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Everything posted by scubaman3d
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E3 Expo - June 2013 - Interviews and Gameplay
scubaman3d replied to SmashT's topic in Mod Announcements & Info
dang that was fast :D ok next time I have to make it more challenging. I'm going to get the rest of it in a form worthy of posting. -
E3 Expo - June 2013 - Interviews and Gameplay
scubaman3d replied to SmashT's topic in Mod Announcements & Info
Well ok...lets play a little game. Here's a WIP 3D S Max screen grab of the bolt of a rifle. First person to tell me the rifle wins! (I suspect its easy for you guys) http://puu.sh/3huFD -
E3 Expo - June 2013 - Interviews and Gameplay
scubaman3d replied to SmashT's topic in Mod Announcements & Info
I'll keep that in mind. I probably could be doing a better job at showing off some progress - at least on the forums. There's a new SVD that I think looks pretty sick and the Mosin Nagant is shaping up beautifuly... The crossbow render with the arrow clipping through the drawstring was unfortunate...think that was a result of us hastily making renders for E3 marketing materials. -
E3 Expo - June 2013 - Interviews and Gameplay
scubaman3d replied to SmashT's topic in Mod Announcements & Info
yeah sorry - the sarcasm of the statements never really come off right without a smiley. I wasn't trying to be mean.. Basically the current breakdown, which, of course, is subject to change, calls for roughly 50/50 mil:civilian arms (note I'm lumping old service rifles like Mauser and SKS in the civilian category, although technically speaking they're military). The difference is that the rarity of the military weapons compared to civilian will probably have the effect of causing civilian weapons to play a larger role in the game. I don't this is very different than the mod but correct me if I'm wrong... Since I knew the Chernarus terrain and back story was heavily influenced by the studio's association with the Czech Republic (CR), I conducted some research into gun ownership statistics among civilians vs the known number of military and police (M&P) in CR as a basis for the types of weapons and their estimated relative prevalence. I discovered there were about 5 armed civilians per 1 M&P. The approach, results, and subsequent wishlist of weapons (which is a rather eclectic collection if I say so) was agreed upon with Ivan Buchta, the ambassador to Chernarus. Right now we aren't in a position to continue to expand the amount of weapons simply because we need to codify the design requirements associated with the attachment/crafting system. Expanding the list prematurely may result in a great deal of wasted efforts if we find out in a few weeks that the data structure, models, or textures needed to have been prepared or arranged differently. Believe me, I get it. People hang on every word being said and when an un-elaborated statement made in passing designed to emphasize a point you probably already agree with during a 10min interview with the 200th person you talked to at E3 that day, it threatens the persons idea of what the game they care very much about SHOULD be. But imagine if we had to create a lengthy explanation like this on every design decision made during the course of development, each time its raised. It would be simply exhausting.- 832 replies
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E3 Expo - June 2013 - Interviews and Gameplay
scubaman3d replied to SmashT's topic in Mod Announcements & Info
The weapons wishlist list I put together for is ~30 total but this does not include all possible customization options (i.e. I count AK74 only once, but in reality there can be 10+ permutations possible for this rifle). I'm not sure what number would satiate the masses but given the resources we have available to us, its a challenging task. Assume it takes ~1 week per weapon on average (in many cases longer), you could see how time gets short, but again, this isn't even accounting for customization which we're dealing with now in lieu of more total weapons. For this reason, the initial release of the SA will have probably 10-15 weapons of all types, but we'll release regular updates with new content as its finished. Deal with it...- 832 replies
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For me, this gets to the heart of a philosophical question regarding why people take drugs in the real world. I couldn't see a reason why a player would decide its a good idea to become addicted to crack in a video game. It will make you less successful at the game. It also doesn't make a whole lot of sense from the "I had to take crack to ease the pain" perspective, since over the counter pain killers are way, way more common and available than illicit drugs and they don't have side effects worse than the original symptoms..
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Suggestion for Crossbow sights (and explosive arrows)
scubaman3d replied to LeonsenPartisani's topic in DayZ Mod Suggestions
Maybe like this one? http://www.barska.co...CROSSBOW_1.html dl.dropbox.com/u/7947922/DayZ/coughcough.jpg -
This is what happens when you stand behind an M136
scubaman3d replied to Mr Nasty's topic in DayZ Mod Gallery
Reminds me of this video And this (this guy wasn't as lucky as the first :( ) http://youtu.be/kYI-quEZTQY -
I wonder if the Navy should look into using bushes on carriers instead of arrestor cables :)
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I'm not at all involved with creating damage tables, nor am I submitting this as a rational for any recent change by the team but I seem to remember reading a report describing the effectiveness of 5.56mm ammo in Afghanistan. Apparently the average number of hits it takes to cause immediate incapacitation or death to an enemy combatant was 7. I'm thinking the "one shot drop" is an elusive fellow in the real world. The crappy thing is I can't seem to find the article right now to provide the source.