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Your DayZ Team
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Everything posted by ColdAtrophy
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I just got a VSS. Didn't realize it was automatic. The UMP wasn't in the game when I read that. The AKM was though. Probably outdated info. Did the AKM or the MP5 come first?
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I thought I remembered reading that, due to RoF, the MP5K has the highest DPS of any gun in the game. Could be outdated however.
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This suggestion will stop most Server hopers
ColdAtrophy replied to sneakydudes's topic in Suggestions
That is exactly what I was going to say. People waiting to join after a fresh restart are simply behind on the current state of the game. -
For Mr. Hicks: 1) I've been wondering lately if the "feel" of aiming, moving, and firing weapons in DayZ will change drastically as a result of incoming changes like the animation system and player controller. In my mind, there is something very unique about the way it feels to engage in combat in DayZ, even when compared to Arma 3 (the only other BI game I have played) which seems identically functional on the surface, but does not "feel" the same. I apologize for how vague this may come across, but I'm working from a standpoint of limited information. The best way I could explain it is to say that DayZ's player movements are very fluid and feel organic to how a human would move (some symptoms of Alpha notwithstanding). Are efforts being made to preserve the current design or will these new systems make the game respond to player movement and aiming inputs more like Arma 3 or something else entirely? 2) Recently at PAX Australia, you gave an example of how you guys may be distributing infected AI in a new way. In that example, you described having 700 infected on the server and redistributing them within 3 distinct bubbles wherein players are actually located. This sounds great, but it also marks a bit of a reversal from the way that infected numbers are theoretically projected in the past. Am I reading too much into a hastily thrown together example or has it become apparent that 2000 infected active on the server is not going to be possible? Functionally, I recognize that, for the most part, the new way of distributing them has the potential to take a small number of infected and make them feel like a much larger amount so perhaps the point is moot, but I'm still curious. 3) Experimental 0.59 clearly has some rendering changes going on under the hood. Trees especially seem to be affected and are not changing to the higher res models the same way they used to. I really think I notice that the old UI looks a bit crisper and my character model looks cleaner and less aliased than it did in 0.58. However, the in-game environment looks more aliased than ever. I noticed that almost immediately due to the fact that I always run 8x MSAA to get rid of 90% of the shimmering that appears when moving. Care to share what's going on?
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I'm sorry dude, but this is flat out wrong. You can watch Youtube videos right now from the last few years of fighting in Iraq and Afghanistan and actually see dudes with AKs cause helicopters crashes. I watched one where a NATO chopper was shot down by small arms fire last year some time I believe. Also, helis getting shot down by RPGs has happened SO many times. I can't even count the number of times I heard about it happening in the news or directly from people I met while in the US Army. Grenade launchers may not have been designed to do it, but they sure as hell can get it done. Armored helis? Do you know how fragile helicopters are? A tiny nick in one rotor can ground a bird indefinitely. They are precision tuned machines. A goose hitting the windshield can take down a helicopter. Why wouldn't bullets or grenades? Lastly, helis do go fast but they aren't jets. They are spectacularly vulnerable during lift off or landing for obvious reasons as well. I hope I didn't come off as too rude. I've had a 12 hour shift today and I'm really tired. I just wanted to set the record straight. not insult you. If I did, I apologize in advance. My brain is mush atm.
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Too much awesome news for one update. There. Someone had to complain.
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Hate to be a stickler, but, once again, this is wrong.
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Not quite two, but so close! DayZ SA released December 16, 2013.
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Getting Black Colors Black
ColdAtrophy replied to Weyland Yutani (DayZ)'s topic in General Discussion
I could perhaps give in to this line of thinking provided they at least make the manufactured black raincoat a solid black. -
Getting Black Colors Black
ColdAtrophy replied to Weyland Yutani (DayZ)'s topic in General Discussion
The black raincoat looks brown and the dyed black leather crafted clothing looks like various shades of brown. -
I'm told that the marker denotes the exact center of Chernarus, but I'm not 100% sure about how accurate that is.
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I'd like to be able to pour soda/beer into water bottles/canteens.
ColdAtrophy replied to Connect3d's topic in Suggestions
I've been saying the same thing for months. +1 -
Try using Damaged PautRev Gorka. I lose track of my good buddy Eno when he wears that stuff even when I know exactly where he is.
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Dayz: the Road to Beta - PAX Aus Presentation
ColdAtrophy replied to edwin3's topic in General Discussion
OH. MY. GOD. Infected spawning based on regions actually occupied by players. I have no words for the level of excitement this induces. I feel like I did when I was 8 and I woke up and realized it was Christmas morning within seconds of gaining consciousness. -
They don't. It's based on fear and a wild misinterpretation of the 2nd Amendment to our constitution. That being said, we really don't need this to turn back into a debate on guns as it was a few pages back.
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I've always heard this argument and agreed with and to a point I still do. However, I was thinking about it one day and a particular thought struck me. It isn't really that people won't buy the DLCs. I bought the DLCs for Skyrim even though I also played a bunch of modded content. Happily, I paid the extra $40 for the two large expansions plus the whatever it was for the house plot stuff. Worth every penny to me, although YMMV. So what makes Battlefield, another series I play, not comfortable with doing modding? I think that the answer is fairly simple. Modding doesn't diminish the value of DLC inherently. It makes it so that you cannot take the easy way out and do something like Second Assault for BF4 which was just some maps they ported over from BF3. Maps we all (most of us anyway) technically already owned and played to death. It becomes much easier to shit out whatever is most convenient for the developer (whether that content is quality or not is almost secondary) when you disallow modding since that is literally the only fresh content the player base can possibly experience. Whatever you slap together, people will buy if they are really into the game because they almost have no choice in a sense. Bethesda made some top notch unique pieces of content that took effort, design work, art assets, and more. So their contributions to the "extra stuff" pile stood out as being noteworthy. Second Assault, just to continue this example, would have likely already been made, likely even with community influenced improvements, long before they had even been ready to announce it.
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I kinda figured as much and I respect their right to do so. My question was out of pure curiousity. I haven't played too many games that even have solid modding support since I've only been on PC for gaming for about a year now. Really only Skyrim and Arma 3 truthfully. I still am learning new things about the culture of modding, rules or guidelines, and so on.
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I wonder why they would care what maps we put in the game or what game they came from. If it were monetized, I do, of course, understand the issue there, but modders do what they do for free in all cases but that recent silly Steam paid mods debacle. What reasoning is there behind BI disallowing the Take On Helicopters and Arma combos as you mentioned? Is it related to not wanting to diminish the value of purchasing their other products or something like that?
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I haven't found this to be the case though, largely because there really isn't too much in the civilian pool that could be considered top tier. It got to the point in the initial rollout of the CLE that I could almost literally pinpoint exact houses that would likely contain military loot based on how remote they were and how likely it was that players had often visited these houses historically. Everything was set to spawn based on how often players had been picking up items from that particular location in the past. Now military loot long since no longer spawns in civilian locations and we are left with really only a couple of rare and sought after civilian items that are dispersed randomly like the Winchester and the Hunting Backpack. There is once again no real incentive to go check, say, a house at the end of a dirt road on the edge of the map. It is no more or less likely to spawn worthwhile items than any other particular house of that kind on the map. If there is some kind of weighting to the loot spawning based on frequency of being visited by players historically, then the difference must be so slight as to be unnoticeable. I spent at least 100 hours running and driving all over the map during this patch first building two rather large camps and stocking them with supplies for 4 people and then doing it again after the desync at camps patch came out and all of our camps got wiped. I saw no evidence of the CLE putting better items in more neglected spawns and I often find entire towns that appear completely untouched, particularly in the far north.
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Pure random is not likely to ever happen. However, I can't help but agree that more randomness to the loot system, more dynamic events, and random spawns (within reason as Rags pointed out) would do a ton of good. The thing I'm most afraid of with regard to DayZ is getting tired of and bored with Chernarus and the loot. Generating more dynamic loot spawns would certainly help to stave that off. It just needs to make some sense and I'm not sure that the OP's idea would really be the best implementation. I'd like to see things like a random dead soldier with a rifle at his side in some random spot out in the woods or a humvee wrecked into some trees, covered in blood with infected corpses and dead soldiers about. Perhaps a random cabin obviously barricaded by a survivor who failed to hold back the horde, stocked with some supplies and a surplus of ammunition in some out of the way spot. Also, in the initial implementation of the CLE, I could almost predict where I would find the best stuff by looking for lone houses off the beaten path. A house or two at a deadend not convenient for players to routinely visit often yielded high tier loot quite reliably. They had specifically configured the better loot to spawn in the often least visited locations. While they should perhaps not go quite to that extent again (after all - I did say it was nearly predictable), I'd welcome a real reason to go out of my way to check every nook and cranny of Chernarus over and over to find some really choice stuff. Some more effort spent on creating very valuable civilian items would certainly help. Much like the introduction of hunting scopes and the Winchester.
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My New Player Guide (Spoliers/SFW)
ColdAtrophy replied to keyboard45's topic in New Player Discussion
Something like this should have already existed. This game tells you nothing about really anything so new players can have a hard time figuring out what the hell is going on. For example, I think I played for the first month without any idea what public or private meant. I also eventually found a friend here on the forums and he explained to me how the healthy/energized/hydrated statuses work and how to keep them at top level. I had been running around and dying quite liberally for approximately two months without understanding the system. Anyway, nice job OP. Beans for you, since it isn't often that we see brand new players try to be so constructive right out of the gate. :D -
Would you like me to point out all the reasons why I felt it was gibberish? Why it didn't actually apply and/or made no sense whatsoever? I can do that if you like, but I feel like it is sufficient to say that if you had understood what I was getting at, you wouldn't have followed up with statements that are not only untrue but make no sense in the context of the analogy like: "If you want to build a car, and you start to manufacture complex components like the motor yourself, you will never finish." Also, you said this: "There is a reason why designing new motors is not done in every garage around the corner, but by companies with a lot of experience.", which has nothing to do with what we are talking about. We aren't talking about Bohemia redesigning the way rendering is handled by an engine. We are talking about them building a newer version of something that their programmers already know how to do. Don't take my word for it though. Allow Hicks to break it down for you: https://forums.dayzgame.com/index.php?/topic/226553-status-report-30-jun-2015/ EDIt: I shouldn't have used the word "gibberish" initially. I was slightly annoyed and I realize that obviously you would take offense to that. I apologize for that.
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The rest of your post is gibberish and it doesn't come to bear on the topic at hand. You missed my point completely. You do infer that purchasing a new renderer would be worth the money. It is not since creating the new renderer is not the hard part. Licensing happens when the cost vs the time saved and level of difficulty avoided reveal a beneficial transaction for the company doing the licensing. You do not often see devs license something small and specific like a renderer in their own in-house engines for that reason. Even if they had licensed a new renderer, they would still have the same problems that they had now in that extracting the old renderer is and has been the problem that is causing the hold up. You can argue with me if you want, but you are objectively wrong. I'm sorry but that's a solid fact.
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I didn't read every post in this thread so forgive me if someone else has already mentioned this, but I felt the need to set the record straight here. Creating a new renderer is not a particularly difficult or even time consuming thing to do. Even if they had licensed a piece of software to do what they wanted the new renderer to do, they would have been presented with exactly the same problems that were holding them back with this one. The thing that has been holding up the process is that the old renderer is/was a pain in the ass to remove. As I recall, the old renderer was linked with the physics system (which is also slowly being redone) and the simulation rate of the entire engine in such a way that it was not a simple swap and replace type of issue. I apologize for this, but I love analogies. Changing a tire on a car is not difficult. I'm certain that a 10 year old could be easily taught how to do it properly. But this isn't that simple. If it was, it would've been done months ago. Now instead imagine swapping out the motor on a brand new 2015 car for a motor that was never shipped from factory in that vehicle. So, like trying to swap, say, a Ford 302 in a Mustang out for a 6.0L Hemi. Oh, and you had to build the Hemi yourself starting with just a bare block. And then imagine that a few thousand people are asking you multiple times per day how long it's gonna take and you know from experience that every single time you try to accomplish the next step, something else comes up. Like the security system in the car is freaking out because it was not designed to work with an engine, sensors, and wiring harness from a totally different manufacturer. Or the engine mounts don't match up and you had to borrow someone else's cherry picker who desperately needs it back. And the guy you have helping you needs to eat and sleep. The prick. Oh, and then when it's all finally said and done, you have to make sure that this can process can be replicated in thousands of other unique vehicles without a problem because if someone else puts the Hemi you built into their vehicle and it doesn't work perfectly, they will go fucking ballistic to put it mildly. So you seem to think that putting in the new renderer could have been a simple swap, but the fact of the matter is that the issue was never creating the renderer. That was probably done 6 or 8 months ago. Perhaps longer even. The real problem is ripping out the old one and not only not losing quality but also gaining performance.
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DayZ SA is the first and only zombie survival game I have ever played. I bought it in February or March of this year. I hit 1000 hours already. I don't understand the OP's statements about how overly complicated the SA is, but I have never played the mod. I am actually quite shocked to see someone have that kind of opinion. I want more medical items, more complexity, more mechanics and systems at play that I must learn and monitor. However, I can say this: I will never look at video games the same way again. DayZ has fundamentally and permanently altered me both as an aspiring designer and as an avid player.