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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    FRIEND/FOE IDENTIFCATION

    Don't you think that is kinda' lame? If this is all DayZ SA is going to become then I should have just stuck to the A2/A3 mods... as they are already working better than SA with methods to encourage social interaction.
  2. scriptfactory

    FRIEND/FOE IDENTIFCATION

    I am a US Army veteran. I could identify (by sight) virtually every member from my brigade(s) simply from their height, weight, hair color, body stance, gait, etc. We would coordinate during field problems simply using hand gestures and the only reason that worked is because I recognized who I was trying to communicate with and could guide them accordingly. I love how DayZ has an extremely minimal UI but something really needs to be done for player identification even if it "breaks immersion" simply because the current way of identifying people is extremely unrealistic. Adding a few more character customization options isn't going to fix the problem. Eventually there has to be some method of realistic player identification added to DayZ. I am not sure what, though. p.s. DayZ has an extensive UI.
  3. scriptfactory

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

    Dude. You aren't just helping Sable when you give BE links to hacks, you are helping all DayZ players. I Sable can be abrasive at times but I guess he has good intentions.
  4. scriptfactory

    M4 spawns

    Doubt it. There is a reason why 3PP mode is so popular.
  5. scriptfactory

    M4 spawns

    Be careful of what you wish for. Mods will definitely add awesome weapons from A3 and people will stop playing vanilla.
  6. scriptfactory

    Dayz Mod's essence is dead.

    Mod is super friendly on most servers I play on. I don't know how it used to be.
  7. scriptfactory

    FRIEND/FOE IDENTIFCATION

    Without some form of realistic player identification DayZ will remain Mannequin Deathmatch Simulator 2015. I really hope they have given some thought to this.
  8. scriptfactory

    Everybody on experimental right now

    Fake. Not enough rubberbanding.
  9. scriptfactory

    FRIEND/FOE IDENTIFCATION

    I agree. The game hasn't even tried to implement a realistic method of player identification. Rocket did say, however, that he would be adding party/faction identification at some point. I just hope he realizes that visual confirmation of a friend/foe is something that is needed on an individual level and not just the party level. If that means "breaking immersion" and showing name tags then so be it. It is not realistic or authentic to have to identify your squadmates via chat. It is not realistic or authentic that to have to identify your squadmates by their clothing.
  10. Anyways, please give me a link to the source video so we can analyze it further.
  11. The railing. You can clearly see the bullet ricochet off the railing in the first shot due to the shitty collision detection in the engine. This is why I wanted the source. All of the other bullets went where they were supposed to.
  12. Got a source for that? Those bullets appear to have gone where they were supposed to go. The problem in that .gif is the shitty collision detection in the engine and (looks like) desync. The same collision detection that caused you to shoot the ground when you were prone and tried to shoot downhill. The same collision detection that causes you to shoot those low stone walls when crouching/prone. The same collision detection that causes rain to not fall on your head when you standing on train tracks...
  13. You're actually right. It makes no sense.
  14. I really dislike these types of posts. No wonder Rocket would rather go to Reddit than the official forums.
  15. scriptfactory

    Experimental patch..what a winner!

    I was just speaking for me, personally, this update holds no content that would make me want to play the game again. In combination with other features these things are definitely interesting. For me, personally, hunting will just be something I do when I need to get a quick bite before heading back to the PvP action. I am an old man (33) and I don't like roleplaying except in the bedroom. ^^
  16. scriptfactory

    Experimental patch..what a winner!

    Don't forget about disease, sickness, zombies, pets, farming and modding. What we see now is only a small bit of what SA will, hopefully, become.
  17. scriptfactory

    Experimental patch..what a winner!

    Uhhhhhhhh... Persistent itemsParty/faction identificationBase building (at least minimal barricading and maybe locks)Those three things are game changers. They will drastically change the game we are all playing right now.
  18. scriptfactory

    Experimental patch..what a winner!

    Hm? I was responding to the post that said now players will have something to do in the forest. I am not sure what you are referring to.
  19. scriptfactory

    Experimental patch..what a winner!

    What is so awesome about the hunting and fishing and stuff that it would keep players occupied for more than a few minutes? I shoot a deer or pick an apple from a tree. I eat. Now what? Those aspects of the game will become interesting once more environmental challenges are added (e.g. dangerous zombies, disease, sickness, bears, etc). Just my opinion, of course.
  20. scriptfactory

    M4 spawns

    I think that this change will effectively give clans that own servers a significant advantage if they are allowed to keep kicking. They will just restart the servers over and over again until the crash sites contain the loot they want.
  21. scriptfactory

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

    You are correct. I totally thought they enabled VAC-wide bans due to my experiences with CS/Team Fortress: https://support.steampowered.com/kb_article.php?ref=7849-Radz-6869
  22. scriptfactory

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

    With a BE ban I don't lose access to all of my online VAC-enabled Steam games. Edit: wording.
  23. scriptfactory

    Experimental patch..what a winner!

    I really appreciate the work the devs are doing but this update holds nothing of interest for me. Item persistence, vehicles, barricading and party/faction identification will be awesome, though. SA will finally feel like a real game with goals and stuff.
  24. Then I will find their tents and burn them. It should be relatively easy to find tents. Also, this is why I want player locations to be saved on a "per-server", instead of "per-hive", basis. Fixes server hopping and ghosting. Once base building and vehicles are added this would make even more sense.
  25. Making DayZ hyper-realistic would turn it into a boring ass game. The realism fans will try to make a mod and no one will play it because it just isn't fun for the majority of players. As far as "quick loot spawn", it isn't quick if you have to go out and find it, then secure it. This is why I think only a small subset of items should be persistent. Maybe fridges, tents, safes, etc. You should have to look for hours to get the items necessary to even secure something in one of those locations. The persistent storage items should be relatively easy to spot and the only way to secure them should be via traps, barricades, and destroyable locks (ala the Castle Doctrine).
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