Jump to content

apollovulcan

Members
  • Content Count

    154
  • Joined

  • Last visited

Everything posted by apollovulcan

  1. apollovulcan

    Before I quit Dayz I have some parting words

    Boy nothing gets past you does it?
  2. apollovulcan

    Before I quit Dayz I have some parting words

    @TIC321 This place is full of fanboi trolls that see no point in having any remote inclination of an actual conversation or dialogue.
  3. apollovulcan

    Before I quit Dayz I have some parting words

    Point is you weren't actually making an intelligent response, so yeah, back under your bridge, troll. They're doing it other places, NOT at ALL with the community in their OWN place, that makes absolutely no sense. So please, kindly, go back to attempting to be somewhat intelligent like your hoity toity signature boasts.
  4. apollovulcan

    Before I quit Dayz I have some parting words

    I'm not saying they are doing a bad job, but they certainly aren't putting out even an update a week. Even if it's something absolutely stupid that could wait until the 23rd hour, like improved rain textures. They should be updating the game, every week, whether it's one simple line of code, or a new feature, or one little AI tweak. Sorry, but that's how games that are being developed, publicly, should be done. If they weren't prepared to put out significant updates, in response to tester feedback, through their own bug reporting system, they shouldn't have done a full release, alpha or not. Just because you put a disclaimer and a coding tag on something doesn't make it any different of a situation. There are still significant gameplay bugs listed on the bug report as LOW priority, which are gamebreaking bugs. That is slack at its absolute definition.
  5. apollovulcan

    Before I quit Dayz I have some parting words

    And that has what to do with the frequency and depth of updates? Sorry, but that has absolutely nothing to do with what I posted, nice try though with the quote and everything, it makes you look like you have no idea what you're responding to. :thumbsup:
  6. apollovulcan

    Before I quit Dayz I have some parting words

    No you're right, the official forum for DayZ must be on all three of those and not here, right? Care to post any other stupid shit? You're not doing your signature much justice.
  7. apollovulcan

    Before I quit Dayz I have some parting words

    It's not a troll at all, anyone who thinks they're putting out updates on par with what has been addressed and identified by the player base is purely fanboi brown-nosing. Sorry, but just because it's an alpha, or the 'game isn't out yet', doesn't mean they should have 1,000,000 copies sold, and still have a broken flashlight, zombies warping through walls, zombies not respawning, players hopping all around, and the list goes on. The fact that the developers don't even post on their own website and forums is quite disturbing. The people they should be listening to are here, I don't get it. People have lost connection to reality these days. Yes, let's go listen to a bunch of people on reddit, and the savvy wisdom from 140 characters before we actually interact with our player base on the official forum for our actual game. Brilliant.
  8. apollovulcan

    Before I quit Dayz I have some parting words

    You just made his point, by posting not a single link from these forums. Bravo. :thumbsup: No really, good one. The devs and mods are all posting updates in the wrong locations, I'm never going to reddit, tumblr, or twitter to learn about the fucking game I paid $30 to help test and develop. What a joke.
  9. apollovulcan

    Is a Hive necessary ?

    I really do hope that the development team isn't completely against private hives. Sure, on the mod, with deathmessages, if you've been playing at a server for a while and have seen the same names on the players list, you can assume those who haven't been killed at least in your play time, are somewhat geared up and somewhere out in the wild. However, even on a private hive with people logging in while you're playing, they can't go to a different server, move behind you or around you, and then log back in to kill you. That's ridiculous. Private hives are essential to DayZ IMO, I don't necessarily think that server admins should be able to mod whatever and everything they want about the game, but I do think private hives are tenfold better than a completely public hive.
  10. apollovulcan

    HARDCORE - 3PP:OFF server/tactics/general

    It's a good thing that every person who has ever purchased DayZ has spent extensive hours researching the game's bugs and glitches on the forums before playing it, yeah? Nice try though, but no cigar. You're on track for worst reasoning for eliminating third person yet.
  11. apollovulcan

    HARDCORE - 3PP:OFF server/tactics/general

    not sure why first person view is good way for play? watch please this movie is explain better than is possible for me to do :) example of some issues for discuss is zoom look feature compromise hardcore ethos? Is atmosphere different on 3PP-OFF server? if yes how is different? is more or less Kill on sight exist? What is reason you decide to turn off 3rd person aid? good places for stay hide but see other guys first ideas for improve 1st person view example *peek* over wall feature Get the head function that is SUPPOSED to be in the game working, and then no 3rd person is fine. However, if we're going to get shafted with old, broken, and outdated Arma 2 mechanics, with just standing, prone, and crouch; then no thanks. Sorry, but people make videos and write essays all they want. First person in any shooter, is NOT how the human eyes preceive their surroundings, neither is third person. If we could poke our heads up and down like you can in Arma 3, I wouldn't play on a third person server. To be honest though, I play in third person because that's how I like to play video games. For 14 years I have made the conscious choice to play in a third person camera angle on any game I can. It's a game, if you want realism wait for the zombie apocalypse and grab a rifle, I'm sure you'll do great.
  12. apollovulcan

    Doors- opening mechanism

    There needs to be a straight up interaction button, NOT something that is simply the button that selects the interaction. Right now opening doors, and accessing most logical places for loot to spawn, is a pain. Doors need a bigger radius for opening and closing, it makes no sense that I should have to run right up to this gate, to barely be able to find the one small area that I can access "Open Door" and then get flung backwards as the gate comes flying open towards me. Who would ever open a gate like that? Slow the animation down and increase the distance away and FFS the AREA of mousing over to access "Open/Close Door". There really needs to be a single button that is a quick interaction, so I can stop reloading these fking magazines every freaking time I want to open a door, and I slightly move out of position of the tiny area that is accessable to opening and closing the door. It's just like standing right in front of something on top of a locker or shelf. No, no, that makes perfect sense that I can angle myself and barely catch a mousewheel to access the gear, but simply having my gear window open for a "proximity" effect, does nothing. Pretty sure most people can bend down without getting on their knees to access something at waist or knee level. I know for a fact that most sane individuals don't go prone or lay down on the floor to access things on the floor.. And like the previous poster above me said, even reloading a magazine shouldn't leave you vulnerable to not accessing doors. You should at least be able to open or close a door with your shoulder depending on which way it opens or closes in a room, and it's current position. I think it's safe to say if you can steady a rifle with one hand to load the magazine in with the other hand, you should be able to knudge a door open or closed at the same time.
  13. apollovulcan

    Rolling Update Rev. 0.30.114008

    Hi, I have a degree in sound engineering, and I know how to use a computer. I'll take half of whatever that guy you hired's pay is, and do his job twice as good. I play DayZ, I've played it when it was a mod and have identified several sound issues with the standalone. You won't need to wait three days to get back to me about telling me to do my job. Whoever you hired for audio, that needs three days to start getting to work on doing levels and coding atmosphere effects, doesn't seem to know much about doing anything with audio. If this is how Bohemia works when it comes to hiring "new people", that doesn't bode well for the rest of the project... Seriously.
  14. apollovulcan

    Rolling Update Rev. 0.30.114008

    On a serious note, can the devs and mods start using their actual website instead of the cesspool that is reddit? It's 2014, I don't really care to look at a website made by geocities in 1996 to get my information about a game I paid $30 for. What a joke.
  15. apollovulcan

    I think the map is too small for cars. Am I the only one

    Vehicles can't be rare, just like weapons. If there are only 10 vehicles on the map, the 10 people who have them, or the two people who find them all and horde them, will be that much infinitely stronger than everyone else. However, vehicles don't really belong on this map, to be honest. After playing SA with absolutely no vehicles in game yet, it's been great. I don't think we need them, or they're necessary.
  16. apollovulcan

    PvE Server - Killed by a Human

    Sure, admins go around kicking people off if they choose to. Considering there's absolutely no official test servers to go on and do official testing to make official bug reports about, quite frankly Admins should be kicking people off if they want to do actual testing. If you don't want to test and just play the game, join any other server on the list. It's amazing how Bohemia, Rocket, and co. think it's a good idea to punish server hosts by removing them from the hive if Bohemia "decides" they aren't playing by the "rules". If they don't want anyone to be able to be kicked from a server, or have a server locked down by kicking people, they shouldn't have a kick option in game right now. Plain and as simple as that.
  17. apollovulcan

    PvE Server - Killed by a Human

    Yeah why would anyone actually want to test this game and not just play it like the mod as a released and final version?! Oh wait.. No you all are right, it's probably best that we all just keep mindlessly playing the game, killing each other on sight, and not actually test things that are reproducible and provide how to reproduce them. If you guys think Rocket intended for DayZ to be a PVP game based off of ArmA with Zombies running around, you're a little off. They're going for a survival game, that doesn't necessarily mean every single player has to murder every other player whenever they see them, or ever. Surviving for any character in DayZ means staying alive, that doesn't have to involve the PvP killing of any other player, ever. If people are coming into DayZ expecting people to never shoot them because this is a test, sure that's silly. However, all of you trolls who post "PS it's an alpha" or "LOLOLOLOLOLOL look at the carebear" really are just wasting everyone's time and displaying just how little your parents taught you.
  18. apollovulcan

    Avoidance and Armor

    Sorry if there's a topic on this already. So my idea this, and hopefully it's already in the works, I'm not sure obviously. My opinion is that, our survivalists, should grow more fit over time, the longer they stay alive, the more they travel, the healthier they eat. If you're healthy and staying active (but not sprinting everywhere), you should require less food and water over time, the can of tuna goes a bit farther, etc (no more than 10% for food and water durations). On that same notion, I also think that clothing, backpacks, weapons, etc, should also give some protection, and avoidance OR negative avoidance. Say for instance you start off, jeans and a t shirt, we'll call them 1 armor each. Upgrading to shirt with pockets maybe 2 armor, a camo shirt with pockets say 3. Whatever numbers and values you give them, the better your clothing gets, the more "armor" you get. However, the heavier your clothing, the less Avoidance skill you have. So someone running around with no backpack, no rifle, no hulking melee weapon (axe, shovel, etc), no clothes, would have the most avoidance possible. The lighter your clothing is, the more avoidance you have towards Zombie and player melee attacks. Even with the ability to move around, all games and servers can have some lag and delay on attacks/swings, so why not give players a realistic chance to have SOMEWHAT of a dice roll against attacks. I'm not saying anything major, say if you had heavy clothing, shirt and pants, gloves, helmet, mask, whole nine yards, if a zombie hit you, you'd have a 25% less chance of bleeding, and a 10% chance of not losing blood at all if attacked. If you were completely naked you'd have a 50% chance of bleeding, but a 25% higher avoidance rate. So even if you were standing still, a zombie would only hit you 3/4 of their swings, but 50% of those swings would make you bleed, due to being "naked". Could make the initial starting clothes say, 10% avoidance, naked 25, but having heavy clothing only a 3% avoidance or something extremely small. I think this would be an interesting way of applying some risk to meleeing a player also, you could hit their backpack, not damaging the player at all, but ruining the contents inside the pack, or hit their shoulder-slung weapon, ruining the weapon or parts of the weapon, but not killing the player. The Zombie AI is vastly superior to the mod AI and it's oh so much smoother, but I would still love to see some "MMO" style avoidance and armor applied to the game. Nothing major, but to me, if you're wearing some heavy camo clothing, you should get a slight reward against melee attacks, at least from bareknuckle zombies and players, be it for health, bleeding, or both. Perhaps this could also be a way to apply clothing damage, if you keep getting hit in your chest, eventually your camo jacket will become ruined and the contents will drop to the ground.
  19. Wouldn't it be the opposite? Wouldn't a larger magazine with more weight help to keep the gun leveled out instead of drifting up?
  20. apollovulcan

    System to Punish KoS

    Well in all reality the chance that you'd hit someone in an area where they'd have loot while shooting a gun is higher than if you're right on them with an axe, so that would make sense. To me, the risk of always engaging in PvP whenever and wherever is the risk of losing your character and progress. That's why I don't shoot on sight, or come in and try to shake hands. However, in the same sense, you could also Axe someone right on their rifle, not hitting their flesh at all, so does having equipment give someone avoidance to melee strikes?
  21. apollovulcan

    New player struggles ( gear, people, etc.)

    Basically, if you want to gear up there's plenty of places to do it, that aren't Balota, Cherno, or Elektro. Don't go around sprinting everywhere, always top off with water at fountains before leaving a town and when entering them. I always avoid people if I'm not in voice chat already with them, if they pose a threat you have to choose how to handle that. Check and scour every house, you'll eventually get rewarded with food. I do agree though, that after gearing up, what else is there? Going hunting for players? Just moving about and "surviving"? I hope they do add some sort of "class" and skill system to give incentive to players to work together with other random players and "work together" to survive the apocalypse. Right now, all a random player is a chance to get shot in the back and another mouth to feed. Be cool to see some doctor classes, crafting specialists, maybe military specialists that could repair weapons. Time will tell. Personally I would love to see the ability to hold a flashlight in one hand and use a one handed melee, hammer, screw driver, knife, etc, in the other. Right now doing anything at night with no moon really requires two people and one to almost always have their torch on. On the lack of zombies bit, I just started messing around on the mod again after a few months away (back when the barrel roll jump was first added, 1.7.6?) and the zombie population is EXTREMELY out of hand in some of the major cities, the smaller cities aren't so bad, but they can get heavy really quickly. I guess with the vastly improved zombie AI in SA it won't be so bad if you're truly sneaking around but good lord, you go into a building on the mod to take some refuge, and they just keep piling in the door. I know Rocket is a huge 28 Days Later fan, but not all Zombies/Infected people need to be so athletic and persistent, some more Walking Dead style stuff would be a nice mix with the current agile and running Zs.
  22. apollovulcan

    List of 24-hour cycle servers

    To be honest, who wants to loot on a populated server by using their flashlight at night? Right now if I'm actually playing the game to loot or interact with people, I'd rather it be daytime so I can see and not give away my position just to see whats 2 feet in front of me. Moving around the map? I'll take darkness every time.
  23. apollovulcan

    List of 24-hour cycle servers

    I didn't see a single one to be honest, they all seem to have somewhat accelerated time schedules, or else I was always getting on within 1 hour or so of daybreak. Every region of server I went to wasn't the appropriate time for it's region, GB being just starting to be light when a US east server had been light for hours. HK server being daytime when a US NY server is daytime, etc. I haven't put in more than a few hours on one server for a session yet, but I don't get a 24 hour impression so far at least, if it is set up that way, several servers must be located in one area but have their game time location set to a different region.
  24. apollovulcan

    How to Get Away from Zombies the Easy Way.

    Oh god... that sounds scary and awesome all at the same time.
  25. apollovulcan

    Rolling Update Rev. 0.30.113860

    Oh how wrong could you be. The devs wouldn't owe anyone anything if they put out the test client for free, they didn't do that did they? I've paid for my access to test this game and to comment on it on the appropriate forums. If you don't think the devs being called out on changing the rain graphics and not evening mentioning the bugged out flashlights isn't constructive, you need to get your head out of their asses and stop brown-nosing. If I was designing my own game, and had done several months of private in-house testing, I sure as fuck wouldn't release it to the public with buildings that don't cause a light collision, that's about as amateur as it gets, I also wouldn't revert to an archaic database structure that has been done away with and left in the dust for months. Which mod of DayZ ever used a shared hive? None of them. Whoever was responsible for making sure that the flashlight either A) stops at walls or B] the walls stop the flashlight should be fired. It hasn't been fixed by now and it should never have been implemented in its current state. Sorry but that's called being accountable for the job you've been hired to do. If you think that developers shouldn't be criticized over the decisions they make, you should go look at the wildly successful examples of games/MMOs that have taken that line of thought and run with it... straight into the ground with less than 50% of subscribers that they had at peak. This game may not be running off of subscriptions or P2Play models, but they won't be doing very good if 50% of the people who bought the game, at any point, want their money back, because the dev team decided they wanted to be too controlling over what started off as a community based game. There's a reason there's such a huge modding community to the ArmA community, it's such an amazing game to mod and work with. Taking all of that away without an actual MMO infrastructure from the company running things, is going to be a disaster. Everything about the direction and ideas for this alpha has been heading in the wrong direction, public hives, penalizing players for possibly losing their connection while being restrained or unconscious, it's just dumb. It's a good thing that during the ALPHA TEST, where everything is buggy and glitchy, that we're going to implement an END GAME feature concerning automatic death. Yeah no. You wanting to make it so players "commit suicide" because they're changing servers to see if they can wake up from the INDEFINITE UNCONSCIOUS bug, or having players get killed off if their internet or power goes out when some friendly bandits want to restrain them, is just stupid. If the game was more polished than it was, I wouldn't say anything about those features. When you have people sitting unconscious for two hours, that's clearly a pretty big bug. If you're unconscious, that means you'll eventually wake back up, if you're fucking dead, you're dead. They're two completely different things. Either the ambiguous "You've gone unconscious" screen needs to actually represent whether you're really just knocked out or DEAD, or features like I responded to above, shouldn't be implemented yet. Note the keyword there, yet. I don't think they're bad features, however, I'm pretty sure the unconscious causing death is a really bad bandaid to a current exploit, allowing players who go unconscious to switch servers and regain consciousness. Making it so someone kills themselves by logging out, losing their connection, the server going crashing or restarting, or they exit the server because they are currently restrained, is pretty dumb either way, polished or not. If someone gets restrained and they switch servers, they'd still be restrained. They'll die from starvation if no one lets them out, that'd be even better of a punishment, now wouldn't it? Instead of being instantly freed and ready to play again, you'd have to sit there and wait for certain death or go running into it. Explain to me how that wouldn't be realistic and wouldn't work in the game over simply offing a player's character instantly.
×