kuma8877
Members-
Content Count
61 -
Joined
-
Last visited
Everything posted by kuma8877
-
The CCSD (Chernarian Creepy Stuff Department) Needs investigators for the Radio transmission mystery.
kuma8877 replied to rydekk's topic in General Discussion
Who's to say Rocket wasn't paying attention to the "urban legends" that popped up for the mod... Why not include that as a nod the the community? This adds to the story in the same way that an underground facility would... it makes it believable! -
The CCSD (Chernarian Creepy Stuff Department) Needs investigators for the Radio transmission mystery.
kuma8877 replied to rydekk's topic in General Discussion
Here's my 2 cents. It stems from the fact that the map itself has been redesigned to have its own history now. I can't remember which of the design team it was, but they talk directly to the set pieces now part of the world that weren't part of the mod. The only story they can give us is what happened before the "incident" and they can only tell that story to the players through the environment. This would include sound. And if any realism were to be applied given the military installations of the map, the very nature of a continuing, intermittent transmission to inform people of an outbreak and to stay away seems it would be standard operating procedure IRL. Why would the transmitters be dropped in so early into the build... 1. for player communication 2. for dev communication to the players thru server side interactions, like radio transmissions. We know there are radios and towers placed all over the map... why is that? and with the removal of global chat in game the radios have been forced on us for distance communications (not including outside services like teamspeak.) They kept the map for a reason, as I think it was chosen for the mod for a reason, it has a believable ground zero layout for the outbreak. And they've added to it's story. We have a beached tanker. There is also a crashed helicopter not too far north of there. I'm sure many of us have found set pieces like these spread out all over the map. Clearly the grid coordinates correlate directly to specific things on the map that easily lend themselves to a defensive layout that both prohibits entry into the GM compound, and acts as a barrier to keep things from escaping that facility. We also know that many times,underground structures have come in dev discussions about the future of the game. Why? The story lays itself out pretty swell that once the breach happened, the living would be forced to the coast and the airfields as they fled the growing hoard. The transmissions give us the story that the guards were unable to keep the zeds on the compound and died, and the infection spread... We also need to remember this game sold this well without a PR campaign at all.... why would we not expect one before final release? This game is generating some huge hype, even as far as being talked about making it's way to consoles... This and Star Citizen are generating some of the largest interest in the industry right now (as the status quo of yearly BF, COD and Sports titles are grinding on peoples nerves), and that's because they are genre defining and look to be taking the gaming experience to the next level. And they are doing this by allowing players to create their own stories, and they are creating living/Or dead worlds that feel real to a degree that no else is, for the players to live in. This kind of thing fits into Dayz's world. And finally... the first additional team member that we have officially heard of being hired...was a sound guy. Sweet dreams! -
Yeah the doors are kinda wonky... TBH I don't even entirely mind the slow down (not that I like it either tho), more the fact that my horizontal movement almost instantly translates into vertical movement of the view, whether all the way up towards the sky or into the floor.
-
Yeah, I think I'm gonna lean towards hardcore myself too. I prefer the level of immersion... way less tension in 3rd. Did you go narrower or wider Loafy for it to feel comfortable?
-
Thanks for the response Irenicus. I did check out you're earlier link before posting... so the fix will just disable the NMA completely for weapon/body movement? Forgive the noobness please, just wanna make sure I'm on the same page with you before digging into applying the fix.
-
Given this, and the fact that head movement isn't affected by the NMA, could it be possible to just rig the turn of the core skeleton to use the same method as the head movement but at a slightly slower sensitivity ratio to preserve the slower turning time of the body in relation to the head? Say, something like 1.25:1 and just bypass NMA entirely without having to remove it from the code itself? For example, if you set your base mouse sensitivity to what ever feels comfortable for your body turn and weapon, this would =1 , and then the head would automatically be a value of 1.25 when ALT is pressed or whatever is necessary to preserve the different rate for each to turn on its axis...
-
You need someway to immobilize them first.... bear trap? Too bad we won't be able craft a sled with a team of zombies to pull it, and a bambi as the carrot to make 'em pull straight! I think I'll have to save that idea for the "real" zombie apocalypse when it happens.... ;)
-
Three great DayZ related Reddit posts that made the front page this weekend
kuma8877 replied to Berezombie's topic in General Discussion
I must save more bambies in trouble! AWAAAAAAAAY! That guy needs to be on a box of Wheaties! -
Totally agree with the need for game play balance, though I think it should start from the actual characteristics of the real world counterpart it is representing, and then be adjusted to what works within the dev's vision. It's harder to suspend your disbelief and be somewhat immersed if you've ever fired the real rifle in question whether it be the M4, SKS or whatever, and the game version acts nothing like it. At least in a game like this where there is some expectation of a level of perceived realism. I don't expect my BF4 weapons to function or feel the same way my ArmA weapons do, because I don't even have the slightest expectation of realism from BF4.
-
From prone with a hasty sling... 500 yds is easy to hit using the fundamentals. A basic rifleman better be dropping at least 8 of 10 into the target or he needs to go back to class.
-
Servers with connection issues to central hive
kuma8877 replied to rocket's topic in News & Announcements
You need to read this thread from the beginning... it answers your question completely.