Nails
    Hammer
    Screwdriver
    Drill (even a hand-cranked one)
    Saw
    Shovel (sturdier version of an entrenching tool)
    Whetstone
     
    I just think it would add more flavor and interest to folks, than being forced to halt working on your little home to search the world and brave the enemies to replace something because they break too often.
    So honestly I think there should only be a few tools that can break. Honestly I challenge you to take a crowbar and by yourself find a way to break it. At best you might be able to snap one of the teeth on the claw end, especially if it's a cheap non-steel version (one infused with nickel and aluminum)
     
    I would also rather see fixing a tool, instead of 'disposable tools'. When we used to work on scaffolds we had a running joke 'Disposable Tools'. This is because on occasion someone would drop a tool and force them to go down and retrieve it. So we dreamed up "What if we simply had disposable tools? hammer 1 nail and chuck the hammer behind you." It works as a joke but not in-practice.
     
    Thanks.
     
     
     
  3. Like
    Mind Games got a reaction from Bungle in What a Nice Video Editor Can Bring   
    Nice idea, bout time I dusted off old sony vegas. I'll give it a try.
  4. Like
    Mind Games reacted to vbgreen in Epoch and DayZ 1.7.7.x   
    Just want to make our position public on 1.7.7.x dayzmod supposed "community edition".
     
      First we want to thank rocket and the community for allowing us to take, use and distribute code from the previous versions of dayzmod without oppressive copyrights.  We have always been careful to use things that were open to all and credit those from whom we have taken work.
     
      Secondly In future versions of Epoch we will not be including 1.7.7.x code in full. The reason for this is in the new version there are new permissions and copyrights that go against the open nature of dayzmod and dayzepoch (in our opinion).  Not that we do not have permission to use this code, we do, however some of the permissions are not transferable and require renewal from multiple authors and so makes a situation in which Epoch would have to close all 3rd party development and no longer make files available (private github). 
     
      Thirdly as Bungle has so astutely noted, we are going in a different direction anyway and dont need alot of the things that have been added not to mention alot of dupe, bug, and general fixes that are already in Epoch have not even been fixed in the newest version of dayzmod.  They have access to our code and can take it if they please on request, as always some would prefer to take it and re-write it and call it their own but we know where it came from.
     
      So dont be surprised to see some of Epoch in dayzmod. Basically dayzmod has walled themselves off in a garden of copyrights so that noone will steal their work, while we appreciate the work thats been put in we feel like this attitude doesn't help the dayz community in general and really just kills any mod that wants to stay open.  Openness is a basic tenent of Epoch and though people have taken our work without permission we feel like if it wasnt any good they wouldnt bother, and in the end it makes for a better game experience for everyone.
  5. Like
    Mind Games reacted to vbawol in 1.0.1.4 Release Bugs   
    Tag friendly will be fixed in the next patch
     
    http://dayzepoch.com/wiki/index.php/Changelogs#ROLLING_CHANGE_LOG_1.0.1.5
  6. Like
    Mind Games got a reaction from Prizefighter in Safe Cracking   
    Safe cracking is rediculous. It takes up to a month for a highly skilled cracker to crack a safe that contains guns and weapons. I vote no.
  7. Like
    Mind Games got a reaction from boxman80 in money system   
    Gentlemen. I present you the new economical captital of the world. Now coming to DayZ. Also Half Life 3.

  8. Like
    Mind Games reacted to ekroemer in Concern: breaking of tools during construction   
    In the changelog I read:
     
    [CHANGED] Base building items now have a 10% chance * (DE-constuction count) to break tools
     
    Do I understand that correctly: after each construction stage you have a 90% chance that your tool is still intact?
     
    That means that after the typical 5 stages you only have a chance of 0.9^5 = 59% to finish with an intact toolbox. That alone seems pretty low.
     
    It gets much worse if construction is canceled once the tools break and you have to begin anew.
    41% is the chance of losing one or more toolboxes, the probability of losing multiple is quite high.
     
    I hope that you'll reconsider this design change or at least will allow construction to finish even if the toolbox breaks so you'll lose at most 1 toolbox per each finished item.
     
     
  9. Like
    Mind Games reacted to vbawol in Suggestion: Towable cars using road assistance vehicle   
    We do have plans to make that truck be able to tow.
  10. Like
    Mind Games reacted to Merle Dixon in Suggestion: Towable cars using road assistance vehicle   
    I recently bought a road assistance vehicle and i went to test it,i found a car that was whole and added some gas,i parked it on top of the road assistance vehicle but the car was moving back down slowly like it was on a hill .can this be fixed?I believe the road assistance vehicle would be awesome if besides repairing damaged cars could also transport them..would be a nice add on for RP and making some money in epoch selling the trash around.what i want to ask is this :can it be fixed to work like this?thank you
  11. Like
    Mind Games reacted to Bungle in Anti-hack   
    I found sending their internet provider a copy of their IP Address and a cease and desist letter seemed to work well.  :D  As kids tend to forget or choose to ignore hacking/scripting/whatever you wish to label it is a crime.
     
    Only if they are in the US or AUS however.. 
  12. Like
    Mind Games reacted to Bungle in Epoch and DayZ 1.7.7.x   
    To be fair I don't think its needed. Whilst hats of the guys and gals that are keeping the Dayz Mod itself running Epoch is running down another path. A path I like and what The Mod and stand alone is aiming at I think.
     
    Down the track there is still soo much potential still for the mod in the Arma II OA engine and the Dayz mod team know this but seem to be constricted by a pre-determined design.
     
    Epoch is running down a path that was inspired by a small group perhaps but is now fueled by a massive and growing community that only wish to see it succeed.
    And it will, Awol and the co developers are breaking grounds on new features and I can only imaging what this mod will be like at 1.1 alone... even with the introduction of more talent to the team and growing.
     
    With the added bonus of adding in as many nice options to customize your experience as they can listening to your feedback once again my hat is off for the team and their time, effort and dedication.
  13. Like
    Mind Games reacted to mjp808 in Please add hidey/spider/cache holes from vanilla DayZ   
    I've been wishing for the hidden cache holes for a long time in DayZ, they fit right in to the spirit of the game, and something about the big expensive safes that cost tons of gold being the only way to safely stash loot on a server seems wrong to me. Digging hidden caches to hide survival loot is as old as the idea of post industrial/apocalyptic survival technique itself.
     
    thanks
  14. Like
    Mind Games reacted to Dobrowney in Group System from wasteland   
    Anyone willing to rework the group system from wasteland to work within dayz .. I would love to see this in game ..
  15. Like
    Mind Games got a reaction from boxman80 in Show us your loadScreen!   
    Few hours of photoshop magic and a little bit of pride tossed into a stew off awesome and you get this.
  16. Like
    Mind Games reacted to Achmed in trader menus breaking   
    From what i have heard, dayz.st re wright the epoch mod to make it work with there systems.

    I left dayz.st as there crap at hosting epoch.
  17. Like
    Mind Games got a reaction from wangtangnoodle in Movable plot poles   
    You singlehandedly ruin the game for people. I just hope the people you do it to are deserving.
  18. Like
    Mind Games reacted to wangtangnoodle in Movable plot poles   
    I see that plot poles (now "no entry" signs) will be movable with the upcoming 1.0.1.3 patch. Is this going to be optional in the server config? I hope so personally, with the greatest of respects.
     
    There's enough griefing possibilities already I feel in the mod, this new change being one that will encourage more people to build things on the edge of another player's base perimeter for example. Yes, this can be done now - but most people will not spend 60 gold just to do so. Griefers and bandits will easily be able to make their own hideout and then take their plot pole to a rival base and "build their way in" so to speak. Some of us, including where I play, want to have bases to ourselves and keep the fights in the rest of the map space.
     
    Again, those who are a victim to this could go and retaliate by building at the base of those who built at theirs. But not everyone wants a server full of fucked up bases. Finally, some servers utilize Epoch with Base Building 1.2. BB is of course not your concern, but having something forcibly upsetting, for lack of a better word, their current Epoch & BB setup could cause a long list of help requests here or on github, plus in extreme cases, abandonment of Epoch itself.
     
    Thanks. I love Epoch myself, just to confirm.
  19. Like
    Mind Games reacted to Bungle in Show us your loadScreen!   
  20. Like
    Mind Games reacted to Bungle in Turn off street lights in 1.0.1.1   
    As a player that likes to leave his gamma and brightness alone. I prefer this:
     

     
    VS
     

    "Try and find the zombie"... 
     
    So not really useless..But I guess if there was an option to enable/disable before hand it should be available now.
  21. Like
    Mind Games reacted to MacMerritt in Keys - Ways to enhance or fix them   
    So one thing we have noticed is people mixing up keys. I have a few ideas for adding to Epoch to enhance the key situation.
     
    Labels - There should be a label as to what key goes to what vehicle. Something as simple as "Humvee key", "Helicopter key", etc. Ive heard about people selling their vehicle and not knowing which key to drop since the key stays in your inventory after a vehicle is sold.
     
     
    Removing Key when sold - Like the previous idea. The key to the vehicle needs to disappear along with the vehicle when it is sold. This would reduce confusion and "key clutter".
     
     
    Key Ring - I was thinking about this prior to the latest patch notes, and since you are making a briefcase to care bars, why not make a key ring to carry up to 10 keys. That way the keys only take up 1 inventory/toolbelt slot. Also make it interactive like looking in your bag, that way you can add/remove keys from the key ring.
     
     
    Lastly and I know others have touched on this, but the gear should be locked with the vehicle doors. However I would like to see people be able to use a crowbar to break into a vehicle and access the gear. Thus if you have a crowbar you can see the gear menu, no crowbar=no gear menu. Just a thought.
     
     
  22. Like
    Mind Games reacted to Bungle in providers   
    If you're living in the states and have a nice little community going why not go dedicated?
    Or just get a virtual machine on a nice dedicated and do it yourself?
     
    http://www.ovh.com/us/dedicated-servers/kimsufi.xml
     
    That should be able to run a server fine yes?
    Also host a website? Teamspeak? Other stuff. 
     
    Providers are great but commonly you are paying for more than you are getting.
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