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Everything posted by scriptfactory
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The timers need to be removed in favor of a more permanent solution. I have a full time job and can only play about 1-2 hours per night, a few nights per week. Getting kicked from a server and having to wait over 5 minutes to play a game just makes me want to play a different game. That is definitely a good attitude to have! :)
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Experimental Branch: 0.45 Discussion
scriptfactory replied to SmashT's topic in PC Experimental Updates
I hate sausage and Reddit is not the most conservative friendly website. There are twice as many subscribers in /r/dayz as there are in /r/Republican and /r/Conservative combined. I don't want to derail the initial topic any further, though. -
Experimental Branch: 0.45 Discussion
scriptfactory replied to SmashT's topic in PC Experimental Updates
On topic: The rubberbanding is insane on Experimental but they are testing loot respawn so I don't care. Item persistence is also coming soon. Excellent priorities. The lag will be fixed later... Off topic: They aren't trying to be mind police in /r/technology. The majority of sub-reddits use bots to filter content (even /r/dayz). I'm guessing you are a gun-toting American, conservative, though, from your previous comments. Because of this I am less inclined to believe you actually give a shit about any of this and are just trying to use this issue as something to complain about one of the most unique and interesting websites in the world. -
Agreed. Nothing in DayZ should be safe. A lock should only provide a temporary nuisance (basically to protect against people just running inside your claimed house. But once they add traps and barricading it would be feasible to safeguard your loot like in "The Castle Doctrine".
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A very busy couple of weeks for the whole team has just ended....
scriptfactory replied to SmashT's topic in News & Announcements
I get what you are saying but that isn't a good excuse. This is why it is so important for a project lead to make sure accurate deadlines are set by his team. Occasionally people will miss targets but when you find yourself continually pushing deadlines then there is something wrong with your workflow. -
I had a similar idea a while ago. It would be nice if they could add a feature so every user can craft one lock per server and you can use this lock on doors, backpacks, yellow boxes or whatever. Ruined locks would be unusable/ineffective. If you ever created a new lock all of your other created locks disappear or become "Ruined". They could add a lockpick mechanism that would gradually reduce a locks status to Ruined. I think it would be cool to see clans take over the apartment buildings in Berezino, for example, and have other clans come and try to raid their apartment building.
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My first SA kills were from a group of Russian kids. I had played Mod a bit (not an expert) so I ran directly from Elektro to Balota, looting up on the way. When I got to Balota everything seemed clear. I looted the jails, hangars and ATC tower. I had found an M4, mags, Hunters Backpack and a lot of other gear but I was greedy for more. I headed to the barracks. I noticed the far barracks door was open which immediately set off my internal "stranger danger" alarm. I crept up to the barracks and saw someone looting through a window. I called out to the other dude, "Friendly?" A child's voice (13-15) responded in kind. We chatted for a minute or two and he tells me he is Russian and he knows the game very well. He offers to take me to NWAF after we finished with Balota. He seemed nice so we traded a few items and then started looting the two remaining buildings. As I was looting the barracks I hear shots! I see the kid 5m away in the other barracks killing someone. Shit! I run out and try to save him. The other guy is already dead. I run over to the kid, congratulate him and begin searching the dead guy's body. "I am a baddie now," the kid says. "My friends are coming. Stay in this room if you don't want to be hurt." I didn't really understand what he meant (as "baddie" usually means "noob") until a few seconds later. Another player had showed up and was pointing his Magnum at me! I reacted instantly and sprayed him full of bullets. The Russian kid pulls out his gun and trains it at me. I drop him with a quick burst of gunfire. Heart racing and palms sweaty I try to exit the room. There is a third guy with a Mosin pointed at me! I run back into the room and hear a couple shots fired. Fuck it, I thought. I ran out of the room and sprayed down the hallway without thinking about aiming. Somehow I managed to get the last guy. I picked up whatever loot I could in 30 seconds and ran into the forest. It seems strange but since this event I have been biased against Russian voices. If someone speaks to me in a Russian accent I am much less likely to trust them even though it doesn't make any sense. This kid turned me into a racist...
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anyone know where bolts spawn besides the tavern?
scriptfactory replied to gannon46's topic in General Discussion
They also spawn in the Balota/NWAF tents. They really spawn everywhere. I guess on Experimental everyone is picking up bolts as soon as they find them in the hopes of getting some kills with the crossbow but once the patch is pushed to Stable you should be able to find plenty of ammo. -
DayZ SA will eventually be one the best games I have ever played once all planned features are implemented. I love a lot of Rockets ideas. The progress BI is making with the DayZ engine is good (even though I sincerely doubt I will ever see 250+ server populations). That being said it sometimes feels like they are communicating and planning the development of this game like "amateurs". I don't know how else to phrase it. The development transparency on DayZ is pretty horrible, especially for a title released under Early Access (if only in comparison to somewhat similar games.) Just compare the updates on the DayZ dev blog with those on the Arma 3 dev blog. In April there were six status updates for Arma 3. Other games are similar. Rust has had three large status updates. Starbound has disappointed in many ways (and excited me in others!) but they always seem to update their players (9 updates in April). 7D2D is the same. These are just some of the (~Early Access) games I own and all of them update the players better than the DayZ dev team which has released one update so far in April. I have stated this opinion in the past and was greeted with waves of fans calling me "entitled". I have been told that my $30 didn't grant me the privilege of asking for things like a regularly updated development roadmap. I don't care. I love DayZ and think the game has improved a lot recently but I would appreciate "better" communication at least on the level of Arma 3. I appreciate the fact that the dev team communicates with fans on Twitter/Reddit but I would appreciate it even more if they improved their communication through official channels.
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It isn't super common but it is definitely possible depending on a lot of factors. If a crossbow is a 1HK then non-lethal weapons should have a chance of causing cardiac arrest because it would make the game more fun (IMO)!
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I want non-lethal weapons so I can actually roleplay a Hero-style character. Tasers and tranquilizer rifles, please. Tasers should render characters unconscious and be effective at up to 10 meters. The tranq. guns should be effective at ranges up to 50m and fit in a backpack. Both weapons should have a chance of causing targets to go into cardiac arrest (making the Defibrillator more useful.)
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Wondering if I'm racist or not..
scriptfactory replied to maninthewall's topic in General Discussion
Source: http://www.huffingtonpost.com/2014/03/25/video-games-racise-linked-white-gamers_n_5023453.html There is a correlation between the race of video game avatars and player perception/behavior. The human brain responds to video game stimuli in a similar way to real life. So, while a video game probably won't make you racist, your actions in video game are probably affected by your pre-existing racial bias. -
Why does the cross bow do more damage than the m4?
scriptfactory replied to taco86's topic in General Discussion
Crossbow bolts should do the same amount of damage as a .22 but it should also cause a Bleeding status that can't be bandaged until all bolts are removed. Also, the bolt damage should apply twice; once on entry and once when the bolt gets removed. Removing a crossbow bolt from someone's body while their Blood level is low should have a chance of killing them or forcing them unconscious. -
I have recently heard of a lot of complaints about zombies... because I have been complaining about them. They sucked. Their AI was horrible. The respawn mechanic was horrible. Their speed was horrible. Their damage was horrible. Perhaps it is because of my utter hatred for DayZ zombies that I noticed some changes in their behavior on Experimental. Here is what I noticed: Zombies are slower. They don't run faster than me anymore unless I am rubberbanding/desynced.Zombies are just as weak against gunfire. Guns are loud but effective.Zombies are much more resistant against melee hits to the body. Melee weapons are weak butZombies are still relatively weak if you hit them in the head (1-2 shots with Pristine Fire Axe).Zombie attacks damage my items in a reasonable way; meaning, I feel the damage they do against me is appropriate now and not overpowered.Zombie pathfinding seems to work MUCH better now. Zombies seem to chase me through the doors of buildings and not the walls.Zombie respawn seems a lot less intense than before. I can kill zombies with my firearm and I don't get attacked by infinite waves of them.Certain zombies (soldiers) seem more powerful than others (dude with the red pants).I think these changes were intentional from a game design aspect. I think they made killing zombies silently require more skill (a good thing.) Did anyone else notice changes in zombie behavior? Are zombies and melee weapons actually "fixed" now?
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[Experimental 0.44] Zombies are fixed?
scriptfactory replied to scriptfactory's topic in General Discussion
Disagree. With a Pristine Fire Axe I can still take out zombies quite easily when I aim for their heads. The only problem right now is that melee weapon damage seems to be directly related to item status and Worn/Damaged/Badly Damaged weapons are too weak because of this. Zombies need to stay this difficult. They should only die quickly to head hits. -
Wondering if I'm racist or not..
scriptfactory replied to maninthewall's topic in General Discussion
You aren't racist if you shoot a black guy because he is annoying. You are probably racist if you wouldn't have shot a white character in the same situation. -
People don't actively search for people to KoS while ignoring the need to gear up. I don't care if I end up on the beach when I am not fully geared. Nothing to lose and everything to gain. The rarer my gear becomes the more likely I am to protect it (i.e. KoS). What the game needs is more "dilemmas". Players should have to make choices based on the resources they have to influence their gameplay in a positive or negative manner. Example (resource scarity): Would a player KoS someone that has better gear than them even if their resources are limited? Of course. Fresh spawns have the most limited resources and this doesn't stop them from attacked geared players. Example (dilemma): Would a player kill another player if they could also capture that player alive, lead him around on a chain and use him as "bait" when trying to loot a rare resource in a dangerous location? Probably but it does give players another reason to keep their enemies alive. In my opinion, the best way to reduce KoS is to give incentives for teamplay and player interaction.
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I would pull out my fists and KO anybody that had loot I wanted (even a fresh spawn). Then I would shoot them in the face with one of my bullets to make sure they didn't get up and attack me. Then I would hide the body. Scarcity of resources does not promote player interaction nor decrease KoS. It simple makes the resources more valuable.
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What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
Yeah, just happened to me (again) on Experimental. I got attacked by a guy in the apartments near Cherno. I killed him and went to the roof to do some ACOG crossbow sniping. All of a sudden I start lagging slightly. I see the exact same guy (or someone that looked really similar) teleport in and start swinging at me with a Fire Axe. He is horrible and misses. I shoot at him and he disappears. I hope that after they update the server architecture for performance they can do more sanity checks on information received from the client to make sure players aren't just speed-running, teleporting around, overloading their mags, etc. -
Increasing the rarity of loot won't do anything to decrease KoS and could possibly increase it.
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New 1:1 Mouse Controls are not good for the game
scriptfactory replied to tatchell (DayZ)'s topic in General Discussion
I feel 1:1 mouse controls are pretty much required for any first- or third-person game. Even with the poor FPS I get in DayZ with 1:1 mouse controls I feel more in control of my character. I hope this change stays in the game. I think I read they are going to add an improved encumbrance system, at some point, so your characters "head" will be controlled by 1:1 mouse movement but your actual body rotation/movement will be based on your currently equipped weapon type and the amount/weight of the items you have equipped. -
[Experimental 0.44] Zombies are fixed?
scriptfactory replied to scriptfactory's topic in General Discussion
NPC respawn is the only way to simulate an extremely large, dynamic zombie/animal population. After loot respawning is added and servers stop resetting all the time the zombie element would be reduced to 0 pretty quickly. What I would like to see is an integrated loot/zombie spawn system. When loot respawns make zombies respawn as well. -
If you could change one thing about SA right now....
scriptfactory replied to DMack's topic in General Discussion
Persistent loot, door locks and faction identification. -
[Experimental 0.44] Zombies are fixed?
scriptfactory replied to scriptfactory's topic in General Discussion
I noticed that a Pristine Splitting Axe is almost as powerful as a Pristine Fire Axe and easier to aim so smaller weapons may become more useful due to their accuracy. They should make sharp cutting/stabbing weapons like knives/machetes/pickaxes kill zombies in more body hits but only 1 head hit. -
I know a few girls that played DayZ SA. They all quit because they got bored but they love the concept. My girlfriend won't play DayZ because she hates the community.