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Everything posted by Katana67
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But you're doing so in a profoundly fallacious way. I don't mean that to be offensive, but the thought processes in your arguments aren't logical. "Suck it up and live with it", as a sentiment is by definition AGAINST any type of critical thought. So, that should be demonstrable of my above statement.
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I'm not forcing anyone to do anything, nor am I speaking for anyone other than myself (opposite to you, as somehow speaking for a so-called overwhelming majority). I'm advocating for a position and making an argument based on my personal feelings on an issue. Simply because something is popular, doesn't automatically make it infallible and/or worthwhile.
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I agree with your sentiment about chat. But you're muddling two very distinct issues. Hacks and a poorly implemented communication system. One cannot be dictated by the other.
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So, right, again... the solution as I've presented is a dedicated chat channel between the admin and the players in the server. I won't comment on the likelihood of its inclusion, because I'm not Rocket nor do I have insight into the development process (the same can be said for you). The issue isn't that hacks exist, it's that as you said, a poor UI was implemented. So, implement a decent UI which not only gives the admin a concentrated feed of potential incidents (rather than having it mixed with the toxic rabble of sidechat) and the players a direct line to air grievances with (the person who can ACTUALLY resolve them) the admin. And the way I understand BF3's chat, is that it's a general chat with an "Admin" command. That is nowhere near what I'm proposing and distinct from current ARMA/DayZmod paradigm. If you want to talk to others in game, who aren't the admin, then acquire a radio. Global chat shouldn't be taken for granted.
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They have, fortunately. But the issue, now that we know that, is whether or not they'll include the option to have global side-chat IN ADDITION to in-game radios.
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Since when has DayZ been a "noob-friendly" enterprise? Catering systems to new players isn't in the auspices of DayZ. Likewise, there are better approaches. Like an "Admin" chat whereby one can report bugs/hacks. It doesn't have to be seen by EVERYONE. Just the admin.
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This is exactly what he meant. Thank you. He's just disclaiming that it will be underwhelming by virtue of it being an alpha. That's all.
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Have we heard what they plan on doing about in-game communication? I know there'll be radios (which I am 100% in-favor of), but will there be a type of global chat akin to sidechat now? Will there be an option to toggle it? I personally, think sidechat is entirely toxic and want to get rid of artificial comms entirely. Not even the option. It's an easy way out (especially in conjunction with TS/Vent which I abhor, but can't really advocate against). The majority of conversations in side are either trolling or complaining. It allows for players to bitch about every death and (on the flip side) for others to incite toxic behavior. Only a small sliver of conversations are actually to negotiate player interaction. There should be no option for this in SA. You either have a radio to communicate with other players with radios/receivers, you have direct-chat (proximity-based) or you have programs like TS to communicate with a fixed number of people.
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What makes you think he was referring to any type of timeframe, rather than an issue of graphical fidelity upon release (whenever that may be)?
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If you read it in the context in which it was written, it's clearly a focused commentary on a SUPPOSED INFERENCE (made in reference to one screenshot, of a demonstration of ONE graphical element) made by a reddit poster and Rocket attempting to lower an unreasonable expectation. Nothing regarding release is mentioned/inferred by Rocket, at all.
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Earth in development! See you guys in a year! ~ Rocket
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If we're now counting today as part of November, pretty sure the day isn't up in the Czech Republic... we need new thread regardless!
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So, it's not ready because he didn't say it's ready? /ponder You might be on to something! In the more on-topic portion of our broadcast... godrays look great! Can't wait to see what they've got in store for the environmental factors and weather.
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Hey Rocket! *wave* /whispers Comment punk...
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Right, but the apocalypse itself (we're talking about a fictional occurance and/or a fictional genre, so take what I'm about to say with a huge heaping bowl of salt) is a process. It's not as if the people just vanish. There are circumstances which are the result of a collapse of society. Take 28 Days Later, all of that took place in a month. Society fell, government fell, the military fell. There were riots, shootings, looting, mass exodus, mass migration, and martial law was declared. All in the span of a few weeks. What I was getting at isn't necessarily to make things look "decayed". It was to indicate some sort of apocalyptic process whereby human circumstances (as a result of a zombie outbreak) left a mark on the landscape. One thing we know about the lore is that the zombies are just infected humans. So it's the result of some sort of disease, Rocket disclaimed as much a while back. So that much can be gleaned about the "apocalyptic process" in that a disease can be (unsuccessfully in this case) managed and controlled. The failure of these processes, and of society in general in Chernarus would leave marks on the towns and landscapes. And yes, now that I think about it, they could've done this already with their map improvements. But what I'm seeing from the town layouts isn't as dissimilar from the mod's random placement of rusty cars and trash heaps as I would've preferred. Also, whether or not a people would be fully aware that they're in the collapse of society while it's collapsing is debatable (especially in Chernarus, which consists of disparate villages). So to say that the loot would've been gone entirely might be debatable as well. There is no monolithic circumstance that would dictate whether or not there would be loot.
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So, yes, ARMA and SA look similar. I'm not sure what people were expecting. They look, in my opinion, different enough to be considered distinct. Likewise, SA's initial scope was never about changing how the world looked entirely. Obviously they're going to recycle resources and textures, like trees and grass... Why toss those when you've got decent ones already? Oh come on! That's the same tree in ARMA, they aren't trying hard enough... /sarcasm Moreover, why the hell is this somehow a fault? Is your desire for a "different" experience really that in-competition with your desire for an experience that is just... you know... good? I think, as I stated in a post a few pages back, that at some point in SA's evolution they need to take a serious look/approach to making DayZ look more "apocalyptic". But if they didn't, it wouldn't detract from the overall quality of the game.
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Yes, it is a Mosin-Nagant. We've known about it for a while. Glad to see it's still on tap for screens.
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Who are you again?
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Which is why I'd prefer they flesh out the "lore" a bit so we can actually make these kinds of calls. But even then, in 28 Days Later, look at all that craziness! Cities burned! Bodies were piled! There was actually evidence of an apocalypse other than some disparate piles of trash and a few rusty car husks. Which is the core issue. It's not that DayZ doesn't look wholly apocalyptic, it just isn't well done or convincing. Damn, that might be a good game to make. Rather than "post-apocalyptic" genre, make a whole genre of "in-apocalyptic" games whereby you actually experience the zombie outbreak unfolding.
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That's one thing I always thought was lacking in DayZ. Sure, I've seen the screenshots of their attempts to make certain buildings look more "apocalyptic", the International Hotel plane crash stands out in my mind. However, once you get out of the cities (as far as I can tell from the footage we've seen of Vybor and the most recent shots of Polana) there's nothing there to make me feel like "the shit has hit the fan". Plopping down cookie-cutter rusty car wrecks isn't doing it for me, neither are amorphous blobs of trash that I've seen a million times. I think, eventually, they need to revamp the overall look of DayZ SA. Sure, I'm talking about far down the road and don't expect everyone to agree with me. But DayZ's landscape always felt more like a "Twilight Zone" (The episode where everyone just vanishes) landscape than an apocalyptic landscape. I think there should be variants of certain buildings which are more/less destroyed than their pristine origins. What I mean by that is not to have typical "piles of rubble where buildings used to be" or burnt out stick frames of houses. I mean actually having buildings which can be modular and configured by the developers to have different layouts and different levels of fixed destruction (I want to be clear, I'm not asking for dynamic destruction). That environment in Nether looks really great! I'm sure the rest of the game isn't good, but that environment looked wonderful. Now, I don't want DayZ to have the overdone apocalypse look where everything is totally grey and decayed. But I at least want it to approach that and feel like something actually went down before we (as players) got there. Some things were fought over, some barricades were overrun, some evacuations had to be cut short, some wildfires took place, airdrops missed their targets, towns fought one another. I think a lot of this has to do with expanding the "lore" of DayZ, which wouldn't be too hard to do. Hell, they could even do it through the books they've included in SA. Granted, I'd take an improved level of forest foliage over this any day of the week. But it's just a feeling that I get sometimes where it's just so blatantly derivative of ARMA that I almost think they should've canned the engine and started COMPLETELY from scratch. I don't fault them for doing so, and it's completely fine in my mind. I would just like to see, once the alpha is released, a bit of work devoted to making Chernarus feel more "apocalyptic". Weather and night-time are big ones for me, personally I think (not from a bug fixing perspective) that these two should be top priority after release. It can be done with audio as well as visuals. I don't know when, but a few patches back there was a "hoot-owl" sound at night that was awesome. I don't hear it anymore...
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Bucket List 1. Buy Frankincense and Myrrh 2. Play Standalone 3. Dial 1-800-MIX-ALOT
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1500m doesn't qualify as "far away"? 2000m kills are VERY rare in the real world, lord knows in ARMA. But I'm willing to bet that they're still pretty damn rare, and thus not really work catering a network architecture towards.
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You're not going to be making super cool 2000m headshots. That's the worst outcome possible.
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It's the LOL on the street. So, there's that. I'm quite certain this information hasn't been released, but do we know how far the network bubble extends? I highly doubt Rocket's brief graphic was anywhere near to scale, but is it a 1000m radius? 2000m? What? Speculate on that.
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Apology accepted. :D