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117 ExcellentAbout orb917@hotmail.com
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
orb917@hotmail.com replied to ruarz's topic in DayZ Mod Suggestions
there's 16 pages here, i don't really have the time to read everything and i'm just copying/pasting this from another similar thread from a while ago, so forgive me if i suggest anything that's already been suggested: being able to physically disarm and restrain (joint locks, headlocks, maybe pistol to the head) other survivors. unless we get nonlethal options to render other survivors safe, there's little alternative but to kos if you're trying to stay alive. plus it'd be awesome to see the kind of situations this would lead to... disarm someone then hold them at gunpoint and rob them, or take a member of a group hostage by restraining them and moving out of the area. bulletin boards, letters, spray paint etc. anything that lets you leave messages for others. covered essentially by pen + paper. more complex hunting and wildlife. pretty sure rocket's on this already. occasional footprints, tire tracks, broken vegetation (maybe slight texture coloration changes) so you can potentially track others. would also clue you in to high traffic areas (more movement in the area, more tracks) which adds another consideration to group travel... do you travel in a line to hide numbers or spread out? many large maps of varied environments (deserts, tundra, jungle, coastal, mountainous), perhaps contiguous so you could travel in a manner similar to eve online across the world sunburns if you play in the daytime a lot, pale skin if you play more at night. this is also probably way outside the abilities of arma 2 but facial expressions based on situations and play style, like bandits smiling when in firefights, nervous ticks when not, worried expressions on survivors or new characters faces when in firefights. smile lines on friendlies. perhaps something involving people's eyes... windows to the soul and all that. other things like that to communicate personalities instead of magic scarves. -
What the actual fuck?
orb917@hotmail.com replied to Thundirah's topic in DayZ Mod General Discussion
should be this. at least that's what's happened to me in the past. -
Standalone: Why be excited about Arma 3 engine?
orb917@hotmail.com replied to Flambo (DayZ)'s topic in DayZ Mod General Discussion
"Rebuilding from the ground up with the latest version of Bohemia's Real Virtuality engine (which was shown to great effect powering ArmA III at this year's E3) will also allow the standalone DayZ to have more diffuse nighttime lighting, rather than the practically unplayable near-pitch-blackness of the current mod." http://arstechnica.com/gaming/2012/08/from-mod-to-game-how-dayz-will-evolve-as-a-standalone-release/ -
Standalone: Why be excited about Arma 3 engine?
orb917@hotmail.com replied to Flambo (DayZ)'s topic in DayZ Mod General Discussion
well based on what i've seen in videos, we can look forward to: larger towns (approximately 100 buildings per village, 50 cities on the default map). larger maps. weapons with removable upgrades like silencers, flash light attachments, etc. there's a fatigue system built in for shit you're carrying. there's the ability to swim underwater. then there's the graphical shinies. go look at some of the e3 2012 arma 3 demos to get an idea of what the engine is capable of without any modifications. as far as bugs and technical stuff, who knows, could be better, could be worse. i'd expect it to be unpolished at first cause that's the story of pretty much every pc game at release ever. with all the different hardware combinations and makes out there, it's pretty hard to have everything running perfectly right out the gate. -
this.
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"Rocket Said..." post resurrected *updated 8/8*
orb917@hotmail.com replied to orb917@hotmail.com's topic in Mod Announcements & Info
yeah it's changed quite a bit over time, i tried to cover that in the bold and italic disclaimer text but it's prolly tl;dr for most people. i wanted to get up to date on quotes first. formatting and tidying are next. any help, such as the examples you provided are much appreciated. post updated with obsolete quote deleted, thanks for the feedback! -
Full release - Map discussion
orb917@hotmail.com replied to boxman80's topic in DayZ Mod General Discussion
i'd like to see several maps, with several different ecosystems, with varying levels of civilization, all with realistic geomorphology. real world locations would be great, as they'd satisfy most of my desires. i'd love to see one set in the white mountains in new hampshire specifically, but i'm biased on that one. -
What would you like to see in the stand alone?
orb917@hotmail.com replied to NovaDose's topic in DayZ Mod General Discussion
being able to physically disarm and restrain other survivors. unless we get nonlethal options to render other survivors safe, there's little alternative but to kos if you're trying to stay alive. plus it'd be awesome to see the kind of situations this would lead to... disarm someone then hold them at gunpoint and rob them, or take a member of a group hostage by restraining them and moving out of the area. bulletin boards, letters, etc. anything that lets you leave messages for others. more complex hunting and wildlife. occasional footprints, tire tracks, broken vegetation so you can potentially track others. would also clue you in to high traffic areas which adds another consideration to group travel... many large maps of varied environments (deserts, tundra, jungle, coastal, mountainous), perhaps contiguous so you could travel in a manner similar to eve online across the world. edit oh yeah, i forgot about cosmetic stuff like the beard thing. sunburns if you play in the daytime a lot, pale skin if you play more at night. this is also probably way outside the abilities of arma 2 but facial expressions based on situations and play style, like bandits smiling when in firefights, nervous ticks when not, worried expressions on survivors or new characters faces when in firefights. smile lines on friendlies. other things like that to communicate personalities instead of magic scarves. -
Why is Rocket launcher...
orb917@hotmail.com replied to sostronk's topic in DayZ Mod General Discussion
please see transcript of rocket quote from interview that anton17 posted in rocket said thread. -
Graphs over user statistics from 25th June to 6th August.
orb917@hotmail.com replied to Vanchelon's topic in DayZ Mod General Discussion
i'd bet you could also put dates for various articles and sales on there and you'd see an association with the various spikes. -
Do you ever reconnect to get rid of zombies
orb917@hotmail.com replied to Cyborg Ninja's topic in DayZ Mod General Discussion
nope. -
Temperature gauge not working
orb917@hotmail.com replied to izodn's topic in DayZ Mod General Discussion
had the internal color indicator part of my gauge disappear the other night. it was flashing, then we made a couple fires to warm us up and it was gone, just disappeared on me. -
Probably wouldnt hurt if Rocket communicated a little bit more...
orb917@hotmail.com replied to Oddzball's topic in DayZ Mod General Discussion
not arguing for or against that, nor have i seen the source code or specific world design plan for the dayz standalone. no idea if it's gonna be instanced and multiple maps, use the current system, procedurally generated, etc. just providing information/clarification regarding how long it supposedly takes to make arma 2 terrain and apply the dayz mission info since you were stating that the apb map took years and years and was smaller than chernarus. -
PSA on infections How to raise and lower your temperature in game Temperature is a balance of all in game factors at the time, # is percentage not celcius, fahrenheit, etc
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Probably wouldnt hurt if Rocket communicated a little bit more...
orb917@hotmail.com replied to Oddzball's topic in DayZ Mod General Discussion
the tools for map making already exist in the arma toolkit, and i am by no means any sort of expert here, but i did look into it a bit and it takes "several months" to edit terrain, not years and years. from what i saw when looking into it, you can also snag satellite data and import that and then polish it off. would be better if an experienced mapper addressed this but that's the input i can give on this topic. source: http://community.bistudio.com/wiki/Terrain_Editing edit: below quote says that it takes about an hour to get dayz up and running on what i assume is any arma 2 map: http://dayzmod.com/forum/index.php?/topic/739-dayz-update-154/page__st__80#entry9184 so several months + about an hour.