sloasdaylight
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Everything posted by sloasdaylight
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Bohemia has real incentive to make sure that this game doesn't fail in that it's their first game (I think, could be wrong) that was at the top of Steam's most purchased games list for weeks at a time. The ARMA franchise, good as it is, is a much more niche game with a much smaller market than other FPSs out there. DayZ, assuming it becomes the game I'm confident it will, is a game changer for BI.
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Bohemia isn't going to let this game NOT be finished. Whether you like Dean or not, a company like Bohemia isn't going to let that happen.
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Moose: Not moose:
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Ammo Calibration : Poll & Discussion
sloasdaylight replied to stielhandgranate's topic in General Discussion
You'll find birdshot, hollow points, frangible ammo, hot loads, cold loads, reloaded ammo, slugs, buckshot, Blazes chambered in different calibers, revolvers chambered in different calibers, 10ga shotguns, 410 shotguns inaccurate sights, ruined ammunition, shell casings, impenetrable gun safes, ruined and rusted guns, etc. Oh yea, and no zombies. There must be a balance reached between realism and a playable experience. -
Is Dayz standalone even relevant anymore?
sloasdaylight replied to 2gunz's topic in General Discussion
The movie analogy was referring to the amount of money you pay for something vs. the time you invest in it. I agree it's not a perfect analogy or concept, but that's what I was trying to show. Negative opinions are one thing and I definitely agree with you on their importance, but there's a difference between a negative - but constructive - opinion, and the continuous bitchfests that is prevalent on forums like this one. -
Is Dayz standalone even relevant anymore?
sloasdaylight replied to 2gunz's topic in General Discussion
Gamers are nuts. It seems like some of you guys expect to get 1,000,000 hours worth of entertainment from a game for less than the cost of a gallon of gas. I can't tell if you're intentionally being dense or not, but the point is that you can pay $30 for The Hobbit, or pay $30 for DayZ SA (right now). The hobbit has a run time of close to 3 hours I think, so you're paying $10/hr roughly (for the first time you watch it). I have 100 some hours invested in DayZ, for which I've paid $30, which comes out to about $.30/hr. Some people have over 500 hours, so the value just keeps getting better and better. -
Rocket on Ghosting vs Barricading/bases
sloasdaylight replied to Bororm's topic in General Discussion
Perhaps. It would make sense to me though that they could be able to put a bit of code into the game that would require it to either be day time, or have a source of artificial lighting present during the construction process. -
So the stock attachments don't do anything for that number? That's what I'd originally heard, but then I heard this new piece of information, so I wasn't sure.
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*semi ominous music playing in the background* The plot thickens: Our adventurous OP, entering into the lion's den that is the DayZgame forums appears to be sticking to his guns, and telling the truth about his encounter, as there is a Mosin available in the DayZ origins mod.
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Reddit X-post?
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I heard somewhere that the base dispersion level for the M4A1 is taken from the gun WITHOUT a buttstock or a handguard at all, and not in the base form we normally find it. Can anyone confirm if this is true?
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Rocket on Ghosting vs Barricading/bases
sloasdaylight replied to Bororm's topic in General Discussion
Barricades are not a magical force field that deny other players access to the barricaded area permanently, they're simply fences/sandbag walls/etc that are secured in some form or fashion by another player/group/clan. They can be torn down, destroyed, presumably they will be able to be climbed over (maybe? hopefully?) to allow other people (or even the original creator, if s/he lost his/her key to a padlock for example) access to what's inside. The only thing that is being talked about here is preventing people from ghosting into a base and jacking everything out of it. That said, barricading barrack or military tent city isn't a bad idea, assuming you can get enough time and material to do so. You'd probably have to do it at night with camp fires, flashlights, flares, and lanterns illuminating your working area, which would of course act like a huge HEY HERE I AM beacon. -
Walked up behind a dude and unloaded both barrels into his neck. He turned around and shot at me with his sawed off. Then we both kind of stood there looking at each other until I said "Well this is interesting" over the mic and we agreed to go our separate ways. Sawed off is really screwy right now.
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I don't know what's going on in this thread, but I was arouse by tales of banditry. Plz gief moar.
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Rocket on Ghosting vs Barricading/bases
sloasdaylight replied to Bororm's topic in General Discussion
Stuff like this is server based. So it would depend on whose server they spawned in on. Player A on Server/Hive A spawning into his building would be there. Player B on Server/Hive B spawning into his building on Player A's server would spawn on the beach, and vice versa. -
I like this a lot, especially considering that M4A1 spawns are now only going to be at helicopters, it would make sense they would be found with military style equipment. RIS systems, optics, foregrips, flashlights, lasers, suppressors (maybe), upgraded components, etc.
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Rocket on Ghosting vs Barricading/bases
sloasdaylight replied to Bororm's topic in General Discussion
I'd like to see both as a possibility. Both have their drawbacks and their benefits. Barricaded buildings obviously are more secure, but they're more likely to be stumbled upon. Player placed stashes/tent cities/etc. are less secure, but are less likely to be found. Depending on the group/player, one may be more suitable than the other for their particular play style, and I would like both to be viable options for players. Plus it also makes a little bit of sense when you think about it. During a zombie apocalypse/massive infestation with people running around killing each other on site (as exists in the game world currently, and existed since its inception as the mod), putting your base with all your supplies in a city where both run the potential of being a serious threat doesn't make much sense, at least to me. Yes, you can barricade a building, but if a zombie horde shows up and shambles through town, they could break down your door (depending on how strongly fortified it was), and kill you/ruin all your shit. Plus, there are literally roads leading other players directly to your door in towns, which means that if someone saw you go into your barricaded building, all they would need to do is make note of the town and the type of building you were using, and then come back later with their boys and break it down, as opposed to trekking through the wilderness to find your campsite (admittedly, not as hard as it should be, what with dayzdb, but still). -
Yea, that's why I started using the RIS initially. I figured, hey, I can attach a whole bunch of awesome shit to this, let's roll. Then I found out about the ridiculous dispersion mechanics, and died a little. I think the MP parts look so stupid it's not even funny.
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Request to move Dichina military base
sloasdaylight replied to ratiasu@hotmail.co.jp's topic in Suggestions
This, times 100. There's plenty of reason to go to myshkino that isn't necessarily military loot related. As stated above, it's one of the last pieces of the map that actually feels like a small village in a post soviet state, it's got good proximity to the last bit of undeveloped wilderness on the map (which just feels downright peaceful imo), it provides a location from which you can monitor a large amount of the map around it from the tree covered hill to it's east, and it's generally a village that feels right (did I mention that already?). Plus, from a strategic perspective, it doesn't make a lick of sense to throw tents there. There are larger towns with better road access and more provisions available nearby, like Zelenogorsk, for example, which is why there's a base there now. Don't touch Myshkino. They can toy with any other village/town/city they want to, but that place is perfect just the way it is. -
And most people would probably have gone with the RIS hanguard, like I initially did, because it looks a hell of a lot cooler than the Magpul hanguard. Not to mention flashlight, for when I'm feeling frisky on nighttime servers.
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How do you group up? (tips/triks needed)
sloasdaylight replied to kimmaz's topic in General Discussion
Learn the map, learn landmark hills/valleys/ponds/rock formations/fields/tree lines/etc. Outside of that, the DayZdb map is a good one, although I wish they had a topographical version like the one they had for the mod. As far as playing without a compass, stick to roads. A road will always lead somewhere (except for the ones that don't), and look for geographical landmarks. Consult the map and look at curves in the road, loot spots (barns, houses, gas stations, etc.). It will take some time to figure everything out, but eventually you'll get good enough to navigate the areas you're familiar with by memory and visual indicators, so you don't even need a compass anymore. -
A stupid idea is a stupid idea, sorry my choice of words offended you, but I don't come here to make nice-nice with people who complain about something that isn't broken. Also, in the post you quoted, I offer 3 legitimate ideas as far as ways to deal with the "problem" you seem to know will arise from permanent storage. And as far as I can tell, the "Go find them and stop acting like you have to take it in the ass" mentality has so far only been posted by me, because people here, including yourself, are too concerned with might be's and what if's to come up with ways around the hypothetical problems you're convinced you're going to encounter with persistent storage that somehow were not an issue in the mod, and haven't been for the 2 years since it was introduced. Did you play the mod at all? The Vanilla mod? Did you take matters into your own hand and stop being a victim if you were victimized by a clan that controlled a large number of assets on the map? I did. I know plenty of other people who did as well. You and other posters here whining about how persistent storage ruins the realism of the game, but want it all to magically disappear, or have the loot "belong" to someone, or have it teleport across the map, or have someone be "locked out" of the loot for XYZ number of minutes or hours are doing plenty to screw up the realism of the game with those suggestions. "Oh look, this tent belonging to this guy I just killed just disappeared." "Oh look, this tent belonging to this guy I killed 10 minutes ago just disappeared because I didn't look inside it in time." "Oh look, this tent just magically appeared out of nowhere 50 m from where I'm walking, in the middle of the field south of the Sobors." "Oh look, I just died, and here's an AKM I was using, looks like all I can do is stare at it for another 12 minutes because it only took me 18 to get back to my camp." Do any of those situations sound "realistic"? The answer is no, because none of them make any sense. You can't stop players from remembering information they learn in game previously. If you were to expect that, then every old Nintendo would come with a Neuralizer from Men In Black that would flash every time you turned your console off. This is a video game, unless you want to have it so that whenever you die you are respawned on a completely random server and cannot go back to the original server you died on, people are going to be able to run back to their camp sites and gather what food/equipment they may.
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They will persist through server restarts, or at least that's the plan.
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Likewise stupid. Why put a time limit on it (other than something like a week or 2 weeks before the tents degrade and the items inside begin to take damage/get ruined)? Suppose you kill someone in Msta, for example, and make your way west, and stumble on a tent that belonged to them. Except oops, because you killed someone a click and a half away, and it took you too long to get there, the tent isn't there anymore.
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This I would like to see. Tents and backpacks should fall apart if they're left unattended, and the items within them should slowly progress from whatever condition they were in previously, to badly damaged or even ruined. I wouldn't like to see the stuff flatout disappearing, but rather just letting the items stay there, all ruined. I think that would be a better way to handle it than disappearing the items outright. Imagine coming across a tent that looks messed up, but maybe still usable when you're hungry and maybe wounded from a gunfight or zombie encounter, and getting your hopes up, only to have them dashed to shreds when there's nothing but piles of rust and rotten food available.