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Everything posted by TheLastEmp
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You can find out everything else if you want to take the time. It's worth it imo. In response - Melee is not core gameplay... melee doesn't exist at all in ARMA... reworking that has been a pain in the ass for the devs and they're still currently working on it. Dragging people around? yes. But the devs have gone above and beyond that in making an interesting mechanic for surrendering and restraining players for different amounts of time based on what they're being handcuffed with. Taking a dump on your chest a joke intended to emphasize two things: 1. The ambitious level of realism the devs want to bring to DayZ. 2. How seriously they've incorporated disease into every aspect of the game. I really don't think you're stopping to appreciate just how much the devs have accomplished in a comparatively short amount of time with a small team, working on an engine that was never designed for what they're attempting to do.
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There's so much more than that it's not even funny... Nor is it worth my time to go over everything. All I can say is, you're shorting yourself if you write it off without ever having played it. Edit: Just as a quick example. I hope I run in to you in-game sometime so that I can knock you out with a baseball bat, zip-tie your hands together and wait for you to wake up so that I can take a dump on your chest and watch you contract a disease...
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For the most effective loot spawning - 1. Get yourself to within 200 yards, but not closer than 30 yards, to the building you want to loot. 2. Hide somewhere within that range for a minimum of 10 minutes. 3. Loot everything from the building, whether you want it or not. Repeat the process until you have whatever it is you need. If you're not within 200 yards or closer than 30, no loot will spawn. If you log out, loot will despawn. It takes a random number of minutes between 1 and 10 for a % of the loot spawns in a building to appear. Wait 3 minutes, might not be any loot, wait 10 minutes, and some loot is guaranteed. Let's say its a building with 4 potential loot spawns. wait for 10 minutes. 2 of the loot piles have spawned. You can go back to the 30-200 yard range and wait and the other two loot piles will spawn as well. Once loot has spawned in a pile, loot will be unable to respawn there until you remove everything from that building. Edit: I believe the only thing that's changed with 1.7.7 is the % chance for a loot pile to spawn once the random 1-10 minute counter has run down.
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It seems ridiculous to compare DayZ SA to 7 days to die.... Totally different games... ...It also seems ridiculous to me to claim that "better games have been made from scratch" I'm assuming this means you've played through a fully developed DayZ standalone?? That's really the only way you could compare it to something else. SA will be incredibly detailed and have many more mechanics implemented, especially when it comes to player interaction. And this is only what I've been able to deduce from the devblogs on the current state of the game... They are really doing some groundbreaking things with the development of the SA and I think that anyone who doesn't recognize that hasn't been following the development closely enough and probably shouldn't be criticizing it.
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Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
This is a really nice video from Nick Bunyun discussing the KoS issues on DayZ. It's relatively short and entertaining enough that I felt it might add something to the discussion. -
'Merica :D
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its a version mismatch error. The version of Origins you have on your computer is not the same version of origins on the server you tried to join. Should just be a matter of finding the right server or updating the mod to the most recent version. Might have to manually download the newest origins Mod. ALSO Just thought of this. I once installed origins manually (as opposed to through DayZCommander) and it changed the file path when it installed... essentially the filepath changed from C: ARMAII/Mods/origins -to- C:ARMAII/ARMAII/Mods/origins... (I know these filepath's are nowhere near correct, forgive me, I'm at work) Just make sure you don't have an extra folder added in somewhere...
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I will restrain myself from being a grammar Nazi on this one... The only mistakes the DayZ devs have made was giving a release date at all... it is absolutely commonplace for development to be a long and arduous process. With every mechanic they try to implement a whole slew of unforeseen critical error and bugs will develop. Often times, entire games get scrapped and reworked from the ground up after a year or two of work has already been put in. It would be impossible for them to have begun optimization at this stage in development. The problem is that the devs are ambitious and under resourced. They have lots of brilliant ideas and game mechanics they want to add in to the game, but the whole thing is a massive balancing act... patience really is a virtue. Edit: It would be impossible for them to have begun optimization at this stage in development.
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Most of the suggestions for reducing KoS
TheLastEmp replied to Antjenks's topic in DayZ Mod General Discussion
^This^ Abso- fucking- lutely -
It simply isn't possible to optimize a game and boost framerates for everyone until the majority of the in-game mechanics/objects/textures/whatever are implemented. The whole development process would take twice as long if they took the time to optimize in the middle of pre-alpha development... It just isn't feasible.
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not necessarily... as he suggested, a basic set of AI controls could be imposed, leaving the character in-game for a minute or two after they combat-log/get disconnected. My network node is oversold and every day after I get home from work I get about 30 to 60 minutes of slower and slower internet until I end up pinging over 1000 and get kicked. After that my internet is screwed until about 1am :/ I'm moving in a few months, but if SA comes out before then I'd hate to have my character killed every afternoon because of my internet.
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I'd love to see what the spread was like from that... my guess is that even within 100 yards not many, if any of those shots would've landed on target... In DayZ however, a majority of those would've landed home at 400+ yards.... Edit: you can see the barrel moving quite a lot, I think that video only proves my point... anything over 100 yards and none of those shots would've landed (okay maybe one or two...)
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Interesting, I didn't know it had been nerfed so significantly... I haven't had a DMR in vanilla DayZ in a while... I was fine with the dmg where it was, I just felt is was too accurate and had too low recoil for what it was intended to be.
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I mean, for a single shot, sure. but when I can straight up spam the trigger and land 3 of 4 shots in under a second at 500+ yards... That's not even close to realistic... The only rifle I've ever fired which responds the way the DMR does is a .22... If you're advocating for realistic damage, then whatever, that's cool and I certainly appreciate things being as difficult as possible. But when you compare the mechanics and responsiveness and accuracy and damage of the DMR to every other gun, it isn't realistic or balanced. Edit: Even while sitting down with a bi-pod, I can't get my .306 back on target anywhere near as quickly as you can with a DMR... while standing...
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Yeah, I feel like ARMA is pretty much limited to Domination, Wasteland, and DayZ. I've had quite a bit of fun playing Domination...
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Fraggle, when you were taken hostage in the dev blog last week, were there actually zipties being used or was it just the animation? I'm wondering if you were able to try the mechanic to "break free of restraints". I'm very intrigued by that mechanic.
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I think you may right on that one Skat3. If they do completely remove it, there will be something similar in its place, a semi-auto scoped rifle, just with less damage and less accuracy at range. I think their goal has been to use more geographically appropriate weapons... I guess we'll have to wait and see... we're stuck with the M4 for at least a little while :P
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Awesome, Thank you Fraggle. @ Dub - Me too, I think coming across a camp will be even more nerve-wracking and potentially advantageous in the SA... Can't wait :) @ Flux - You mean, like, finding ways to avoid getting hit/sick, or figuring out different ways to treat yourself once you are sick? or both? (probably both). My intention is to stay away from youtube or any other tutorials for a while after SA is released so that I'll kind of be forced to figure a lot of those things out on my own. I'm in absolute agreement that trying to figure out ways to survive will be one of the more rewarding elements of the game. @ DGroove - "Hail to the King, baby" :D Yeah, surviving cholera seems like it will be a mini-game all unto itself... I wonder what will be the number 1 killer of survivors... Other players, Zombies, or disease...
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This isn't what he meant. screaming friendly over the mic very rarely works. If you initiate contact first (over direct chat) most people will want to see how the whole thing plays out. mainly because, as I've been told many times, the player you're initiating with has never been robbed before. Read my 2nd or third post... literally came across 4 players in Cherno and 2 in Elektro last night and no one was killed... 1 stand-off and I may or may not have robbed 2 of them... but no shots fired... E: I will add that this is only possible on vanilla or DayZero (as least as far as the mods I've played) and that it was one of the best times I've had playing DayZ in over a month
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This is ultimately a complaint about realism, amirite? The DMR is the most ridiculously unrealistic weapon in the game. It's honestly the only weapon in the game I have a real problem with. There's no recoil, it's semi-auto, has a 20 rnd. clip, zoom scope, mil dots, and will win any battle from 1-700 yards... In addition, the way the dmg and blood system are designed, there is no way in hell this could devolve into CoD feeling gameplay no matter how the guns get nerfed. You're not arguing for the DMR to be kept the way it is, you're arguing for all weapons to do "realistic" dmg, which I honestly don't think would work unless you significantly reduced the accuracy at range or something like that... TLDR - The DMR is overpowered compared to the rest of the weapons, and that absolutely matters.... a whole lot.
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DMR will be significantly changed in standalone... I believe the current thinking is that it would be a lower dmg sniper with less accuracy at long range. while still remaining Semi-auto... If they upped the DMG of the DMR at all I believe it would be hopelessly overpowered. M24 could stand to have a small dmg increase though...
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What's your Favorite MOD for this MOD
TheLastEmp replied to xalienax's topic in DayZ Mod General Discussion
Developing an adamant and pointed opinion about something based on someone's one sentence description is not conducive to self-betterment or growth. Maybe, try it first? -
Honestly, I get the feeling CoD/twitch shooter type players will get a little bored with the standalone before too long...
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EDIT: I don't think anyone is actually hoping that there won't be people out there still KoS'ing. If there weren't people shooting at you the game wouldn't be nearly so fun... I don't quite see what your responding to... :huh: I played on a nearly full DayZero server last night and spent about 2 hours total in Elektro and Cherno... Ran in to half a dozen survivors... No one shot at me... there were some intense interactions... but no shots were fired... (not saying this is typical, but that it does happen) And the SA will be better balanced to promote cooperation and make killing survivors a bit more difficult/costly... And I would hope there will still be players who will shoot on sight, because that's an important and terrifying element of the game... With all of the cool mechanics added and the greater scarcity of ammo, there will be more robberies and hostage situations... This seems rather apparent to me...
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DayZ FPS rate and minimum specifications anytime soon?
TheLastEmp replied to kevsta545's topic in DayZ Mod General Discussion
Beans... They're all yours...