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Katana67

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Everything posted by Katana67

  1. Katana67

    November Round-up

    I'm not even effing testing and I knew that. /smugfive
  2. Katana67

    November Round-up

    Sort of hard not to be smug now /trollface
  3. Katana67

    November Round-up

    First thing I'm gonna' do (whenever it releases) is haul ass straight up to Myshkino to see if my barn is still there. Then proceed to guard it with my life.
  4. Katana67

    November Round-up

    Does not compute. Must retain factual data. I'm still here ain't I?! :D
  5. Katana67

    November Round-up

    Everyone who pulled a speculative release date (including everyone losing their minds right now) out of their asses should be locked out of SA for a week while the reasonable people test the game.
  6. Katana67

    November Round-up

    Maybe then we can actually talk about the fucking nuances of DayZ rather than LOLcopters and whatever the kids are into these days. And maybe then these "weirdos" will then channel that craziness into Standalone.
  7. Katana67

    November Round-up

    Watching this thread spiral out of control is delicious.
  8. Katana67

    November Round-up

    Except it's only been a year (as opposed to six with Half-Life), we've received a plethora of information (as opposed to nothing), we've been in constant interface with the developers (as opposed to never), and we've had regular updates on progress (as opposed to nothing). Sounds like Dean has mastered the art of developing a game whilst at the same time living his effing life.
  9. Katana67

    November Round-up

    I liked it when Rocket was silent, much easier to pick out the trolls/morons in the spectrum of speculation. Whereas now, these people are actually grasping at straws... rather than bullshit.
  10. Katana67

    November Round-up

    So it's his fault that we're imbeciles? Got it.
  11. Katana67

    November Round-up

    Awww yeah. I hope so, I haven't seen the ARMA 3 rain yet. But I've seen the fog and it looks pretty awesome. I'd love to see some sort of snow as well. Mind you, I'm not asking for full seasons (and I'm not sure any of this is even possible with the current engine). But just some snow that accumulates on the ground (could be done by just overlaying a "snow" texture on certain things. I don't know how it could be implemented. There's a certain part of me that wants some sort of elaborate dynamic weather, but another part of me is just fine with random storms every now and again.
  12. Katana67

    November Round-up

    You're all makin' me Haile Selassie!
  13. Katana67

    November Round-up

    "Rain is currently being worked on for DayZ SA" ~ Rocket2guns http://www.reddit.com/user/rocket2guns Eeeeeeexcellent...
  14. Katana67

    November Round-up

    Not sure if drunk and in Australia/New Zealand, or if Standalone actually releasing...
  15. Katana67

    November Round-up

    Takin' the "hype" train back to the soul train... Awwww yeah. I probably should've applied for that DayZ radio station job. Ah, well, I hope they let helicopters have loudspeakers.
  16. Katana67

    November Round-up

    Wow, Twilight Zone. I've been doing the same thing...
  17. Katana67

    November Round-up

    Rocket has said as much, but it's less about having things to do as it is about having things to occupy your time. Things like managing hunger/thirst (which will actually be significant), more interesting ways of getting food/drink, more debilitating diseases, etc. This is undertaken largely to discourage KOS, the logic being if one has to manage all of these things, one will be less likely to just focus on purposefully killing folks. Likewise, there is a side-effect of just adding content. Like if you add a ton of cool looking bullet-proof vests, I'll probably be scouring the map looking for just the right one rather than being stuck with a cookie-cutter version like we have with most items in the mod. If you mean player constructed buildings, I would disagree with you. Having a fixed place to stay doesn't necessarily mean people won't roam, in fact it will probably require one to roam to maintain/stock the structure. Likewise, we've heard very little about this aspect. Rocket has said that he's interested in some sort of instanced underground bunkers. I'm not sure this is the way to go, or the only way to go. I would much rather have the residential buildings in-game be able to be fortified (through investment of significant time/defeatable resources) and used for shelter, and I'd love to have shelter actually be significant. Similarly, clans could secure small villages which would open up some great roleplay/gameplay opportunities. Imagine approaching a small village, only to see a roadblock 1000m out in the woods with skulls and stuff hanging from barbed wire with a sign saying "KEEP OUT". As for missions, if this type of thing is implemented, it should be entirely organic. Like you find a note in a house saying "There's a dead patrol of soldiers in X town, around X building" or a small map detailing a stash. Likewise, having things like helicopter crash events places the onus of choice on the player of whether or not to investigate.
  18. Katana67

    November Round-up

    I wouldn't count it out though, I mean they've got the model sitting there. Why not just use it? Plus the SMLE has a larger magazine capacity, and I'd assume that the No. 4 would be prime for mounting a suppressor. Plus, I'd rather they have variety. The AK-74 and M4A1 are pretty similar, yet they're both included. If they only had one weapon which filled a certain role, that'd be pretty boring.
  19. Katana67

    November Round-up

    I think you're reading way too much into random server population numbers. It is meaningless, especially if you're just looking at one day's activity.
  20. I'd rather have heli-crashes, but they'd have to be super rare. Otherwise, I don't think any sort of given or centralized loot spots/occurrences should be in SA. I mean, maybe with military buildings? But it shouldn't be as two-dimensional as it is in the mod. I'd much rather have a small chance of finding decent loot in random places than have a bigger chance of finding it in select places.
  21. 7.62x51R will drop almost anything you throw in front of it (if a .303 British can take out an Elephant, so can the 7.62x54R). Higher damage/range versus higher magazine capacity/rate-of-fire. Likewise, it'll probably be easier to find/rearm/maintain/repair than an AK in Standalone. That PU scope sure is tasty, would've loved to see the other side of the rifle to see if they bent the bolt handle down. Would also love to throw a makeshift suppressor on that as well to really rule the field bandit domain. I still hope they have the SMLE somewhere in SA.
  22. Katana67

    November Round-up

    To be honest, I really cannot play vanilla DayZ anymore. I mean, I've got a Coyote, Mk 48 and DMR, a G17, NVGs, GPS, Rangefinder. I've got everything, and it really just isn't all that fun when you've got everything. I'm sure we all recognize this as a flaw of the vanilla experience that's being well addressed in SA. I've tried mods like Breaking Point, Origins, Epoch, Overwatch and they really are just novelties. Sure they keep me playing for a while, but don't really add anything interesting to the game and are often directly contrasted with the emphasis on difficulty in DayZ. I am really looking forward to a much more comprehensive DayZ experience in SA. Just having near-100% enterable buildings, as I've said before, is going to be an absolute game changer. Due to the prolonged releasing of information (I mean that in the sense that we have a TON of information, but just that it has been released over the course of a year) people have forgotten or devalued a lot of the stuff that they got done a while back.
  23. Katana67

    November Round-up

    I love you! PU scope... /drool
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