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Everything posted by Karmaterror
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So may of the comments after mine show why its easier lol "puts us on a level playing field" so it wasn't level before, wouldnt that make it harder? "i explored somewhere i wouldnt dare go on 3pp" Because hardcore is easier, no need to scout properly because no one can watch from out of sight. Also when did 3rd get 360 degree view? its still a limited FOV and you can turn your head in both. Sure flying and driving is harder in 1st, wont deny that. But for PvP 1st only is a cotton wool wrap so you know for sure noone will peek. Much more kudos if you go up against 3pp users while using 1st IMO. No to mention a much higher challenge/difficulty ;)
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Sure, still got dayz mod?, or wanna do it on a normal A2 server? Lets PM it up now though and we can post the results :)
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Well yes it would be hard to remove the safety blanket that is "hardcore" mode :P If you really want a challenge, play 3pp servers exclusively in 1st.....now that's hardcore mode :) All it is now is safe harbour for those that feel they have been peeked on too much lol Sorry if that offends some but that's honestly what I think. PS I play both, because friends are split over both, nothing against those who prefer hardcore but I do think the "harder" part is a bit of a delusion. I feel much, much safer on a hardcore server than a 3pp one :)
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Nope it works in vanilla arma aswell :D Search some vids if you never done it its really cool. I was running round as jason or snake....same cloaths just changes arms and face textures. Dont ask me how it sends out the data, but it does :) What ya did was put a new jpg into the player data in documents and rename it face.jpg then on the player profile in game there is 1 custom face option on the faces drop down list ;) Just some servers would have the file size values set at 0000-0000kb so that you couldnt do it. A lot had it set at something like 0000-5500kb or something like that and it worked great :) Check that out....they even made a rocket skin :D http://imgur.com/a/FAWIn#0
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Works in the mod and others see it....even if they don't have the pack. But yeah guess il give up on this one for now. Hopefully they will put this nifty feature back in at some point :)
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Will they make any of the zombies faster than us?
Karmaterror replied to Johnny Depth's topic in General Discussion
I hope so!, at least some of them. They do already have different run speeds so I guess they will play with the speed when that pathing and collision is sorted :) -
Thats what im worried about, I know it wasnt against the rules in the MOD, it was just wether the server had the file size settings right. Might just leave it for now and see how it goes. I want my tom Hanks castaway skin back! Then I can run through electro in those sack pants screaming Wiiiillllsooooon! :D
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Same here, stupidly decided to swap my axe for a bat. Then the first zed i see proper mauls me because I was missing half the swings. The other half hit but the damage on that bat must be really low lol. Anyway hit me a good 10 times and no bleed or anything :s
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How to zero in with mosin when bolting takes eye off target?
Karmaterror replied to Highlander007's topic in General Discussion
Maybe thats sort of the point. Im sure the mosin will end up being one of the entry level snipers, maybe they trying to make it suit that role better. Or even encourage teamwork. We could get something like an SVD later with better handling :) -
Hello again, well after your other thread sort of won me over for skills. I had a good think about it and maybe came up with a way they could fit into dayz nicely.It got some good feedback and theres a little twist to it ;) Anyway il say no more here, check it out if ya interested... http://forums.dayzgame.com/index.php?/topic/172631-degrading-skills-and-books/
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And also is there a black hoodie or anything?.... Found some black gloves and a black beanie type hat. Then painted my mosin black....now i wanna finish off the all black outfit for night play, but even after a lot of searching i havent found either yet :( Dunno wether to give up on that idea or keep tryin lol
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Since the new weather went in, and im wondering the wastes, my gaze is slowly drawn skyward as my eyes follow the rays. Then I see it piercing the clouds, as they roll by changing the light. Its even better when its overcast. I know for sure this habit is gonna get me killed....but still 10/10 the sky is EPIC now. In short..."don't look into the light!.....I can't help it, its so beuuuutiful" :)
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Aww you guys :( I thought they had toned them down a lot in this patch, that's why Im happy, but could be that's juts the cloud cover blocking them. Maybe a tiny bit less rays than now, but for me it looks sooo much better than on release :)
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what would happen if i lower scenecomplexity and viewdistance?
Karmaterror replied to bioned's topic in General Discussion
The MOD servers ran at about 1000m, you would get an FPS boost from the extra 600 but maybe not that much. Never tried with scene complexity but if you google something like "arma 2 scene complexity" theres a lot of guides that feature it, and they should give you some idea of what to set it at for performance. Might have even seen a forum thread here that featured it, but both games use the same line in the configs :) -
How to zero in with mosin when bolting takes eye off target?
Karmaterror replied to Highlander007's topic in General Discussion
You could use the map and count grid squares from where your set up, to the targets location :) -
Hmm i think that count of types is a lil low....check this out... http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/A2/Buildings/ but in theory yes, then connecting each entrance point to the terrain outside the door would probs be manual, and redefining the small grid outside the door as the only grid from which the AI can traverse into the buildings internal grids......If that makes sense lol But from Boneboys post it seems you can write off much of what i said about navmeshing. Seems it is a collision issue. If anything though id say that would be harder to rectify than nav-meshing type errors because its in the coding (but i just hate code lol) :)
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Its been said a million times that the issues with the zombies aren't due to collision. Its down to the areas marked o the floor that define where they can and carn't run. Now that's akin to making a nev-mesh in the old Hammer editor. One of those for a sizable level can take days to get right. Defining where AI can climb or drop from certain things, where they can traverse from one "grid square" to another ect ect.... Now imagine the mamoth task of trying to come up with something like that for Chernarus.....factoring in the thousands of new buildings and elivation changes they provide. Id pull my hair out after just trying to navmesh Zelen, let alone the whole map. Now imagine they have 2 guys working on doing that, others jumping in and out all the time would be counter productive (they wouldnt know where the other guys were up to, they wouldnt know all the issues that need fixing) so what do these guys do while the other finish that. They do other things, like finishing off the combat log system or adding some items. Now i dont know if its the same in RV engine, but in hammer you have to compile the navmesh which ok is quick, but then compile the entire level just so you can test it out. And at the risk of showing how underpowered my old pc was that process could take up to 6 hours......then you just find out somethings wrong and have to fix it then re-compile. Starting to see how things like this can take time... Anyways....rant over...sorry As the devs always say......it will be ready ....when its ready lol :) EDIT - wait.....so it is a collision issue now?...oh man...facepalm lol
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Wait a bit after you join before trying to open doors and stuff....also a swig of drink works wonders for stuck doors... Couldnt open a single one at NWA in the barracks last night, so i hit f on them all, so it displayed the open symbol.....went to the end and drank a soda....bingo! they all opened at once together. Might help, not sure lol :)
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Agree with both of you. Just for me its an immersion thing when dealing with loggers :)
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Hey welcome to the forums :) I agree with the way you have classed the skills. With this idea i think that the Inherent and developed skills should be managed by the gear you carry. That way it keeps it level for all players. The learned skills are what I think should degrade and need to be maintained. That way we are only limiting what someone can do in the world, like can I fix a car or can I make this dish on a cooker. If skills effected things like accuracy or run speed then the stronger characters would just get stronger leaving the weak no way to fight back :)
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Is Spy Infiltration wrong ethics/cheating
Karmaterror replied to Dragor69's topic in General Discussion
I think its gonna be hilarious when they finally twig. Think.... they will all log in, your friend with them.....then he will wonder why they are all slowly forming a circle around him weapons raised chanting "WE KNOW!" :D -
And that's why it doesn't work lol. 3 times you had only 2 outcomes....shoot them, or don't. The logout system needs to keep the player ingame so you can force the situation on them that they are trying to get out of. They all chose to gamble, fair dos they lost this time but I bet that wont stop them refining the technique and getting better at it. This is great as a revenge system, but doesn't address the issue of players avoiding encounters, weather they be combat or friendly :)
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The time i have most wanted lightning strikes was when flying in the MOD. It could hit the heli and cause everything to shut down for X seconds. It might force players to fly high in bad weather, not low fly the cities MGing people all the time :)
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Dont think the option exists yet, but i agree it would be nice. Maybe a temp fix would be leave your gun in your hands and unbind hotkey slots. With being able to run, and search our stuff, might not be too bad :) EDIT ahha nice, might turn mine off aswell then :)
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In-game sound needs to be re-worked
Karmaterror replied to omgwtfbbq (DayZ)'s topic in General Discussion
All i miss is the gun sounds. Remember that satisfying thud the DMR gave, the one that earned me a complaint from my landlord....all because i didnt realise it was 3am then had to open up on some bandit with my sound still on full :) The guns now dont seem to have a powerful sound as they used to. I know a lot of people complained about the arma2 gun sounds but i always thought they were really good. I mean after all it was trying to simulate those weapons. But hey i know...that they know about it. And its good they got some pros coming in to sort it out :)