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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    Ammo Calibration : Poll & Discussion

    Tell me you are joking. Please. These arguments are getting so ridiculous and hyperbolic that I have to feel that some people don't realize this is just a game.
  2. scriptfactory

    Ammo Calibration : Poll & Discussion

    My uncle Marty served in Desert Storm. he was killed by a friendly grenade. I don't know the details of his death. The vast majority of Coalition deaths in this particular war were from accidents and friendly fire. Most humans, in the "Western World", just don't want to shoot other humans to the point that they will intentionally miss. You have to desensitize soldiers to violence before they become killing machines and this can often lead to psychological problems. There is a (critically acclaimed and vilified) body of work by Melanie Joy called "Why We Love Dogs, Eat Pigs, and Wear Cows" she touches on the subject. In the chapter, titled "Unnatural Born Killers", she writes: http://books.google.de/books/about/Why_We_Love_Dogs_Eat_Pigs_and_Wear_Cows.html?id=bIg_AwAAQBAJ
  3. scriptfactory

    Ammo Calibration : Poll & Discussion

    I don't know about your other arguments but this is the truth. During basic we trained on weapon simulators before even going to a weapon range. Even with this simulation training the majority of people without firearm training were just horrible. Adding some weapon sway isn't a very accurate representation of the training necessary to fire a weapon accurately and consistently, especially in a combat environment. The simple fact that you can aim perfectly and fuck up when squeezing your trigger is what (I believe) the DayZ dev team is trying to imitate with weapon dispersion. TL;DR: Shooting in real life is much harder than clicking a mouse accurately...
  4. scriptfactory

    Is vegetation going to be reworked?

    http://wwf.panda.org/about_our_earth/ecoregions/caucasus_temperate_forests.cfm Now that this topic is settled let's move on to the game discussion.
  5. scriptfactory

    Ammo Calibration : Poll & Discussion

    Awesome idea. After they get rid of the exploiters/dupers and hackers, of course. Before then it is pointless.
  6. I think that, eventually, spawns will be randomized over the entire map. Even now people spawn as far inland as Stary. One of the advantages of having connected servers are cross-server clan raids. Clans have their "home" server but hop to other servers to find parts for (server-bound) vehicles (just like in Arma 3: Breaking Point, for example). You send out a lightly armed scouting party to find where clans have built their bases, organize your troops on that server and execute a organized raid to steal items and destroy their base. I don't know if there is a way to fight against people storing their items on low-pop servers.
  7. Why would server hoppers have an advantage? Server hoppers wouldn't be able to just change servers however they wanted. If they wanted to go to NW airfield on multiple servers they would have to run from a fresh spawn point on each new server they joined...
  8. scriptfactory

    Weapon accuracies

    I haven't actually tried crack but I haven't heard good things. Have you ever used a stock M4 or are you looking at dispersion numbers? I have no problems killing other survivors. It is more useful than a B95 and all shotguns. It does more damage than a Sporter with same or higher magazine capacity. The SKS is a decent weapon but its limited ammo capabilities cause me problems with facing more than 3 opponents (I lone wolf.) The Mosin is more accurate but close range there is no comparison. I will kill you with an M4 every time. The crossbow is a joke with its stupidly slow reload time. The AKM is overpowered (from what I can see on Experimental.) Did I forget something?
  9. scriptfactory

    Weapon accuracies

    The M4 is equal to (or better than) all other weapons even with stock parts. As soon as you add MP parts it becomes the best weapon in the game.
  10. scriptfactory

    Ammo Calibration : Poll & Discussion

    To many people challenge is fun. Especially with the current deluge of casual games. I understand how people want DayZ to be hard but there definitely has to be a balance so beginners will be able to get into the game. All of these people saying food needs to be impossible to find and weapons need to be rare as fuck don't realize how jaded and bored they already are with the game. Balance is not a dirty word. The key is to add game mechanics that add complexity to the game and require a learning curve but aren't necessary for basic enjoyment of the game. I think Rocket is on the right track with advanced vehicles. But more mechanics like that need to be added. Many more.
  11. scriptfactory

    Is vegetation going to be reworked?

    Steam Early Access fucked up the definition of alpha for video game development. http://www.onlinedesignteacher.com/computer_games_design/docs/Game%20Development%20and%20Production.pdf
  12. scriptfactory

    Is vegetation going to be reworked?

    You are right to be suspicious but if you wish I can (privately) show you my credentials. I don't think it would change your mind. One example; we (the company I work for) recently fired an entire Ukranian development team. They were building a mobile "football manager" app for us and went completely off-spec with key game design elements. Since they broke contract they will receive no money. Game development is, usually, about money first and fun second. This crap about it "only being an alpha" is bullshit. Every game we release in alpha is fully playable. There might be placeholder game features in place but what you see in alpha is usually close to what you see upon commercial release.
  13. scriptfactory

    Is vegetation going to be reworked?

    For a game with a rapid iteration cycle (DayZ: Early Access) branching the Arma 3 engine would have been so much smarter. They could benefit from all of the awesome work the Arma 3 dev team while improving only the parts they needed to (i.e. increasing the performance and capabilities of the server architecture). Both Arma and DayZ would have benefited from this relationship. This is going to be a lot of work. I know people are saying the game is in alpha but when you are doing so much work on the technical infrastructure of a game perhaps the term "pre-alpha" is more appropriate. By alpha stage all major game features should be implemented. I am saying this from my industry experience at a major European game publisher. The DayZ development cycle is cringe-worthy... I love the ideas behind the game but sometimes I just think, "What the fuck?"
  14. scriptfactory

    What's the current hacking status like in DayZ:SA?

    They need to make character names unique and non-changeable and show when players are killed and by whom. Server admins then need the ability to ban users on a server level and BE should give them tools to report hackers globally. I don't care if it breaks immersion. Hackers are a bigger problem than immersion in DayZ... If players want more immersion give them an option to turn off chat.
  15. I already belong to a private DayZ hive. It kinda' sucks since it is always empty. Anyway, there is no problem with the public hive. This is intended behavior because Rocket wants to have a global loot table and support cross-server clan wars (which is a fucking awesome idea.) The fix for both server hopping and ghosting is just to save player locations per server. Join a new server? Get a fresh spawn location. Die? All spawns are invalidated since they are tied to your character ID and not your account ID.
  16. scriptfactory

    Best guns? (against humans)

    I am simply taking into account the buggy nature of the engine. You can't trust the Mosin in close- to mid-range combat, in my opinion. # of bullets > RoF > accuracy in DayZ at the moment.
  17. scriptfactory

    AKM.

    I agree and disagree with your post at the same time. Dean Hall is an amateur game designer in the sense that he has no game design experience. He had a decent idea for a video game and tried to implement it the best way he knew how. His lack of experience really shows with some of the decisions he makes but he is trying and has created what I hope will be an amazing game. BIS is a independent game developer with a mixed track record when it comes to developing titles. I loved the original Operation Flashpoint but until they released DayZ I think all of their titles have lacked "fun". Mission support make Arma 2/3 waaaay better. To me this is the strength of the BIS mentality. They know their games are pretty shitty on their own but they want to make sure the community is provided with the tools they need to create an enjoyable experience. Well, I am not so sure that even after the "survival" features are added the game will be much more than a engine for community development. Vanilla DayZ will lose its appeal rather quickly as soon as modding support is added. The fact that Dean Hall seems reluctant to provide some kind of structure for the game will "doom" vanilla SA. But this might have been his intention all along. Think "Arma: Apocalypse Survival". They are trying out new things. As far as I know there are NO experienced game designers working on DayZ right now... and that could be both a benefit and a detriment. A benefit because they are more willing to try out new things and listen to player feedback. A detriment because they seem to lack understand of the basics of game design, game theory and they listen to players too often.
  18. scriptfactory

    Best guns? (against humans)

    Without a doubt the AKM is the best weapon with its low recoil, low bullet drop (bug?) and non-existent dispersion (bug?) M4 is the second best weapon. No other weapons compete. SKS is next with its low recoil but it needs an extended clip of some kind to really be competitive. Sporter with 30-round clip is good at close-range its low recoil and dispersion but no good at other ranges. Mosin is pretty useless close- to mid-range but if you are a camper sniper have fun. Everything else is garbage. Crossbow is horrible with its long recoil. It doesn't matter if it can kill silently when zombies can still hear it. Only useful if you have nothing else.
  19. scriptfactory

    What would be a realistic level of stamina/run time?

    Flat like a pancake. Nice booty, though.
  20. scriptfactory

    Decreased interest in the game?

    The only good thing about it is that no more boring features from the roadmap that can be added because all of those are already in-game. From here on out it will be awesome things and performance fixes.
  21. scriptfactory

    Decreased interest in the game?

    I was thinking more about barricading buildings, growing a garden, taking care of my dog. The, when modding support is added, I will write an "RPG" mission.
  22. scriptfactory

    What would be a realistic level of stamina/run time?

    No. Like normal human endurance. If you run a long ways you get tired and have to rest. I can run 5-7km before I am tired because I am lazy. I have a female friend that runs half marathons on a regular basis. Endurance. To keep it authentic maybe they could make sure that fractures require time to heal before you are able to run again. XD
  23. scriptfactory

    Hello me it's me again?

    This happened to me before. I was kicked from a server and I joined a new one. On the new server I spawned double. It was early in the alpha.
  24. scriptfactory

    What would be a realistic level of stamina/run time?

    You wouldn't notice it. You would just gradually be able to run farther like in real life.
  25. scriptfactory

    Decreased interest in the game?

    This is, without a doubt, the most boring content that has been added. How will this keep you occupied for more than an hour?
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