oktyabr
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Everything posted by oktyabr
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Roaming zombies - Is it possible?
oktyabr replied to survivalist's topic in DayZ Mod General Discussion
Yeah, this thread has been done before too. I'm actually very fond of the idea of spawning zombies on the dry edges of the map and then giving them a little push coastward in search of fresh food. If they hit a town/village/base/farm that's where they stop. This would make the "north" much more dangerous as your airfield would be crawling with them there first. This would also explain why you might see some in the woods, some on the roads, etc. as well as why there are still zed around the coastal cities, when logically they the "local" ones should have been wiped out long ago. EDIT: Spawn SOME of the zombies that way, at random times, not all of them. Have the rest spawn as usual. -
Arma3's default map is four times bigger than the Chernarus map, if you count the water. That means that the engine is optimized too. Chernarus was state of the art when it was first released. Why aren't there custom maps that size or bigger? Because it's HARD to do without ending up with a map only people with quad core liquid cooled sli machines will be able to play.
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You can already do all of that in this mod, with the possible exception of the "yelling". Single channel radios can be simulated with existing channels, radios with more channels will need an external addon like A.C.R.E.
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It won't happen because the official back story that goes with this game (not yet released) doesn't support players coming back as "zombies". Trust me on this one, I debated several pages on the topic before it was shot down and I gave up. Here is my original thread in case you want to see how that one went: http://dayzmod.com/forum/showthread.php?tid=187
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Immersion: More explorable houses and barricades!
oktyabr replied to Plepple's topic in DayZ Mod Suggestions
It's possible to use buildings from one map with those from another... in a custom *map*. Tak does have more usable buildings but they are desert type dwellings for the most part and would look a bit strange anywhere else. This is one of those things that makes me eager for Arma3 (much improved buildings). -
I hate to admit it but I've done this once myself... and lost a ton of gear in the process!
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Yeah, in theory it's possible to fix it. Easy? If it were easy this thread wouldn't even exist. The AI has always been criticized in the Arma family of games but it's been accepted as the lesser of evils... Understand that this mod is taking a milsim capable of hosting over 1000+ AI on *one* server. Sometimes sacrifices have to be made. Hopefully the Arma3 version of AI will have better path finding without sacrificing AI maximum numbers.
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Fair enough and true enough... if the humanity system wasn't currently capable of turning a bandit back into a regular survivor in a reasonable amount of time. I don't shoot every bandit I see on sight (I am much more cautious) and not every bandit I run into comes at me with guns a blazing. But I detest long winded posts and threads about PVP/antiPVP so I won't go there... Rather I would like you to consider that the bandit skin, like it or not, is very much a part of this game... now. To reverse that might cause even more chaos and distrust in the game, especially with easy communication (DC) still being a bit "iffy". I really don't want to punish the guy that wants to take the "long con" nor do I think anyone that was serious about pulling off such a job impeded from doing so. But I also don't want to see anything make the already fragile enviroment of grouping and limited trust worse. Maybe taking away the skin would have that effect and maybe it wouldn't. I don't know. I think things are working pretty well as they are at this point. Do I want them to change? Well, it's an alpha and I signed on knowing that. I only hope that any future changes will improve the game for the majority of players rather than damage it.
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Any chance for being able to play as a girl?
oktyabr replied to Lady Kyrah's topic in DayZ Mod Suggestions
LOL! I'm actually FOR female models in this game but no where near the top of the priority chart. Kick that realism thing up another notch. -
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This poll (that doesn't work) was started eons ago, in the DayZ time frame anyway. If they were going to pull the bandit skins don't you think it would have already happened? I suspect that they are working pretty well now. There have been changes to the humanity side of things that seem more refined and probably a lot of coding on the back end that we as players never see. It could very well be that *something* needs to act as a balance and the bandit skins are the best option available at this time. Click back a few pages and read all the posts... how many bandits do you think are here complaining? Removing them at this point might well break a fairly well established set of dynamics. Think about it... no more bandits? What does that do for trust between players now? Everyone just shoots everyone because at least some of them are bandits but since you can no longer tell visually why take the chance at all? Removing the bandit skins, without a more advanced alternative to take their place, is NOT the same thing as just winding the clock back to the time before there were bandit skins, is it?
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Why this mod is the best thing to happen to PC gaming
oktyabr replied to jagdfalke@gmail.com's topic in DayZ Mod General Discussion
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MERGED: Booby traps, Explosives and IED's
oktyabr replied to Scriptwolf's topic in DayZ Mod Suggestions
I see why some would think it might cause balance issues but making it a crafted item, replacing a bunch of ammunition with a pipe bomb for instance, should be pretty even. There are already HE grenades and M203 rounds in this game. Molotov cocktails shouldn't be too far in the future either, from what I've read. -
This probably belongs in bug reports.
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What was it, the original OFP? I think so. We used to upload skins of our own faces (or whatever you wanted to make). It was cool. You might get a dev response and maybe even see some solution yet but I really think a lot of things like this will wait for the improved Arma3 engine.
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Low zombie count/low loot across servers
oktyabr replied to Mezzanine's topic in DayZ Mod General Discussion
He might have... or still might? I'm not sure. Some of the threads I've been reading today seem to imply that the current state of the mod requires relatively frequent server restarts (3-4 hours or something like that) to prevent this from happening. Many of the servers aren't doing this or giving the devs the needed files to make it happen remotely either. -
+1 THIS and +1 SgtSnug's last post too.
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Try to use the search function next time please. Here is where you should go to explore this idea: http://dayzmod.com/forum/showthread.php?tid=1526 Closed for repetition.
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Oh hell yeah! In a different thread someone suggested that the zombies need to be so ramped up that when you finally do encounter another player it's usually with a sigh of relief. I'd like to play THAT game.
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Even so he's not producing this mod with any official support' date=' at least not as far as I can tell. [/quote'] I don't have any information that the rest of you don't have but yeah, rocket works for them and yeah, I'm willing to bet that record sales of a two year old game has earned him more than just a pat on the head. Others with maybe more insider knowledge than me have already claimed that this mod somehow being worked in to Arma3 is a certainty (DLC, stand alone, freebee, who knows). Anyway this thread is repeat of several similar ones. I approve but am also trying to keep the forum half way neat and organized. Merging this thread with the other ones.
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Moving to general discussion ;)