-
Content Count
507 -
Joined
-
Last visited
Everything posted by Hethwill_Khan
-
I actually like to start in dire need of everything. Makes it more easy to decide what to do. IMO should actually be more harsh in the future ( hopefully it will ); meaning you can't just sprint aimlessly to go to whatever El Dorado of supplies. Zombies must more deadly even when they get their "awareness" fixed. As a plus they should have their own "collective mind" and they should smell blood from across town instead of hearing walking steps. Have been learning a lot since the very first minute and I now decide many times not to risk it. Getting sick from infected wounds ( and unclean rags ) can kill you faster than you know, and this is only a small thing. Again, the spawning in dire need of everything is a must.
-
"Friendlies" are just a bunch of lamers
Hethwill_Khan replied to gamerer's topic in General Discussion
Prove you wrong... Isn't the all shoot out zombie apocalypse game called Borinfestation or something ? Anyway, to each its own, glad you are enjoying the game any way you can. Means the sandbox is big enough for all the kids in the block to accommodate their style. Make sure you look over your shoulder a lot, as the russian saying goes - you come with a sword you'll die by the sword. -
There are some mechanics in 1stPP that need to be implemented for it to be feasible as a credible simulator of IRL. For example, the most pressing one: If I peek around a corner IRL I stand side to the wall and turn my head, in game i face the wall and then lean. If i peek from a balcony I lean slightly forward.We have lean sideways. We need lean back and forward. Independent head movement is okay on X and Y but needs Z implemented. I use trackIR for both head movement ( and leaning to the sides ) and also for the zoom in as alternative. I'd kill a dozen Z bitc...s to have all three axis moves. 3rdPP fills the empty space of True 1stPP simulation as it "emulates" some of the naturally easy moves IRL ( peeking around, over, over the shoulder and to the side or even back to a wall and peeking around a corner.
-
Greetings fellows. First time ever touching anything day zed. Never went to the mod, although some buddies kept nagging me to it, but sometimes 2 games is 1 game too much when running kids and home and job :) Having a strong supportive nature, especially regarding projects with good ideas I decided to jump in the wagon and make my way through. This is probably the first survival game i touch after Robinson's Requiem, all these years past ( maybe you guys could revamp some of the ideas from it and implement them here ! Go devs go ! ). I have grown up with strong doses of role playing across tabletops, pen and paper and also in all the computer games ( mainly simulators and sandbox styles ) I am sure i can use and abuse the DayZ sandbox environment with a group of friend and make up some good stories. Yes i know, human nature will always send some d...f...s our way, but hey, if it is part of the human side of the game, so be it. Also i'd appreciate pointers where to exchange soda cans for beer bottles ;) Snappy salute!
-
Well well, 3 days gone by and some interesting experiences. - Experienced the first character reset. No worries. - Other players are cool beans so far. Some came with aggressiveness but voice chat seems to put a charm on them and everything goes smooth. Problem is the invisible player...with some sort of gun and slaying new arrivals. Ah well happened only once, while positive exchange with other groups of survivors happened often and surprisingly good. Salute whomever you were !!! Glad you helped, and glad I could help you out ! - Zombies are dangerous. Yes they can be killed, and somewhat easy once you get a chopping weapon, but getting hurt by them can lead to nasty wounds, pain, infection and suffering. - I like the immersion, so no map for me ( and I don't know the map from arma mod, so ... ). So started to name places and town and drawing a draft map with name like - Pumptown, Rangerville, MooMooburg, BuildSite, ... and so on. It seems to be working for me and my buddies. We already talk about the same places in common terms. - About 5 deaths later - 1 from a hiddden sniper spawnkiller, 3 from wounds and secondary effects, 1 from a fall ( was trapped in a high passage with no way out with zombies everywhere below... apparently they all decided to follow me...not me but the noises and more started to show up... so i decided instead of starving to death i'd jump and run for it ... famous last thought...). Very pleasing game and very interesting possibilities for "serious" role play from the community groups ( no I don't mean pen&paper rp translated into computer game ). The entire thing is to survive long enough, so I guess while hanging in a group, or even only grouped with another buddie in a 2 man team, enhances the chances of survival to each member, four fold.
-
Same reasoning I used for any computer game for this many years, about a quarter century already, and God willing many more... Never touched the Arma mod, so I can't really compare, but regarding the SA; - Game setting. While some have a great history line, other games give no story at all but your own. - Game mechanics. Very important. From the inventory system to the environment effects on your character. - Multiple players. Enough of solo play. This is the XXIst century. Also everyone is "born" equal... more or less... some are more neurotic than others when it comes to guns and killing :D - Longevity. Sandbox games last the most. Dedicated community makes sure of it. - Finally graphics. Arma graphical engine is one of the diamonds on the industry. It can accomodate great detail even in old boxes. Plus for the price it is at this very moment it is a solid investment. Like a half price pre-discount. I reckon most scripting in Arma / Final Liberation is aimed for the environment they recreate. Doesn't mean it cannot be shaped into something different, but it is always better to shape the code ground up to suit specific needs rather than work on the top layer and hope changes work.
-
I like both views. 3rdPP is awesome for hiking and casual sightseeing. But combat situations i'm so used to 1st PP that i couldn't really fight in 3rd. Also I tend to walk a lot, especially exploring the settlements, hamlets, farms, as i tend to conserve energy and limit the noise i make, so the running inside houses situations doesn't happen often to me. A easy compromise can be reached actually with little coding effort, although it doesn't remove the "look over the fence" trick. - As soon as something is activated - raise hands mode - you go into 1stPP. Exceptions can be made for all sorts of weapons - as soon as they are equipped in hands you go 1st PP. There are some interesting situations where 1stPP can benefit everyone, but that depends on your imagination and roleplay style. For example: There is no way you can pickpocket anyone using 3rdPP. The camera shows the thief sneaking to the backpack. 1stPP is a different story. But then I use trackIR so 1st PP with look around and over the shoulder becomes more comfortable than the usual strafe and look and swing around.
-
Hard talk going on. Never played the mod before, but decided to throw in the cash and time to see what the team can make out of this game. So far not bad. 5 deaths, only 1 from a unpleasant fellow that was probably bored and sniping new spawns. Two of the sessions were extremely funny and immersion was optimal. Oh forgot one thing. There is no way this game may be enjoyed solo. In other words, this is the sandbox type of game that MUST be played multiple player. Player interaction was excellent so far and we got helped out by other survivor groups and had our fair chance to help others. But all came with attitude. I tend to be vocal and abuse the voice chat system even if it doesn't work proper. Game is extremely interesting and the abundance of server types is a plus ( helps a lot trying to gather buddies from all over the place ). Human nature, for good or bad, is more noticeable in a game like dayz. There are no goals other than surviving the longest, any way you can.