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robertstuartmarshall
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Everything posted by robertstuartmarshall
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Will next patch fix zeds attacking through walls?
robertstuartmarshall replied to guitarxe's topic in DayZ Mod General Discussion
I wonder how much GSC would want for their X-Ray engine? That is the only other engine I think would do this game justice. :) -
Admitted Duping and Hacking 20+ LLKJ members
robertstuartmarshall replied to EyesandEars's topic in DayZ Mod General Discussion
Yep, glad it was caught and handled and in alpha stage, too. I find it hilarious that in their "sekkrit" forum bit they don't admonish the guy who spouted in the open forum and ask him why he cheats. Rather they say we are bitching about them lol twisted logic right there. -
Disconnecting while underfire bannable?
robertstuartmarshall replied to Babaganoush's topic in DayZ Mod General Discussion
Like I have said before, there are many ways to Dc in game but we need to stop them one at a time. Day Z should detect when alt+f4 are pressed and immediately light up the player who did it and play a loud as hell disco tune whilst the game auto fires every bullet in his gun and pack to attract all zombies .. add to that he gets put into a dance pose for 5 minutes and shows up on everyone's map as "Shoot me, I have Franks'n'Beans!!" I think that sounds reasonable ..... ;) -
Admitted Duping and Hacking 20+ LLKJ members
robertstuartmarshall replied to EyesandEars's topic in DayZ Mod General Discussion
Wow they go on about how great the game is but then casually mention how they dupe and hack. -
Sean of the Dead... best Z-movie ever!
robertstuartmarshall replied to Dr Klunk's topic in DayZ Mod General Discussion
Good film but like a also nowhere near as good after a few watches. I like the original Dawn of the Dead, Zombie Flesh Eaters (zombie v shark FTW) and way too many others to list here more than Shaun of the Dead. -
Server side upgrade = birds?
robertstuartmarshall replied to [email protected]'s topic in DayZ Mod General Discussion
Worst of all, some players are hacking to start as bats, meaning they don't need to see. Damn sonar using flying rats. -
Server side upgrade = birds?
robertstuartmarshall replied to [email protected]'s topic in DayZ Mod General Discussion
They were birds? Wut? Did you see them fly and shoot an AK? That would be a thing of beauty. "Gonna pop down to cherno, poop on the statues then do a fly by, mofo." -
[GUIDE] City Sized Maps - WIP
robertstuartmarshall replied to RSF TheCapulet's topic in New Player Discussion
Shame you can't be arsed finishing, as that looks very pretty AND useful. -
Major server-side upgrade, performance should increase
robertstuartmarshall replied to jonaswashe's topic in DayZ Mod General Discussion
Aw, that's a shame. I really liked the "waiting for server response" screen and would pretend I was playinn an old Infocom text adventure. Many times I would type in chat, "Go north and examine the door, then pick up the skull and smash it then get key" ... *sigh* -
Rocket you must put an end to passworded servers!
robertstuartmarshall replied to guitarxe's topic in DayZ Mod General Discussion
Ah,I recognise that. That is the latest patch number for Operation Arrowhead, and if you don't have the Steam version you can actually miss the patch - like I did and not be allowed on any servers. Just go to Bohemia's site and get the OA 1.60 patch and you will be fine. :) Edit: Here, save some googling .. http://www.arma2.com/index.php?option=com_rokdownloads&view=file&id=756%3Aarma-2-combined-operations--operation-arrowhead--reinforcements-patch-1&Itemid=20〈=en -
The SP version should be allowed.
robertstuartmarshall posted a topic in DayZ Mod General Discussion
I am not going to put the link here for the moment as I have no idea what is going on, but I do want to say why I think that the SP version of this mod should be encouraged. The main reason is it acts as a great breathing tutorial to both the intricacies and faffiness of the Arma 2 controls and also to the MP mod itself. The amount of new players who jump straight into the MP game and either ask hundreds of really simple questions that show them to be totally new to the Arma franchise or just get a bit overwhelmed by the difficulty of the mod would really benefit from the SP version that floated around here a few days ago. I have been playing it myself for quite some hours and have to say it is an amazing addition to the Day Z world and should be included in the total package if an arrangement can be made as it really does act like a massive training level. That's not to say it is easy, because whilst it does lack the survivor/bandit mechanic that enhances Day Z so much it also has the new massive amount of zombies walking around every village and town within Chernarus, and they can kill you in seconds if you don't treat them with extreme caution. I do not want to stir up any anger or disapproval, but I really did want to say that I do not think the SP mission maker was trying to steal any of Day Z's thunder as we all know that with Day Z, MP is where it always will be .. that is the main meat of the mod and without it, the SP version will always be playing second fiddle. BUT, like I have said, it is an almost perfect proving ground to ready up any new/inexperienced player to help them get to grips with the whole layout and stealth aspects. -
The SP version should be allowed.
robertstuartmarshall replied to robertstuartmarshall's topic in DayZ Mod General Discussion
JimiEZ, your post is a disgrace to any community, nevermind this one, especially as you do not even have a clue what actually happened or how it went down. Like has been said, he did not even try to take credit for his SP mission in any way and you should be ashamed of yourself for an attitude like that based on your own fucking stupid - and wrong - assumptions. Regarding us "twats" who see what he did as nothing more than creating an SP tutorial for this great mod, maybe because we actually understood what he was doing rather than totally missing the point and then making up crap in our heads about the whole situation. Try to actually know what you are talking about before calling people names like that from now on, eh? -
You know what? I refuse to be spooked by him. I hope I do see him now, as I will endeavor to put as many Winchester slugs into his legs and watch him crumple to the floor and get swarmed by his own train.
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I used to be the running man, but it was 100% unintentional. This new Running Man with an agenda sounds too scary for me. If I ever do see him, I will make sure to not advertise I can see him.
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Cover's for pussies .. as soon as the game loads, I drop everything but my tin'o'beans and run around with a flare in my hand. The open is your friend, I always say. Reminds me of the old CS issues where people were dropping it down to DX7 (iirc?) to get an advantage as that helped with crates and other cover.
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The SP version should be allowed.
robertstuartmarshall replied to robertstuartmarshall's topic in DayZ Mod General Discussion
No, you never will, but you don't get the full experience of any game in tutorial/training levels. They are there just to set you up and get you ready for the main meat of the game. Look, I am in no way associated with the SP mission or the guy who released it, but I see it as a superb addition to the bundle. As long as it never lets you take stuff from Sp to MP I can see no wrong with it at all. -
The SP version should be allowed.
robertstuartmarshall replied to robertstuartmarshall's topic in DayZ Mod General Discussion
What? There is an SP mission of this mod, but like I have said I will not link it or mention the maker's name as I don't want to rattle cages. If an arrangement could be made, think about this: rocket and his crew could concentrate solely on tightening the MP Day Z mod whilst he lets the SP mission maker keep the Sp version up to date with all the features of the MP version but at the same time allowing no new introductions or stupid enhancements to keep it in line with the main game. The MP version will always be number one as it just has it all, but an SP version would really help for so many reasons. -
The SP version should be allowed.
robertstuartmarshall replied to robertstuartmarshall's topic in DayZ Mod General Discussion
Well, it doesn't use affect your MP character so no bonuses or goodies can be taken from SP to MP as far as I can see. It also has a fantastic time setting which means you can set the time of day to practice night movement, etc. I really love both versions atm, and think if they were bundled together everyone would benefit. -
Repairing a Car
robertstuartmarshall replied to Johnny Torrio's topic in DayZ Mod General Discussion
There is an awesome thread around here where some guys sadly had their main stash and site raided so decided ro take their tow buses loaded with loot on a big run through Cherno. Absolutely brilliant. -
Ruining ARMA 2?
robertstuartmarshall replied to WarhammerZeus's topic in DayZ Mod General Discussion
I agree with rocket on this on, albeit with one massive BUT .... you say you want it to go mainstream yet I hope to God you don't mean become just another copy and paste fps like CoD or BF have become. That is what sells in the mainstream, as it is quick drop in/drop out play with massive K/D ratios possible within minutes thanks to the bonuses for Kill Streaks. I love how Arma 2 and OA have both suddenly sprung to the top of the Steam Top Sellers list, and have texted many friends to let them know these things, but at the same time I would cry huge, wet tears of depression if Arma 3 or the next Day Z mod shipped with "KILL Co-o-o-o-mbo bonuses" or noobtube players who bunny hop all over the map whilst spamming "lololololololololzzors". -
The Buddy System [Friend spawning mechanism]
robertstuartmarshall replied to zackb101's topic in DayZ Mod Suggestions
The only way I think this should be handled is with a rare loot of a set of walkie talkies and also batteries so that they can run out after much usage. Say you find 3 walkie talkies, you give 2 out to friends and then set them to have a max range that is not the whole map. A new chat channel would need creating for this and maybe some signal indicator on the devices themselves to say how many of the receivers are in range. The only part of this I have no idea how to implement is what happens if one of you dies and tehn the receiver gets looted or just despawns. Seems a bit fiddly, but I would like walkie talkies. -
[PICTURES] Dehydration/Hunger Mindfuckery - MORE HALLUCINATIONS TO COME
robertstuartmarshall replied to ErwinRumble's topic in DayZ Mod Suggestions
Sorry, but no, just no. -1 from me. That would suit an entirely different type of game, definitely, one with puzzles and an aim etc, but I really do not want it in Day Z at all. Some people are just wanting way too much extra crammed into an already near-perfect game and that would almost certainly ruin the game rather than add to it. Look at the mod as it is - imagine it was free of all the bugs and glitches it has now. Are you seriously saying that it isn't ******* awesome as it stands? Adding too much can make a once tight and clear game cluttered and chaotic. This idea, whilst brilliant, is just not right for Day Z, in my opinion. -
Choose what you want to drink
robertstuartmarshall replied to thecat100's topic in DayZ Mod Suggestions
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Fireplace and tent placement
robertstuartmarshall replied to [email protected]'s topic in DayZ Mod General Discussion
+1 for the placement of tents to be looked at. -
I just want to add my opinion to this, and that is no horses please. Why is that this mod isn't awesome enough as it is that now everyone is clamoring for dogs, horses and other animals? There is no stamina penalty in this game and you can run at a good pace already, so why are people so desperate to get about faster? -1