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FlimFlamm

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Everything posted by FlimFlamm

  1. FlimFlamm

    Having a problem (HELP)

    Update steam, make sure DayZ is up to date, make sure you have no funky launch params. Make sure dayZ is not blocked by firewalls or antivirus. Try opting into the experimental, as this might update a potentially corrupted file. There is some sort of hash check or something or other where it scans your game files to make sure it's correct; this is a steam function Try to get a screen cap of any console messages you receive, such as battle eye exceptions. (make sure you're not globally banned) Without information that precisely describes your problem in more detail we can only guess. Make a bug report and in the meantime google your heart out until you find a solution to a similar problem
  2. FlimFlamm

    The Best Bases

    Base decay and such will probably become a thing, and can always be balanced and modulated by individual servers. Resource scarcity can also be modulated to prevent too many structures. But regarding having fortification vs full blown wall/stair/roof type constructions:
  3. FlimFlamm

    Better item dropping

    What you are not realizing is that each individual building, including item spawn locations within individual buildings, while being prefabricated, exist as their own unique entity in various respects. Each outhouse for instance has one spawn location inside them: what this means is that for every outhouse in existence across Chernarus the global loot and economy controllers have to include and consider an additional unique spawn location, one for each outhouse. As it stands there are millions of spawn locations, I know from following development that initially this represented a programming challenge that required some clever file structure and function calling methods in order to have it run efficiently. I do like the idea of items magnet-ing to furniture and shelves in buildings, trust me i really do, I just don't think that it would be a worthwhile choice from coding/time and a coding/efficiency perspectives. It probably would not be hard to have items magnet to existing item spawn locations, and that would be O.K, but this would be a limitation to be honest, and likely cause players all kinds of headaches. Ultimately this is the ideal solution. We need to be able to place items with a very good degree of reliability and precision, especially when indoors. Regarding how this mechanic should in the end be implemented is really unknowable to us knaves, but I have a suggestion that might kill several birds with one stone: When base building is added, especially fortifications, they are going to have to macguiver a way to precisely place (boards for instance) in the environment in such ways that it properly connects to and interacts with things which already exist. In the DayZ mod era this is what it looked like: This is obviously an unrealistically large object to just be carrying around and placing, and it is not refined mechanically (clips through the environment), but if we have something like this for , let's say, a board we want to hammer across a door, then we could have the same placement mechanic function (optionally) on regular items rather than having to risk throwing them, dropping them sloppily, placing them at your feet, or being restricted to containers. It might seem like a small and inconsequential feature of the game, (being able to place things with comfort, reliability, and precision), but in reality the amount of impact that these mechanics actually have on game-play is staggering. Players are constantly interacting with the world through item placement. Every time someone wants to organize, rearrange, or exchange items without extra storage space, they basically need to sloppily stare at the ground in an open area, like a bunch of buffoons, and pray that shit doesn't get lost in the grass and that nobody happens to come along. When people want to actually use items which physically interact with the environment, like making a fire for example, having shit necessarily flayed chaotically across the ground makes for a frustrating experience and is insanely visually unappealing. Rather than having my logs be randomly scattered, it would be nice to be able to pile them up in an organized fashion. When I cook, It would be nice to not have to put my raw and cooked food on the ground in order to share it and process it. Even when I'm dumping shit in my garbage pile, it would be nice to actually be able to place it in what looks like a pile rather than a minefield of trash in disarray. In the end the devs ought to shoot for the highest degree of placement malleability that they can achieve. Every-time people want to exchange or drop items for any reason, this clunky and unrealistic mechanic of shit appearing at your feet comes roaring in and frustrates the hell out of everyone. It would insanely more immersive if we could drop and place items in ways which are mechanically useful, but perhaps more importantly, aesthetically pleasing.
  4. FlimFlamm

    Better item dropping

    While I fully support and desire this suggestion, it might not be so easy to implement. For instance, if the devs program in "preset" item locations for buildings like shelves and tables, then this is going to amount to hundreds of millions of unique locations across the map. The solution that goes the route of neat looking shelf and table slots I am confident is not doable. Best case scenario here the devs could piggyback off of existing item spawn locations (of which there are millions), but this would not exactly achieve the full effect that you are looking for. Right now dropping items in buildings is a craps shoot. Sometimes it drops at your feet, sometimes it spawns outside, sometimes it's gone forever... IF... Dropping items could make use of cross-hair position, AND make use of some rag doll feature or something like it in order to decide how the item will then sit in the environment, then... Well... That would be really cool. (tire fortress anyone?) The main thing that the devs do sorely need to address, by whatever means, is the issue of disappearing items in the first place. Whether they do that by magnet-ing all dropped items to existing item spawn locations, or by tweaking how items are dropped in the first place, it matters not. +1 for pointing out the indoor item issue. Bug reports have long been made but finding a solution is not a linear programming problem, it's a design question. P.S: Placing items in precise locations is actually a main programming hurtle that devs must address when confronting base building and fortification. It might be prudent for them to investigate a solution that could function for the dropping procedure for all items. This would actually seriously improve environment intractability, and is a massive "quality of life improvement".
  5. FlimFlamm

    Status Report - 26 Nov 2015

    To any nay sayers and haters out there, I forgive you because you lack vision and understanding, but this is what you are: http://www.tubechop.com/watch/7409911 As steady progress is made on development, more and more things are going to suddenly get added to DayZ and as the game nears something resembling feature completion the amount of stuff to do in DayZ is going to exponentially explode because of DayZ's emergent nature. One of the most important mechanics that can drive emergent gameplay is long range communication between players, because without it, hot lead can be an attractive way of saying hello and goodbye. My question is: What are the current ideas or plans to enhance radio communications. Will actual radio networks be formable (CB/HAM) or possibly an antenna erected to boost the radio coms range of groups? On the console version of DayZ, it's likely that out of game communication will be much less feasible and therefore players will need to rely on an indepth and robust in game communications network to organize themselves. What are the current plants to achieve this?
  6. FlimFlamm

    Steam Price?

    It's a November sale. Everything is on sale right now... The prices on the BI website for the entire arma 2 collection right now are incredible. 10$ for the entire Arma 2 collection I think. In any case, the price did go up to 35 from 30, but with the 15 percent discount it drops back down to the same price it was when early access was first sold. Once the promotion vanishes the price will go up again.
  7. FlimFlamm

    Learning how to craft different things by reading books

    Soft skills will probably only ever affect quality of life things like animation speeds or efficiencies in consuming materials, but not things that may heavily impact pvp. When it comes to crafting itself, it's a hard question to answer because in a way each recepie is unique, and can possibly utilize any number of item and animation combinations/proceures. The only value that a book is going to pose to a particular player is going to be to tell you what the materials and steps are for complicated and tedious crafting operations, should crafting go in such a direction. For instance: Space Station 13 was quoted by dean hall as being a kind of inspiration for DayZ when it comes to how games are played. Dean desired to make DayZ immersive in the same way that SS13 is, which is instead that of having everything explained to you and your in game prowess be based upon a level or strength statistic like most games tend to, in game prowess should be based upon player skill and player knowledge. In Space Station 13, if you have a full set of tools (minus a few specialty tools) you can deconstruct a reinforced metal wall. The steps are to apply the tools to the wall in a particular order, which is "Wire cutters, Screw driver, Welder, Crowbar, Wrench, Welder, Crowbar, Screwdriver, Wire cutters, and finally wrench or crowbar, depending on whether you want to dismantle the wall girder or just unhook it from the floor". In order to escape a room you might be locked into, and not knowing how to deconstruct a reinforced wall, or even if that this is possible, requires player experience or patience enough to resort to a wiki or a howto video, or finding one of the many in-game guides, which simply tell you the procedures and give explanatory information. appropriate informational guide and booklets for DayZ might include: Vehicle Mechanical Information/Guide Aircraft Mechanical Information/Guide Primitive Survival guide Basic Medical Guide Basic Construction Guide Weapons Information Guide Rangefinding/Sharpshooting Guide Agricultural/Nutritional guide Radio Communications Guide Electricians Guide ETC.... Finding these guides in game doesn't give you the instant ability to perform the operations they describe, they just give you information about them and explain the steps and what materials you might require. Every booklet that could make it's way into the game could also be found on a DayZwiki, and that's fine, this is simply an organic way to put useful information into the game for individuals to stumble upon in an immeersive way. If you have already read a guide and know it all by heart, or you have no issue with reading wikipedia articles or watching howto videos, you can tear them up for kindling like any other book. P.S, I like the idea of full non-copyrighted books being readable in game. I'm also in support of other things players can do in their downtime once they have a stockpile of food and a nest to relax in. Chess and Checkers, among other possible "minigames" would be great ways for sentries to pass the time, should large clan oriented base play emerge.
  8. FlimFlamm

    Welding / Welder

    It's simply going to need to be added. After considering a vanilla DayZ with a welder, and a DayZ without, it's clear that if we don't get one something will be very rotten in the heart of Bohemiamark. :D I've done some research and discovered that oxy-acetylene welding is the most common and the most practical for the world of DayZ. It uses two gasses (guess which ones) that are mixed and ignited to produce a very very hot flame which melts a rod of metal applied to the desired joint. An oxy torch can do all kinds of things in addition to just welding. It can also cut, something called "braize" and a few other things tool nerds would know all about. It requires no electricity, and so obviously in a zombie apocalypse that is an extreme plus. It is also one of the most common methods of welding, making it very common accross the globe, and therefore could be found in Chernarus. Here is a short video which contains excellent educational information (fair use), thanks to the original maker of the video: Here is a small image which depicts the involved parts: Basically three parts, two tanks, one of each gas, and then a torch which hooks up to them. As the video details, in order to safely operate an oxy welder (or any other welder really) you are going to need to be wearing protective gloves and ideally flame retardant materials on your body. Additionally, if your eyes are not protected, you can suffer prolonged damage to them. We have work gloves, we have a welding mask, and there are various suitable garments already in game that would be more than suitable. When people weld without these protective equipments, they risk prolonged damage to their vision, burns to their body, and in the right conditions, they might even set their clothes on fire. (if you weld in a dry wool/cotton sweater, that thing would probably light up like a christmas tree on the fourth of new-years eve). There are some interesting possible uses for a welder that we would all be remiss to not consider. Welding shut metal doors, or barricading or reinforcing windows or doors would in real life pretty much require a torch to do right. Repairing structural damage to vehicles is basically not possible without a welder, this much is obvious. Basically any crafting that involves metal requires a welder if only for cutting purposes, and with a portable welder, metal could be acquired form any existing metal structure, by expending time and gas to sit around cutting out sheets of metal from a wall of an unused building. These are just the obvious uses for welders, there are of course many possible other uses for the welder that give it countless additional functions. Welding shut barrels for instance, for the purposes of preservation or safety. Bandits are going to have a hard time quickly looting sealed barrels when they need to half ruin and axe and the barrel itself just to get it open. Sealed barrels in and of themselves could actually come to enable a whole bunch of functions, but for now I'll leave it at an outlandish one: "Make shift pontoon raft". Welders would of course be a great way to torture someone, not that that's my cup of tea, but it certainly would be. In the end, having welders around would add another layer of realism and function to Vanilla, and ontop of all the possible functions for a welder, the mods that will get created would surely adopt it into an integral part of their crafting systems. Oxy and Acetylene tanks would come to have their own value, given the amount of welding tasks a certain supply would enable you to perform. I think it's important to note that right now there aren't very many items that have the ability to retain their value when amassed (meaning, if you have a ridiculous amount of something, you value it less). Only ammunition and food technically retain their value when approaching large quantities of them, but intriguingly, under a crafting system where an oxy welder is critical, it becomes the most sought after item in the game. A central economy could then control the rarity and quantity of available welding fuel, thereby controlling how much actual welding related crafting a given server would be able to do (i.e, how hard is it to make a base given fuel consumption and fuel rarity, etc...)... When I first looked at the welding mask i assumed that a welder was on the horizon, and finally the time approaches where it ought to be implemented. Thoughts? Have I missed any obvious and awesome uses for an oxy welder?
  9. FlimFlamm

    Dolly

    What's so great about a dolly? Well............................ Basically it would be a kind of vehicle, with only one actual "seat", which would be the driver's. The dolly would be able to interact with certain existing and future items for the purpose of moving them around. A barrel loaded with liquid or rocks for instance could be moved with a dolly, or the new chest that is incoming, creating a mobile multi purpose container Heavy vehicle parts could also possibly be moved with a dolly, and also base-building parts like lumber or metal. Finally, it would be an obvious function of the dolly to restrain people and tie them up to it, and then you would have the ability to wheel around your new human pet. In order to escape from the dolly, any cuffs first need to be wiggled out of, and then once hands are free, the dolly restraints can be wiggled out of, but only when the dolly is motionless. The dolly could also be used as a way of transporting unconscious friendlies... In short, we absolutely need this kind of shit. Large vehicles are great for long distances but we need things for micromanaging large objects too. I see the dolly as being a possible first in a line of such interactable objects. Wagons, wheelbarrows, and gurnys would be very similar but the classic dolly is the most versatile of the bunch.
  10. FlimFlamm

    Welding / Welder

    I do hear what you're saying (I like ARK but it is too unrealistic for my taste, it does not try to be a simulator), but I think you're overestimating the amount of difficulty having a welder would necessarily add into the game (and as far as coding goes, it's really only a (more or less) hand held item that would involve it's own animation sequence and some cheap effects, it doesn't need to be perfect or skill based or simulated in any way beyond cosmetically to whatever standard everything else will be). It need not interfere with anything that we currently have or have incoming in the near future, but only enhance it as a supplementary repairing option (repairing a part for instance). When it comes to certain things that should indeed be much more difficult, like barricading with metal, the welder can come into play and make things more difficult so that a single individual would not have the means to build a massive eye-sore of a base or enclosure in a few nights. "building with metal" is not yet explicitly planned, but it is highly likely once building with wood is figured out. As soon as building with metal gets looked at, a welder will be a necessary and beneficial part of that package for all the other tasks it can perform (thereby adding content or making things easier by giving a method of repair instead of replacement). DayZ is and will always be playable by running around from town to town; basically that's what all new players begin doing in order to find their place in the DayZ world, but what makes for a more lasting experience is when instead of constantly moving around, you decide to stake a claim and try to build up security from zombies or players in an effort to thrive instead of just running around surviving and waiting to die. That said, when you are a new player just running around and surviving, encountering player constructed bases makes the wandering play-style a hell of a lot more interesting. The devs created this concept art I believe, and it depicts some of what they are aiming to enable:
  11. FlimFlamm

    Welding / Welder

    Don't get me wrong Stan, I'm not proposing that in order to get any car started a welder be required, what I'm proposing is that a welder be used in the repairing of whatever might break on a car that a welder could in theory fix. For instance, you're driving a V3S and you get shot at. You keep driving but your gas is leaking. You make it to your camp but you're now out of fuel. You could go looking for a replacement fuel tank, or you could use a welder to repair it. If something goes wrong in your engine, there's a chance the broken part can be fixed, and there's a good chance that would require a welder. There's also cracked wheels, cracked fenders, and cracked frames. As they exist currently, you find a vehicle and get it running by putting fresh parts into it, and then you drive it until it falls apart. You can repair wheels, but actual structural damage mounts up until the thing explodes. Welders or some replacement for structural repairs are going to need to be implemented to give vehicles potential longevity. I'm not suggesting that you should need to bring a welder in order to make operational a freshly spawned vehicle, but if you find a nearly totaled one, there should be a way to repair it which doesn't simply involve replacing the tires and popping the hood. How "difficult" 1.0 will be is a tricky thing to talk about when suggesting any mechanic. In the end welding can easily become a limiting factor, and others an enabling one. It can be a supplementary way to repair vehicles, making them markedly easier to maintain instead of having to constantly scavenge for every part, and it can also be a requirement for things like barricading/base construction which involves metal. Base construction the likes of which we are confirmed to soon be seeing in DayZ is something that ought to take hours upon hours to do, and if you're gong to be building out of the highest quality materials available, should require extra steps. At the end of the day, welders need not be exceedingly rare or exceedingly common. Any task which the welder absolutely required could be limited by controlling the rarity of welders and their fuels themselves. The welder is at the center of so many actual tasks that thriving in a DayZ apocalypse warrant's that for the sake of enabling these tasks in a realistic way the welder is well worth the effort to code, and gameplay-wise, the effort to acquire. Since generators are going to be implemented, I'm forced to envision a future DayZ where an area is able to be made secure by a large group, to warrant setting one up in the first place. They're going to have lighting, vehicles needing constant maintenance, possibly metal siding or barricaded doors they need to add to or replace, hell they are even going to likely have fridges. I think a welder would fit in perfectly...
  12. FlimFlamm

    Dolly

    I forgot one super cool use for a Dolly that I don't think can be denied; the moving of Fridges. Generators.... Bases... Fridges... Bases... Generators... Fridges... The link is clear... Unless we come up with a two person mechanic where two people slowly move a fridge in unison (cooperation at it's finest), a dolly is the only sane way of moving a fridge around that I know of. Dollys can seriously be an MVP of Chernarus...
  13. It's my hope that SA becomes not unlike a fleshed out and souped up version of epoch. And by souped up i mean quality graphics and mechanics. Things like a medical and vehicle system that is in-depth, rather than just a military sim with apache and venom helicopters, is going to turn out pretty sweet regardless of future design choices at this point. I do miss a few things though. Flying planes was my number one absolute favorite activity. Soon I'll be able to do that again. My greatest DayZ accomplishment was building a giant metal and cement hangar (albeit with donator packs my clan purchased) with a literal bat cave entrance (three metal panels wide, one and a half cement walls high) that I would fly my CAMEL plane into, with enough room to park up to six of them, and be able to taxi out for flying out of it in order to take off, which was off the side of a cliff (more of a steep hill) and resulted in a death defying swoop before gaining enough airspeed to level off. Sounds convoluted and ridiculous I know. I truely regret not capturing images or video of it, but at the time my old computer was barely running the game in the first place. So many DayZ memories. If the devs release a plane that is manuverable enough, and if people are able to shoot a SAW out of the side of a little bird, then I am going to pine and beg for the ability to strap an M249 SAW to the front of the plane with a simple interruptor in order to gain the ability to dogfight with them. Sounds convoluted and overly militaristic I know, but in reality a plane with a SAW attatched to it is basically a flying target with a pea shooter on it, relativistically speaking. It's quite hard to actually point the thing at a ground target (because of the planes tendency to travel in the direction in which it is pointed) and so anyone on the ground can either very easily disable a plane by shooting at it or very easily take adequate cover given the very limited options planes have when they want to do a strafe firing run. Perhaps I'm getting off topic, but it's your own damn fault for bringing up Epoch. I am Sky Commander FlimFlamm, Over and out.
  14. FlimFlamm

    Welding / Welder

    I want the game to have the right balance between fun, realism, and difficulty. A welder might not be all that fun, but it makes the game more realistic while also making it more complex and difficult. Generators are going to be added into the game, which means electricity, which means all kinds of complex shit that you guys will say is not necessary in a zombie shoot-em-up arcade game; you lose. Saying welders are too much is extremely near-sighted... As I said before, any base building or structural vehicle repair involving metal pretty much requires a welder; that's just the way it is. If I need to go looking for transmission belts and spark plugs to get an engine started, then It's not a big deal to look for a welder in order to barricade with metal, build a structure from metal, or do structural repairs to cars. P.S, Stan, the mod hardly had anything at all, let alone welders. If you use the mod as a standard for your vision about what the standalone is trying to be then you ought to look at a roadmap.
  15. FlimFlamm

    Welding / Welder

    That's quite interesting. Now that I know you are a welding insider I get to pick your brain! I was thinking that welding could be a soft skill. The problem is figuring out what improves. In real life the quality of the welds greatly improves the diversity of possible welds improves, and the efficiency of the welding improves (uses less gas/rod). In DayZ the easiest thing to simulate would be the efficiency. As a novice welder in DayZ, it should take your character much longer and more rod/resources to perform any given particular weld. (this can be simulated with welding animation time, but also with the amount of time the player themselves happens to leave the welding machine turned on (burning fuel) and the amount of rod that is consumed. In DayZ a weld should be a weld, it migh be possible to only make basic welds available to novice welders, and give more advanced welds to trained up ones, but this may end up being needlessly impactful and arbitrarily limiting. Thoughts? P.S, if a generator gets added, then i would probably side with you on the electric welding machine. I hope a genny does get added. Have you heard anything about them?
  16. FlimFlamm

    Welding / Welder

    When I was a kid my parents owned an electric welder, it was an all in one machine that basically spits out metal wire out of a gun that is charged with electricity. Once it touches the grounded metal item you are welding together the charge arcs through the wire (melting it) and into the metal and through the ground. They seem like they're incredibly easy to actually perform welds with. If they really are super common maybe they would be a better bet. If we're going to have any kind of metal constructions or vehicle repairs, a welder is a good way to make the process more realistic, but also to make it more challenging. By controlling the rarity and resource costs of welders and operating them, we can stabilize the amount of metal crafting that servers are able to accomplish. While I do like the idea of an electric welder, I think that oxy welders are inherently more limitable because of the need to replace gas tanks eventually (which you might need to go out and look for, rather than just pull it from a bottomless diesel well). Do you think welders are a good idea BC? (of course, if not, why?)
  17. FlimFlamm

    Welding / Welder

    This kind of welder certainly would perform for us in a zombie apocalypse, but they are more rare than oxy welders and a bit harder to transport. The fact that this runs on diesel is a plus. I chose to suggest the oxy rig instead because it seems like they would be easier to get your hands on. If the devs wanted to add this though (using diesel, and an all in one machine, might make it easier to code) then power to them. There is one more option, and that is arc welding directly off a generator or a car battery. I'm not sure whether or not electricity in he form of a generator will actually make it into the game, but if so, then all we might need is a bunch of wire, some gloves, maybe some pliers, and a welding hat and we could be welding ourselves off to the races in no time!
  18. FlimFlamm

    Welding / Welder

    If you want to do any structural repairs to vehicles, or cut or weld anything out of thick metal, then welders are simply a requirement. I don't want a wedler because I think they're cool, I want a welder because the various functions welders perform are logically/conceptually/practically/visually/intuitively/scientifically/realistically required as a part of vehicle repairs and base building/barricading with metal.
  19. FlimFlamm

    Welding / Welder

    The argument that welders are not feasible or realistic quite backwards. No welders is not realistic. All you require is the torch and the tanks. The tool itself is incredibly common, as are the tanks. You would find caches of them at any kind of hardware depot. Any single mechanic garage stands a pretty good chance of having their own welding apparatus, which would most likely be a portable oxy welding setup. It's the most common setup in the world, and not too complex to learn on your own. When it comes to there only being a finite amount of gas, and therefore not realisticlly sustainable, take a step back and apply that to every other aspect of the game. Guns. Ammunition. Petrol. Nonperishables. Medical supplies. Metal tools. Gadgets of any kind. All of these things are in finite supply, and therefore not sustainable in the exact same way that fuel for a welder would be "not sustainable". This objections loses perspective of what DayZ is. You cannot apply this extreme standard of what constitutes "realism or feasible" without considering what DayZ is; a game that cannot reflect reality with infinite fidelity. In a hypothetical zombie apocalypse there would be a finite amount of welding fuel out there, but there would still be some, just like gasoline for cars, or ammo for guns. We want DayZ to be a game that reflects what people would actually do in a real zombie apocalypse, and this includes using welders to make defenses and repairs. Unfortunately we cannot simulate "some" welding fuel such that it runs out forever like it might in real life, instead, like gasoline, we must somehow implement "some" and make it infinitely respawnable across the world in order to simulate a hypothetical world where a zombie apocalypse is happening, but all the fuel (and ammunition) has not yet run out. Otherwise we would be playing a very different game... As far as not knowing how to weld goes, it ain't rocket science, and as long as you understand the jist of it works (how to turn the welder on, and that you melt a rod of metal in-between two other bits of metal) it's really not that hard to figure out. You need a welding certificate to be a commercial welder because the quality fo welds depends on the skill of the welder. Just because someone might make some crappy inefficient welds doesn't mean that those welds cannot be useful, or that welding skill cannot improve the more players do it as a soft skill. As I said before, to obtain one, you walk into any mechanics garage. The world is downright lousy with oxy welding rigs. If you want to object and say that we would run out of fuel, fine, but go ahead and apply that same logic to bullets and gasoline, which without both the game likely would not be worth playing. If we're to have some grand barricading and crafting system, then i want it to be intricate and realistic. Rather than having a guy walk around with a giant hunk of metal in their hands and just slap it onto a doorway with a wrench (oh no, it's just totally not feasible or realistic!), actually having to cut and install metal with a welder comes in to give a more realistic feel to an otherwise gimmicky scenario. Tl;DR: Welding is not hard to figure out. you jsut suck at it at first; soft skills. Oxy-acetylene fuel is incredibly common, proportionally it's as common as cars themselves, and the gasoline that runs them. Walk into any mechanics shop and find one. If the oxy runs out, so too does our infinitely respawning cars, fuel, and bullets; it's a terrible objection. Not having a welder but having base construction involving metal of any kind, or structural vehicle repair of any kind, or the absence of either of these things, is overall less realistic than implementing a welder and assuming that an average person could learn to weld, and the dilemma that in a zombie apocalypse, there is a finite amount of fuel.
  20. FlimFlamm

    Dolly

    Barrels are a bit too big for the average red wagon. A large cart type dealy with taller sides would be practical, otherwise the barrel would likely tip over. The weight of a liquid or metal filled barrel could potentially be too much for the little swivel wheels of the wagon. you might not even be able to lift it and get it on, whereas a dolly is designed to be able to lift them and fully designed to carry extreme amounts of weight. The wagon requires a larger turning radius where the two wheeled dolly can spin on it's own center without swinging the back end or the handle out on a larer radius (more manuverable). For long distance trips, i too would take a large sturdy wagon hitched to a buggy over a dolly, but when push comes to shove, you might not even be able to load a heavy barrel into the wagon without a dolly to do so in the first place. If you're talking about man-wagons then most of my above rebuttals do not apply, but surely you still see why in terms of base management (as opposed to strictly travelling cargo) a dolly would be more desirable.
  21. FlimFlamm

    Dolly

    The wagon is good and all, but it is more difficult to manuvre, and it cannot hold a barrel. A dolly can become a mobile fire barrel or regular storage barrel, as such when paired with the dolly would be mobile storage for liquids and solids alike. It might be more convienient to pull a wagon behind you when running on long trips, but the dolly is really meant for shorter range utility rather than anything long distance. (mainly base management) I see the wagon as having a balance between slightly better speed than the dolly, but much less capacity. To be honest If i was a developper, having dollys AND wagons AND wheelbarrows AND shopping carts would be an absolute must. The functionality of them would fit perfectly into the DayZ vanilla world. As a strategy for programming though, you start with one, and then add more variants later once it's working right. In this case the dolly ought to be chosen for it's versatility.
  22. FlimFlamm

    Dolly

    You're not supposed to be able to get out of it if it's moving for a very good reason. In real life, you wouldn't be able to get out of it at all. The fact that you can get out of it is a comprimise on reality so that people cannot simply end your experience by catching and stashing you. On public hive, simple switch to another server and continue playing, on a private hive, deal with it and see where they take you. If they leave you alone (not moving) then escape, or don't play private servers. If someone has control over you, and they are actually wheeling you around, you should be forced to endure it. For the sake of, shall we say, interesting gameplay, players need to have as many options in interacting with other players as possible. If players can be incapacitated (with incoming tranquilizer) and can be transported securely (with dollys/ropes/vehicles) then a great deal of crazy interactions become possible which otherwise simply would and could never occur. Instead of just robbing or killing people, actual kidnapping can take place (and enslavement? Is it wrong to desire to enslave other people in a video game? Maybe, but I don't care. Whether I'm holding the whip or feeling it's sting, the experience would be exhilirating). When beards and soft skills become implented, very old players are going to come to value their lives in a very real way which most players currently cannot. They are going to want to keep highly experienced characters alive for as long as they can, and will be feeling a new level of loss when they die. If captured, a player with a highly experienced and well bearded player will probably out of an actual desire to stay alive submit to the whims of their masters for a release deal or if only to bide their time until they get a chance to escape. Kidnapping for random could also take place, and without something like a dolly, the entire affair would be quite unsafe and unprofessional. When basebuilding is implemented, I can envision players building an enclose on some land that they intend to be farmed, and order to make that happen, they go out and capture some players and set them loose and unarmed in the enclosure. Maybe they make an agreement to farm a specific quota and then to be released, or maybe there is no agreement of a future release, only the threat of death, and the lure of biding one's time until escape, revenge, or revolt becomes possible. I'm getting quite sidetracked here, but the point is that none of this sort of thing can ever happen without something that allows safe and controlled transport of restrained players, like a dolly could. Without an ability to move people around safely, there is no point in ever taking someone prisoner, it's a big hassle and far too risky, instead they just kill everyone or rob them and send them away. This may all seem a bit dark, but you're the one who wants to play a zombie apocalypse survival game. Everyone is fine and dandy with murder and armed robbery, really there is no difference with capturing people morally speaking, instead the interaction becomes more lasting and incredibly more dynamic. The impression DayZ left on us in the early days of the mod was that it was a moral frontier of video games; you could rob people (and kill them) with no potential reprocussions but your own personal guilt for having affected someone else's gaming experience. Some players embraced cold hearted gameplay, others emerged as heroes; stories were told. In order for new kinds of stories to emerge, better stories, we need more ability to interact with other players and with the world. The entire concept of the dolly as valuable for me is that it can perform so many functions, enabling players to do more things other than just rob someone at gun point, torture them at gunpoint, or kill them... At gunpoint... Maybe the dolly could emerge as a symbol of justice. Along with a straight jacket and a hannibal mask, what remains of the Chernarus police force might actually make use of that wonderful prison island they have. If so, dollys would be a mainstay in their aresenal.
  23. FlimFlamm

    Dolly

    A grocery cart is another great example of the kind of wheeled device that we really need when scavenging for resources. When basebuilding becomes relevant we're going to be very thankful if we get so much as a wheelbarrow. The limits of the grocery cart though is that it is not as strong as a wheelbarrow or dolly, not as big, and the wheels tend to do very very poorly on anything but ashphalt or cement. I can see shooping carts being common in big cities, and they would be great for using in cities when looting or if you wanted to be that mysterious hobo, but beyond that it offers nothing unique over a simply dolly. A dolly can carry around a barrel, which can hold just as much as a shopping cart, and the dolly can go more places. I'm not saying that I dislike shopping carts, in fact I have suggested them myself in the past, but for the first of it's class (interactable movable "vehicles", I would much rather have a dolly which could fulfill more purposes, although a wheelbarrow might suffice.
  24. FlimFlamm

    Stash-Porn

    I have some stash gore to share now... I was tanning pelts in this barrel when the server restarted. The barrel became permanently un-openable, and so I had to poke holes in it which destroyed every single item inside!
  25. FlimFlamm

    Stash-Porn

    This might be considered fetish stash porn, but here's something: a Beige leather suit and a Brown leather suit (handmade) Too bad the colors are off. Not sure why. Filed a bug.
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