goblinshark
Members-
Content Count
69 -
Joined
-
Last visited
Community Reputation
5 NeutralAbout goblinshark
-
Rank
Helicopter Hunter
-
At least people are generally agreeing at this point that they would be willing to spend (X) amount of money on the game. As opposed to simply bitching that the already spent money on the mod. The only issue I see is the competition with The War Z - I understand some people (myself) will buy both, many will want to "wait and see which is best" before committing to buying one or the other. This is terrific news, and I'm so excited to see this come to life. The night effects of Arma III's engine are BEAUTIFUL - and I REALLY hope the mod takes advantage of the night. Zombie worlds just aren't as great in the day as they are in the night.
-
IS IT IMPOSSIBLE to fnd a server without hackers
goblinshark replied to Assasin_milo's topic in Mod Servers & Private Hives
Thank you for that - we need more support for servers who have active admins. We need admin hiring processes and interviews. I wish I had the time and money to host my own server and moderate it day and night. -
Well now I feel like a dumbass. That worked. I suppose I wrongfully assumed that updating to the newest patch should just work - and was being lazy with trying to test doing it cumulatively. Thanks anyways!
-
Right there in the title, how does one upgrade from 1.59 to 1.62? Whenever I try to install the 1.62 patch, it stops me and says that I need 1.60 to do so. If I click on Arma manually instead of loading DayZ, and look at the bottom right of the menu screen, it says I'm on 1.59. How does one upgrade to 1.62??
-
You should seek professional assistance.
-
DayZ standalone will use Real Virtuality 4 engine!
goblinshark replied to oZiix's topic in DayZ Mod General Discussion
The new engine is completely overhauled and fluid. It will address many of the concerns currently plaguing players. Lighting and pitch black night, inventory, choppy performance that leads to things like oddly-timed broken bones, vehicle handling, weapon mechanics and use, AI *zombies*, it goes on. It's not the same engine, it's still being developed. And additionally, with Dayz standalone being designed from the ground up, utilizing only the "core" from before *i.e. the original feel*, players can expect to have the same immersion and level of greatness they experienced with DayZ mod, but with reduced hacking, better graphics, better optimization, and better performance. Look at some of the Arma 3 gameplay videos. You'll get a great idea of how the game will look! Look at the lighting! -
Vehicles shouldn't be rare. Let the experiment continu.
goblinshark replied to daedrick's topic in DayZ Mod General Discussion
- No, it doesn't work like that, and I'm positive you're lying or running your own server. - How can you be too "noob" to find a vehicle? You look it up on the map, it's there or it's not. There's no margin of error for finding a vehicle influenced by skill. It's there, or it isn't. You're lucky, or you're not. - Irrelevant? Grand Theft Auto? This is a post-apocalyptic zombie-ridden environment. There's going to be empty vehicles EVERYWHERE. And being in a vehicle does not make you invulnerable either. They're loud, attract other players, easily broken. I think more people just want more variety in the mod. Not this constant running by foot / get hacked / sniped / DM'ed / killed / broken leg. -
Hacking kid puts video on youtube.
goblinshark replied to allexz's topic in Mod Servers & Private Hives
Die in a car accident. -
101 Servers violating slot requirement
goblinshark replied to Soapy (DayZ)'s topic in Mod Servers & Private Hives
I already told you, it's not that easy anymore. There are queues. You have to wait to pay for servers now depending on where you're coming from and wanting to do. "Server owners need to start wising up. We are only processing about 20 to 30% of server requests for hosting due to the massive volume of offers. The clan servers need to realize they cannot just do whatever they feel like because their actions affect the rest of the game and the servers." - rocket -
Germany 2? I'm confused, are you threatening to shoot / snipe me if I dare to enter Elekro? So be it, good sir. I will see you tonight, but not for dinner, I will only use you for fine-tuning the scope on my fresh new sniper rifle. :)
-
101 Servers violating slot requirement
goblinshark replied to Soapy (DayZ)'s topic in Mod Servers & Private Hives
They are "running the servers for the game." It's a fucking volunteer service that they pay into. There are QUEUES for people wanting to PAY FOR SERVERS to support the community. There's more inqueries than there is space. So follow the fucking rules, it isn't a goddamn advanced science. Stop trying to make players feel like you control them cause you and your buddies pay for a server, I would GLADY pay for a high speed 60+ man server for over 300 a month to help the community. You don't control shit, get your heads out of your asses. -
"Non-combat" system for friendly identification
goblinshark replied to goblinshark's topic in DayZ Mod Suggestions
Exactly. It's about two friendly players having SOME chance of communicating. I am making this suggestion and argument on the basis that mutual friendly players currently have no way to assess whether or not someone else is friendly. SOMEONE has to take a risk, SOMEONE has to step forward and risk losing hours and hours of their life spent earning gear. Why not increase the atmosphere a bit? The game would continue to hold its intensity, it would continue to have "realism," it would continue to be everything else that the developers and players would like. However, it would simply make it so there is SO way to meet friendly players. I don't mind the "bandits," or "trollers." Whatever you want to label them. People will kill other people, that is life. But if people don't want to kill other people, I think it's fair that they are afforded SOME fighting chance to communicate safely with SOME reduced risk, and a less hostile personal environment. We are not all hell-bent on fulfilling our "badass ego" role in video games. It's clear that many other players do, and that's ok, feel as badass and controlling as you want. But let the players working together know who one another are. Deception is an art, and this would make it more artful for REAL bandits to be deceptive. -
"Non-combat" system for friendly identification
goblinshark replied to goblinshark's topic in DayZ Mod Suggestions
-
DayZ'ers, I have been reading a lot of posts regarding "friendly" survivors shooting one another out of raw fear and confusion. Nobody wants to lose their shit, and nobody wants to take a risk either. I have seen recommendations that include: - A "whistle" system, where players whistle to one another - A "handshake" system, same thing but handshaking - The already available "salute," a simple salute of friendly-being Here's my idea, hear me out: A non-combat system that is mutually induced. This is a system where players can approach one another, and then, use the scroll to initiate / engage in a "friendly" exchange. During this exchange you cannot change weapons, and you cannot fire your weapon. You would be in the typical "kneeling" position as if accessing your inventory. I know that the system is not very fluid and there are a lot of circumstances guiding the effectiveness of it, like a bandit shooting you while you are talking. However, I think taking the time to engage in a moment of vulnerability with another friendly will provoke trust and reliance. If players can stop and agree not to shoot or engage in firefighting for a second, they might be less likely to shoot one another. Additionally, a bandit is less likely to engage in a friendly exchange of goods if he is vulnerable to dying. The odds of a bandit going through the trouble of being "friendly" in a non-combative situation is unlikely, given that when you get close to bandits these days, their heartbeats *in theory* are audible. I think that with refinement and player / community analysis, this mechanic can be made as a dependable way for mutually-friendly players to exchange goods and services with less risk to being shot and killed on the spot just because they were nervous. The risk is also reduced because bandits would not like to make themselves vulnerable. I am sorry for the disorganization and content of this, it's a juvenile and fresh thought process that I just came up with. I didn't want to lose it so I put thoughts to text. Please evaluate my thoughts and provide constructive feedback. Thank you.
-
You know you've played too much DayZ when...
goblinshark replied to michaelgrigg91@gmail.com's topic in DayZ Mod General Discussion
When the fucking trash truck slams into the large metal trashbins while your playing Dayz at 4am on a night server with noice-reducing high-quality headphones and sends you levitating into the air and reduces your lifespan by 10 fucking years because of an increased risk of heart attack. Damn that truck scared me, I didn't even want to play anymore.