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Everything posted by Mookzen
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It's a compromise between gameplay and realism, Rocket knows no one would use the map if it took many slots.
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The RV engine is like a loose whore with bad teeth, big, round, majestic tits and secret herpes, and a peg-leg but you don't find that out until you're in bed doing the nasty.
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Seperate maps with more detailed versions of specific regions of a country are extremely common throughout the world.
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They have the core engine developers on this, we must believe they can polish the turd but it takes time !
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DayZ is NOT fun for new players, which makes me worried.
Mookzen replied to Murakamo's topic in General Discussion
It's called carebear-culling and its an intended game feature. -
Regular is also carebear, players avoid you while you run to NWAF and server-hop-loot, hardcore is you spwan on the coast and 5 naked guys start stabbing you with shovels immediately.
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Why Mouse Acceleration and Responsiveness desperately needs Fixing
Mookzen replied to 27 others's topic in General Discussion
Responsiveness, precision and freedom of control is absolutely critical for a game and this clunky, unresponsive mess cannot seriously be acceptable, it must be a priority far above and beyond any feature. -
Rocket is changing the world !
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I don't know about you guys but I find it very funny that in all the alpha and beta tests of games, all kinds of games too, the forum is full of 'its just alpha/beta' fanatics who go through these phases of belief, hope and denial, for example the myth that devs have like a feature complete version ready they just need to enable it, or all the textures are placeholder just for testing, or debug process is running in the background that's why performance is shit, these and similar beliefs are defended until the very end, until release day and most of the time its all wishful thinking, then they go into 'guys chill the game just got released' mode and praise the savior patch that is to come... This time though the absurdity is taken to a whole new level by the mere existence of the mod, its going to be fun these forums for the next year or so.
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Why Mouse Acceleration and Responsiveness desperately needs Fixing
Mookzen replied to 27 others's topic in General Discussion
Some people ? Most apparently ! Including Rocket, he's like playing the game and going 'yup, these controls work well, this is my vision for the game'. He did an 6 hour long gameplay stream and not once did this shit come up, they got legitimately used to the badness of it. -
Good, game needs a bunch of truly rare stuff to keep looting fresh and pvp/stalking/stealing more interesting.
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Maybe they should implement areas with super rare loot guarded by hordes of super fast zombies or something. Something essentially only a team of geared and coordinated players can handle, or one guy who wants to prove his skills.
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You don't want more content beyond mindless pvp ?
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They just need to implement more stuff to do, not only things like construction and vehicles but also meta-game stuff like territory control and clan warfare, a strategic resource system even, that sort of stuff. Something to strive for, contribute to, organize groups around and to give a sense of something more than an elaborate version of UT2004 happening in the world, to make it more dynamic. It would be different if the world was procedural and/or alterable in some way but its static and completely uninteractive, there essentially as a thematic backdrop to the 'action'. Looting the same items from the same spots from the same buildings from the same locations is bound to get tedious and boring considering gearing up can take only like 20 min for people who want to do it fast. It might be fine for a mod where the expectations are lower, I've put hundreds of hours into, for example, the cRPG mod of Mound and Blade, playing the same couple of maps over and over but if they announced a standalone version of that I would be disappointed if all their aspirations came down to doing the same thing and little else, not expanding the core gameplay at all.
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Why Mouse Acceleration and Responsiveness desperately needs Fixing
Mookzen replied to 27 others's topic in General Discussion
Because apparently people don't know what negative mouse acceleration is I will say it again, as long as you turn your mouse along the x-axis slowly you can achieve turn rates almost like any 'normal' fps, but the faster you try to turn the slower it turns, that -cannot- be a feature, that's just bad. If you want to simulate realistic body movement then the proper way to do it is to give us 2 pointers, one completely 1:1 raw input to represent where we want to aim and then another one that shows where the in-game character actually is, moving autonomously to meet the second pointer. At least then the controls won't seem like they are broken and we just need to get used to the design. -
Why Mouse Acceleration and Responsiveness desperately needs Fixing
Mookzen replied to 27 others's topic in General Discussion
Anyone calling the negative mouse acceleration on the x-axis a feature is clearly delusional, if you move the mouse slowly it rotates fast but the faster you move it the slower it goes, clearly no dev would implement a feature this badly. Its straight up stupid and very terrible design to force players to use different sensitivities and acceleration on the x and y axis unless they are driving a tank or flying a helicopter, which is what controlling a human feels like in this game. -
Yes it was, they are working on that. The development roadmap is going to be finalized sometime this month. So far they've lifted the Take On Helicopters branch of the engine wholesale, MacGyvered in different multiplayer code, though so far it seems like it can support less of everything than the mod so needs more work, and hacked in a new inventory system. Also some dude diddled with the old map in his spare time.
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Such sadismus...
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The bottom line is that people who are complaining now see that the radical changes that need to be made to make this game meet the expectations of a next-gen, hell even a current-gen title are too big to be reasonably made at the pace current development suggests. This is not something some bugfixing and balancing is going to fix, this is seriously core shit that is being discussed here. It's not like people haven't tested many other games and they never make a big enough change even when starting from a more promising position. I think we all want the game to succeed and are here for a reason, but concerns are serious. Perhaps a little heart-to-heart with the devs through threads like these will see more of those profits go into actual development, including hiring/diverting a bunch of people to rewrite the rendering and physics of the engine and thinking about that shit now, not a year from now.
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I think we can at the very least expect Rocket to goof around in a MoCap suit some more, maybe.
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Yeah, only the alpha release happens to be the same game on the same engine on the same map more or less.
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The real problem is that the devs are obviously still stuck in the 'we're making a mod' mentality. Hopefully WarZ taught them that the half-assed cashgrab shit won't fly anymore. Rocket just can't and/or won't and/or isn't allowed to work on anything but the ARMA 2 engine. Polishing a fossilized turd takes time we must have faith and believe it is possible ! However, considering this particular turd is turning into gold it is fair to think that the devs shall be polishing it with great zest and zeal ! P.S. the 'big map' argument people are using is half-bullshit. The map is filled with the same exact few trees, the same exact few houses, the same exact few textures, the same exact few NPCs etc. Daggerfall did that in 1996 and the map was even bigger lolololol.
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This is a feature so obvious and so easy to implement and with such a great work-to-result ratio that it is very likely to be added sometime, though clearly not a priority.
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Example 5: I see that the thing before me is a man so it is natural to stab the crotch with a shovel.
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This game runs well for almost no-one. Performance on any particular PC is luck based, giving a more powerful PC a higher chance of running it more well. Buy the best you are willing to buy as far as I've seen there does not seem to be any specific hardware bias in terms of performance but intel CPUs are generally better unless you are going for a very tight budget.