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20 NeutralAbout Leo Leonardo III
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Scavenger
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Male
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Germany
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I'm registered on the Day Z forum...shouldn't that be enough to tell you?
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Bio
I hail from the land of milk and honey. Well, actually, short, red-haired people with pots of gold.
Though I now reside in Germany. It's a very nice place. No Nazis whatsoever!
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[Video] Social Experiment - Handcuffed with keys and gun, what would you do?
Leo Leonardo III replied to SammyD's topic in Gallery
Once met a lad armed with a fire axe. I had a loaded pistol primed for him. He looked at me and stood for a few moments. I told him: "Hey listen man, no need to get violent for loot or anything; after all it's just a game. Tell you what, I'll let you have to the rest of the loot here, and I'll be on my way. You keep your weapon away, I'll keep mine away. Deal?" He gave me a sort of nod, and I went about my way. Never saw him again after that. In short, I think if you can alleviate someone's fears, you can safely work with them. Personally, I would help you. I can't stand to see someone being a total Jackass. I like to help people learn and experience. Another concept is when I met a person entirely new to Day Z. I cuffed him and left about 4 cans of beans, and 3 sodas on his person, uncuffed him and pointed him in the direction of cherno. Make people have fun gents; they'll keep coming back for more; just give them a reason to. -
Well done. To dodge an axe murder AND give the ol' Mike Tyson to a fully armed man? Priceless.
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My friend witnessed a man leap off the Chernogorsk industrial building. He lived with no blood loss, nor broken bones and promptly climbed up to my friends position to kill him with a shovel. Any ideas on why this man lived when he clearly should've been killed by the high fall? Cheers, ~Leo
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I've noted this issue in the bug tracker. There seems to be an issue with sidearm movement. All other items work appropriately.
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Curious, is anyone else experiencing character loss? I'm not complaining just trying to figure out if it's a preventable cause on my end. Is it due to character wipes or is there another more nefarious reason? One other thing, what's the news regarding the combat logging issue? I've had players combat log by terminating their memory applications. Is there any workaround to this, as it is quite annoying? Sorry if this is the wrong thread, I'm not a huge forum user. Cheers! ~Leo *Edit* I am LOVING these patches. Switching weapons while moving!? AMAZING!
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Two very different engines. I own killing floor and disagree with a bit of what you say. A splendid example is the difficulty. There is a map (I haven't played so long and can't quite recall the name) where you could outsmart the AI's Path-Finding and generally make use of that bug, as well as that of the spawns. Your statement however, does not reflect standalone, the engine it's based on, or otherwise the proper hit detection or animations based therein. The engines as I've noted in past posts as well as this one are exceptionally different. Tripwire's Unreal Engine is highly different from Real Virtuality. Proper hit detection, damage, animations, audio, etc. cannot be determined based on comparisons between two totally different products. Cheers for the concept. Just my two cents worth.
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I apologize for the double post. My internet is not doing to well these days. *Edit* Changed the second post so i wouldn't look like an ass. Staying on topic gents.
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I generally like the way things are going. At first glance the alpha is fairly decent looking. Already it's well above the playability of the mod in my firm opinion.
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I'm quite happy with the way the zeds' pathfinding works now. They don't seem to go wild with speedhacks anymore. Plus hitting them is MUUUUCH easier according to what i've seen in the video. I was recently killed by a zed in the mod because i couldn't hit him at point blank with a machete. Skippy bastard. Good progress gents. Keep up the splendid work.
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I would like to get an invite to that group strictly because of the way questions are answered promptly. Of course the perk of being able to talk to the leaders of such an astounding project is truly grand, it is even more so grand to be able to get insight on the concepts behind their product. Questions such as: "What compelled you to bring forth this project?" and, "How has this project changed your life?" both come to mind. There is no doubt that these questions have been answered countless times before. ... I wonder, if after release and the dust has settled (no doubt dean and hicks will be frantic), that they'll sit back and relax, or move on to other pressing matters. Personally, with all the work they've been putting in, i would just worry about any issues they'd have with launch, and as soon as those were ironed out, take an undisclosed amount of time off. Cheers to Dean and and the rest of the devs for making such a project possible. Without their perseverance in the face of insurmountable odds, this whole project would not have been possible. Truly, On behalf of me, and the DayZ community, I thank you guys.
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Typically in this day and age I've noticed more and more independent publishers getting some great publicity. Notably Bohemia Interactive with the first introduction of the Day Z modification. While a zombie survival game has been introduced in the past, never on a level such as this has one ever been attempted. Of course, looking at project zomboid, miscreated, 7 days to die etc, it seems that my topic would be counter-argued in a matter of moments. But here's the concept that one must see: while these games all have their own intuitive concepts, the atmosphere just isn't quite the same. The feel of being watched, of constant fear, or even the impending sense of death that comes along with the Day Z thrill are many things that other games...just can't quite grasp. I'd like to hear some of your opinions on the matter gents; include infestation if you're so inclined, just don't expect the other forum members not to snap your head off.
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I find speculation to become rather redundant once the first inkling of information appears. It's like the story of the boy who cried wolf. As many people that speculate and say: "The release just happened." or "The release will be tomorrow," are quite counter-productive to the whole system. In moderation, access to information is much easier and definitely more reliable. Seldom though it may seem, Dean may be using this as a tool to his benefit. Do not give information out in bulk, rather bit by bit. This allows for a much more flexible work schedule, and quick dispersion throughout a community, as anyone with a sense of forums can pick information such as the Standalone updates out of a group.
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Leo Leonardo III started following November Round-up
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While I do agree in that the engine is very limited, I believe the way you went about it is wrong. Your answers are clear and concise for any who are familiar with both Source and Real Virtuality. Each engine is tailored to meet two very distinct needs. Source, as you say is tailored to a first person shooter. It was designed with the concepts of Counter Strike and Half Life in mind, not a massive, open-world scenario. Real Virtuality, as tailored to this need, is still a limited engine in its own right. Let us not forget Take on Helicopters, though this is a minor concept in comparison, it is still nonetheless an engine based in Arma's theatre. Both are suited for what Arma strives to be: a military sim. Now, whether or not you enjoy these games are entirely based on your opinion. Day Z Standalone, however based on Arma 2's Real Virtuality engine it is, is still nonetheless a standalone title, and will have its own distinct features. Each game can utilize the same engine, or an updated form of an engine to better meet the needs of its criteria. In the case of the transition from GTA IV and GTA V, the drastic change as a result of major improvements upon the classic engine utilized in four made its appearance in five, and has set the standard for future Rockstar titles. Whose to say that this is not possible in regards to DayZ? Arma 3's improved Real Virtuality engine cannot be compared with that of Day Z's be that as it may it is derived from the same style. Engines are only what the game developers make of them; how they utilize the engines to meet their true potential, or to suit their needs. In this aspect, Dean is doing precisely the correct thing: tailoring Real Virtuality to meet the criteria of his game. Again, let me note that each one of you is entitled to your own opinions. I am in no way attempting to coerce you into any form of thought. Just giving you a different perspective.
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Any performance issue can be conquered if gone about the right way. In this aspect I do believe that Dean and BI are going in the right direction. I mean after all, didn't Rocket say he would rather release a great game than a buggy non playable piece of garbage? As to the graphics, that's one of the objectives (be that as it may a minor objective as of late) to deal with. Source Engine is a very limited in what it can do, but I digress as to the topic of games such as Rust etc. The reason Dean used the Arma Engine is because he wanted to reformat it to fit his concept about how a survival oriented game should feel. The atmosphere, the player relationships, the base building, the coherent platform of tension and worry, and even the small details such as wildlife would be incredibly limited in other engines. Let's say rhetorically that the game was built on the premise of GTA V. In this aspect, the game would be severely limited in regards to Survival. While you can die, the implementation of hunger, thirst, need for sleep etc. would be extremely difficult due to the limitations of the engine. In this regard, it was a much better choice to use Arma 2's engine because they already had the foundation and premise for a feature tailored to these needs. In the words of a wise man: "Why try to replace something that isn't broken? Improve upon it. Nurture it; but most of all, don't abandon it." Rocket was not worried with monetary gain in the production of this. While he, and the company he works for, do seek monetary gain from this, it's not the primary concept on which the game was decided upon. Rocket wanted to give the Day Z community what they truly yearn for: an ultimate survival game tailored to meet the criteria of whatever is thrown at it in that regard. Delay the standalone for all I care. I know Dean is taking his time because he wants to do it right. He wants to see his prodigy grow and become one of the best survival games out there. This is to say, Rocket does what he wishes and what he believes is right. In this regard, I agree with Rocket. Let's see how Day Z turns the crowd whenever it's released. I've already got money backed for it, and I'll gladly buy it when it's released. Now when that is, is a matter of debate. I for one have remained patient, but not without frustration of course (I'm only human). It'll come in do time. Just be patient everyone. Our day (Z) will come
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King of kong started following Leo Leonardo III
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Leo Leonardo III started following King of kong
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As I read this topic from start to finish, I realized that there is a drastic change in the photoshop (or gimp whichever you prefer) skill from start to finish. It becomes better and better as you gradually move along.