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sloasdaylight

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Posts posted by sloasdaylight


  1. Why not both? oO

    Because flares are ambiguous in their meaning. Unless you know the guy who dropped it, you don't know if it's a warning, bait, or something else.

     

    Helping someone with a splint when their leg is broken is unambiguous, and further more puts yourself in jeopardy in order to help them.


  2. Yes, being selfless in this game makes you a hero, especially when everyone else is being a cock-mongler.

     

    How, exactly, are you helping other players again? 

     

    " DUDE I TOTALLY SAVED UR LIFE BY LEAVIN A FLARE THER!" -Took all the rest of the loot in the hospital/grocery store-

     

    vs 

     

    "Here, I've got a splint for your broken leg. Have some food and water as well. Try to avoid going up stairs, there is a pretty bad glitch"

     

    What this guy said.


  3. The "Mountain Men" that Lone Wolves keep referring to? They totally operated in groups. Sorry guys, but actually living on your own for long periods of time was rare. There are examples, but this is because they were notable (AKA different from the norm), and ever-so-slightly romanticized in the American psyche

    Very much this. The stories of mountain men living solitary lives their whole life are equivalent to lottery winners. Yes, there were some, but they were few and very far between. You just hear about them because they were so rare.


  4. I pretty much do. Of course I engage in PvP, but everyone is forced to once in a while whether they like it or not -- and that's how it should be, it's fitting to the scenario. I signed up to play the development version of a survival game though, and that's how I play it. That was very difficult to do a year ago, but we've come a long way in a year and there's a lot more coming up soon.

     

    I have no beef with PvP'ers. I tolerate them for the time being because I know that eventually they'll be jumping ship when the game becomes too difficult for them to engage in their narrow definition of playing it. In fact, I may miss them when they're gone; something along the lines of, "Hey, remember back in Alpha when there used to be roaming groups of military players on the coast? Wasn't that an adrenaline rush?!"

     

    Lol, you're one of those people.


  5. Which adds a liability factor because if one guy slacks off, the group suffers as a whole.

    Yes, but it decreases the damage one guy slacking off does to the group exponentially.

     

    If you have 2 people who have to do 4 tasks, let's say

    • Gathering food
    • Building a fire
    • Setting up shelter
    • Gathering water

    Each person in that 2 man group must do 2 of those tasks. If one of the people in our pretend duo decides he's not going to go gather water, he's just going to set up the tent, then the other guy must now perform 3 tasks, 1.5 times his original workload.

     

    Now, say there are 4 people in the group, if 1 guy decides he's not going to do anything, you have 3 people left to cover 4 jobs, or an increase in workload by .3 jobs per person. Bump that number up to 8, and you now have 8 people for 4 jobs, or 7 if one person decides to not do anything. You have 4 jobs for 7 people to do, which means there are 2 people for all but 1 job, and so one and so forth down the line as you increase the number of people in a group. It also means that more dangerous jobs can be performed safer, because as we all know, there's safety in numbers. A bandit is less likely to attack a group of 3 people in town gathering food than if there were only 1.

     

    Addendum: For example, back in the original mod days, I played with a multi-clan conglomerate, with players from both the EU and NA. There were a few of us who took up roles as suppliers due to our play time restrictions/hours/etc. I was one of them. My "role" per say, was to make water runs, go hunting, and scour the map for enemy camps. I did a pretty decent job of it, our tent city always had food and water when the other guys logged on, and on more than a few occasions I was able to point out camp locations and run some cursory raids on them myself, when few people were online. Because I was able to supply my group with food, water, and gasoline on a regular basis, the other players in my group were able to spend their time PvPing, or running large scale loot runs at NWAF/Cherno/Elektro/etc.

     

    The more people you have in your group, chances are, the better your group will do.


  6. I guess if your definition of being more organized means that they group up on a 3rd party chat program and hoard gear in a zombie survival game soley for the purpose of running around killing other players that may or may not be on a 3rd party chat program (I and a couple of friend utilize TS3) then yeah, that's what we're griping about.

     

    But if you actually read what's posted, the larger complaint is (as someone else called it) the lowest common denominator folks that have successfully managed to turn a zombie survival game into a COD game (without those pesky opponents that are guaranteed to be capable of dishing out what they receive) and run around Bambi hunting or (as seen on youtube) using other players for ignorant science experiments and as practice targets to hone their super 1337 sniper skillz with their mosins and LRS's.

     

    About the best that can be said for the game as it stands is that it didn't cost the full price of admission to play it. I'm sure it will get better and I'm sure the survival aspect of it will grow in importance, and until it does you just have to resign yourself to playing at the lowest common denominator level previously mentioned as most modern gamers lack the intellect to play anything more demanding.

    You mad? You seem mad.

    The "lowest common denominator folks" bit is the most ridiculous thing in your post, if for no other reason than that it's completely off base by assuming that these players 

    A) Can't play the game in a survival type manner

    2) Won't want to play the game when it gets to full release, and

    III) Lack the intellect to play a more demanding version of the game, which is not only hilariously neckbeardy, but also flat out insulting.

    Newsflash buddy, those clans who are streaming themselves sniping bambis at 800+m with their Mosins and using TS to raid a town or kill another group of players are the same clans who will have elaborate bases built once base building is incorporated into the game. They're the same ones who will set up farms once horticulture is included. They're the same ones who will raid other players' bases and farms, and they're the same ones who will control an economy in game when that comes to happen. And why, or probably how, you're asking yourself? Because they're organized, and have a common goal. That's all this game boils down to from a multiplayer standpoint: Do you and your team have the organization necessary to pull off your required goal? If you do, you'll do well on average. If you don't, you won't.

    • Like 2

  7. Actually, Christopher McCandless died of regular old starvation. That whole bit about eating "moldy seeds" was effectively made up by John Krakauer, all based upon (really low quality) pictoral evidence of Christopher holding a bag of (apparently, according to Krakauer) "moldy" seeds. Autopsy evidence found no evidence of poisoning.

    http://www.newyorker.com/books/page-turner/how-chris-mccandless-died

    http://en.wikipedia.org/wiki/Oxalyldiaminopropionic_acid

    Krakauer was wrong to suggest it was swainsonine, but he was ultimately proven correct when he mentioned the seeds as being the root cause of McCandless' death. The seeds of the Wild Potato do contain ODAP, which is a neurotoxin known to cause Lathyrism, which would easily cause one to die of starvation due to an inability to move.


  8. 1) But it's just like what DayZ is. You go through a town, loot as much as you can and then you go into the woods (or not) and survive off of what you've looted. You can hunt too, but, if you're capable of shooting and remaining quiet in the woods, that's entirely doable anyway.

    Sure, right now. But right now isn't the finished game, and it doesn't have a lot of what the finished game will have.

     

     

     

    3) Survival is incredibly possible if you know what to eat, how to navigate, how to build shelters and how to purify water... So... Kind of a ridiculous premise you had there.

    Sure it is, it's also incredibly possible to poison yourself even if you have a book of edible flora and fauna on your person (See: Christopher McCandless)

     

     

    4) We are a social species. Sure. But isolation alone rarely means 100% that you're going to go insane - especially in a survival situation (people come out of those with forms of PTSD sometimes, of course, but that's not due to the isolation and it's pretty manageable unless very extreme).

     Social Isolation, poor nutrition, high stress, lack of sleep, and exposure to the elements is a cocktail for the body's internal chemistry to go completely out of whack. It's not unreasonable to assume that someone who has been out in the woods, fending for themselves, for an extended period of time would be a little touched in the head.

     

     

     

    5) Hermits. The main reason we had to band together was because we needed groups to hunt or defend ourselves from other groups of humans. You don't need groups to hunt if you have a gun. If you come across a group of players ingame, unless you're very good at evasion or PVP, they'll kill you. No lack of realism here.

     

     

    Ah yes, hermits. That .001% of the human population (or less), who live on their own. Oddly enough, most hermits have contact with other people in some form or fashion, and those mountain men you (or perhaps someone else) brought up a few posts back did as well. Being truly, 100% isolated from other people is not the natural human condition. The main reason humans banded together was because it made life easier, not to protect ourselves from other groups of humans. Protection was a welcome benefit of living in a larger group, but it was not the primary impetus.

     

     

     

    It's a game. It's never going to be gruelingly realistic. But even if it was, people would still be able to survive by themselves. I understand it at the point where somebody gets shot that, realistically, there's a high chance that they're going to die, but that's the case even if you have a group. You're not going to have sterile conditions in which to operate on somebody. It's incredibly unlikely that you would survive being shot with or without other people. How are you going to claim that you want serious realism and then have everybody be skilled surgeons?

     

     

    No, of course it won't. Even still, there should be things that lone wolves simply either can't do, or have a MUCH harder time doing. Vehicle repair is a big one. It's much easier to move an engine block, or a set of tires, if you have 2-3 people, than if you do it on your own. Base building as well is something that should be much harder and more time consuming to do on your own as opposed to with people. Yes, Dick Proenneke built his cabin on his own, by hand, but most people are not knowledgeable enough to be able to do that on their own.

    • Like 1

  9. The "realism" argument comes from the likelihood of seeing them. Like Gibonez said earlier, even if a country has purchased weapons, and therefore technically uses them, the numbers of such weapons used would determine whether or not those weapons are likely to see much service in the engagement. Rare weapons, like the Cheytac, Scar, etc., are exceptionally unlikely to be seen by forces in this game, regardless whether or not countries Chernarus is modeled after use them or not, because of my second point.

     

    Regarding your statement about Special Forces being the first into a situation is true in some circumstances; but not this one. This was a viral outbreak in a civilian population of unknown cause and with an unknown cure. You don't send special forces into that sort of situation to establish a quarantine, you send in the national guard, or a civilian defense force or some other equivalent until they requested UN aid. The weapons found there ought to be based on what that sort of force was likely to use, which is to say AKMs, AK-74s, maybe a few AKS-74Us, and then M4s, M16s, G36s, L85s, FALs, etc. Rare weapons that are used only by select special forces units simply don't belong and aren't found in those types of military/paramilitary units.

     

    For them to fit the "they do exist and are there in real life, so they should be in the game" argument, they'd have to be so rare as to be practically unfindable, and if that's the case, then why even bother going through the effort of coding, modelling, and developing them?


  10. Right Click DayZ in your Steam Library

    Click Properties

    Go to Betas

    Select "experimental" from the dropdown.

    Hit close/ok/etc. to get back to your library.

     

    Your game will download the experimental files, so it'll take a minute to update. Then clear any filters you have in the game server thingy (ping, punkbuster, etc) and search for experimental servers to play on.

    • Like 2

  11. I fail to see why having guns like an AN-94, FN SCAR, M107, or Cheytac M-200 (though I don't really care for the M107 or M200) somehow ruins the desolate feel. I mean, modern weaponry would still exist, it'd just be rather rare. If they gave the FN SCAR a worn look, would it be okay? I don't see what's wrong with it

     

     

    -snip-

    They don't ruin the desolate feel so much as they simply don't fit, not without any sort of back story or more clues in the environment. The weapons mentioned, AN-94, SCAR, M107, Cheytac, etc, are all weapons that do not see standard use in most militaries, and are rare even within them, so just by working with the laws of probability, the odds of seeing even 1 in Chernarus are low.

     

    The need to create separation is an artificial one based on the way other MMOs work (WoW, EQ, SWTOR, etc). In DayZ, there are no levels, there are no talent points, there are no classes, etc. It's simply you and your character, and a character that's been alive for 3 months could look exactly the same, or worse, than a character that's been alive for 3 days.

     

    All fair points except that the beginning of your post kinda killed it.

    Hating on WP weapons in general, yet playing game placed into former Warsaw Pact eastern country.....that must take some iron will to play such game.

     

    As much as you have every right to hate any weapon you feel like, objectively speaking you simply can not be against WP weapons being added into DayZ. 

    Yea, I know. It's not so much that I don't like seeing Warsaw Pact weapons in the game, I genuinely don't, it's more that I don't like seeing Warsaw Pact (or NATO for that matter) weapons that aren't likely to be found there in the game. That's my biggest issue with the AN-94, is its rarity and specialist nature would preclude it from likely being in Chernarus at all. I think renaming the AK-101 to the AK-74 is what they should do, and I'm not so much opposed to finding the the AKS-74U in the game now, because it more or less fits (it should be rare though, much rarer than the AK-74, imo). I'm not opposed to seeing a PKP or a PKM or something of that nature be a really rare find in the game. In fact I'd prefer to see something like that before and more often than an M249, due to the setting. I just wouldn't use them unless I had to.

    • Like 1

  12. Why not ?

     

    It is 5.45 , it would share the 40mm grenade launcher that is already modeled in the game. It also has a unique 2 round burst. It would also share magazines with the future krinkov and perhaps one day ak74.

    Simply put because I hate the AN-94, and Warsaw Pact weapons in general. Yes, the 2 round burst is unique, especially given it's absurdly high rate of fire for those 2 rounds, but beyond that, I can't see any need for it to be in the game, especially given its status as an exceptionally rare weapon in reality. Things that should be in the game ought to be ubiquitous or nearly so, the AKM, the AR platform weapons, AK-74, etc. Weapons you see all over the world regardless of where you go. I don't want to see exceptionally specialized weapons like the Cheytac Intervention, the M107, etc. make their way into the game, and the AN-94 fits into that niche in my mind, despite it being an assault rifle as opposed to a sniper.


  13. Could someone post the devblog? For some reason our server here blacklisted the website.

    http://dayz.com/blog/status-report-week-of-08-sept-14

     

     

    Focus for the development team over the last week has primarily been on resolving server and client crashes discovered during internal testing of 0.49. Rather than address the crashes with a potential hotfix after the update (given the impact of the associated central hive reset and the steps taken to address the more prevalent duplication and abuse methods) the choice was made to unlock the update from our regularly scheduled maintenance window of Wednesday and rapidly iterate upon experimental. 

    What does this mean for the average chernarusian survivor? We will be pushing rapid updates to experimental and iterating 0.49 until the build is in a state ready for stable branch. We believe this will only be a matter of a few days. When the build is ready for stable branch we will work with our game server partners to bring stable branch offline, and update steam.

    Additionally, the programming and design teams have been working together to investigate and resolve several key cheating and bug abuse methods including but not limited to:

    • Server/Character force re-initialization
    • Rapid micro player location updates (slide/glide teleporting)

    Community interest in exactly how the northern regions of Chernarus will be developed has been ongoing, and after discussion with Senchi our Lead World Designer we've put together a rough guide for the development of these regions.

    hGfImUF.jpg

     

    As you can see looking at the map above, the environment team has a clear plan for developing the north and inland regions. When work on the northern corridor has completed the environment team will begin revitalizing existing legacy villages and towns throughout the map.  This means that once the villages and towns of the north listed in the above image are completed, the team will begin renovating the original Chernarus towns and villages to bring their look, feel, and layout more in tune with the reality of a post-apocalyptic world.

     

    Lastly, this Friday will be the first of our now weekly dev streams on Twitch.tv. Head over to twitch.tv/dayz at 18:00 GMT +2 this Friday and members of the development team will be playing DayZ and answering questions from the chat.  -- Brian Hicks / Producer

     

    Peter / Lead Designer

    "This week there has been ongoing work on advanced weather impact, which is being expanded, partially rewritten and tweaked to provide better utilization and feeling. Also newly added mercury thermometer comes in hand if you are unsure about your body temperature. The prototype of the dynamic events system - the UH-60 gets company from the eastern camp, the well known Mi-8 helicopter. A few new items were added recently from the PAX showcase, such as the stun baton and balaclavas and they will be available for public in next experimental version. As well hunting will be expanded with the useful snare trap shortly.

    We are currently focused on cleaning and redoing configurations for all doors as their handling was fundamentally changed in the game engine. Improvements which will be noticeable at first is the easier interaction with them - forget about nightmare which door to choose from action menu to open those you want to while you are standing near to more of them as now it takes into account what your cursor is aiming at and it's not proximity based. The second welcomed change is related to the audio side - sounds of doors opening and closing are possible now and are already plugged in and you can really tell difference. (Although the variation in sound effects are not quite there yet)

    More sounds will come later for example for locked doors because with recent door improvements we can finally start working on barricading. We have already done some design outline and analysis toward barricading mechanics -  to allow you to take existing structures and occupy them for your needs. First thing to come will be (un)locking the door's lock with a lockpick which will be expanded with different padlocks and even combination ones. Later the wooden planks, nails and other material come to use in combination with tools which gain other purpose aside from melee only.

    Keep your ears open while looting... see you in Chernarus folks!"

    Chris / Lead Artist

    "Character Art

    Since the last update, the biggest change with character art has come with the creation of a new base body type with is ~10% more slender than the previous. It is more fitting for somebody surviving in a harsh environment and will help reduce the number of clipping errors between clothing/player bodies. Because of this and recent changes to how characters are assembled and to their animations, we have been doing a lot of bug fixing. Unfortunately that means pausing the creation of new items by some of our artists to fix the worst of these issues immediately, however, we're mostly past this and will begin again on some new clothing “sets”. Work on reshaping other items to reduce the severity of clipping will be ongoing.

    Weapons (or the AKS-74-and-U)

    Many of you were happy to learn about the AKS-74U and many asked me on twitter and on the DayZ forum which caliber it will be chambered for.  Surely, we would not add a 5.56mm AKS-74U, right? I mean, they never *really* made a direct AK100-series equivalent for the AKS-74U after all.

    TG3yE1H.jpg

    Well, you'll be happy to learn we are, in parallel, working on art for 5.45x39mm ammo. In other news, The MP133s animations have been finished and are now pending sounds and the lever-action repeater is ready to deploy, following implementation by design. 

    Vehicles

    Friends, I am happy to report that we have officially begun working on the art for our first vehicle. Until this point, our working prototype has been an old vehicle from ArmA2 but now, we are working on a brand-new V3S with many of its components (i.e. wheels, doors, etc...) separated into different meshes to work in a similar manner as weapon attachments."

    Standup Notes for the week of 08 Sept 14

    Art:

    • V3S Transport Truck
    • New civilian zombie
    • NEAF civilian hangar
    • New 55-gal drum
    • Derringer
    • AKS74U
    • 5.45mm ammo
    • Radio Cassette player
    • RGD2 smoke (white, black)
    • Waterproof packable bag
    • Waterproof backpack

    Animation:

    • Bugfixing
    • Grenade, chemlight, flare related animations finished
    • Repeater reload animations done
    • Throwing animations in progress
    • MP133 reload animation in progress
    • Arming/Disarming animations polishing in progress

    Design:

    • bugfixing
    • configs and scripts for new items
    • added mi8 for random spawning
    • advanced weather impact on player
    • reconfiguring doors and adding sfx
    • barricading mechanic outline
    • finalizing new controls

    Programming:

    • Character and inventory items duplication fixing
    • Melee combat tweaking
    • Shotgun shooting over network fix
    • Door reimplementation (now in internal testing and bugfixing)
    • New gamecontrols
    • Forced reinitialized players
    • Desync issues
    • Better sound over network
    • Central economy (type related cleanup and respawn, dynamic tweaking)
    • New basic zombie behavior
    • Partial reworking of respawn / cleanup system according to required type-related implementation
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