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Everything posted by beatSTV
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thats not a good reason its completely flawed. They are not offering a service they have closed the market by not offering the server files meaning that they are making revenue from website advertising and p2w features. As for the post fraggle made about altering the files im about 95% sure they have but that in itself is not too much of an issue IMHO.
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its not pay to win and its not help to pay for our servers its pay to give us money in our pockets
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The option has been raised with the dev team it would be a holster pistol and a noticeable lower primary down to the side of your body with a delay to raise again will let you know how we get on.
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Locking the server files is monetizing your operation, the only access is through two websites, extra traffic more money from advertising, chuck in the fact your doing custom loadouts that's a hell of a lot of money from essentially someone elses work that you have added some stuff too. BI should grow some balls
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this is what bothers me about DayZero the pay to win and the fact that the server files are not open
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hmm i like it
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I have to seriously disagree with that statement fraggle some of the stuff we have developed already its mind blowing let alone the ideas that are currently in progress.
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new lighthouse :)
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Taken from Rossy post on the dayzaftermath forum I have just completed the very first test of the new system regarding Zombies on my local server (running on my machine which chews performance) I'll save all the technical bullshit and just say this.... Main City (Elektro/Cherno) 250-350 Zombies (OBVIOUSLY just numbers for testing) Zero additional FPS Drop Perfectly Fine Server FPS Zombies spawn and despawn from BUILDINGS not from Players, meaning a entire city can be cleared. As soon as the set range from zombie to all nearest players is complete, the Zed despawns into the NEAREST building As soon as another player or that player returns, the Zombies return in the same fashion. Rule book officially blown up.
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Right just sat on my SSV2's and now they are finished, I'm trying desperately to find a decently price set of A40's as i already have the wireless mixamp for them. Issue is i cant find any that arn't stupid money in the UK does anyone know where i can pick a set up and not have to take out a second mortgage#?
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all good we've got a new sponsorship deal with a headset manufacturer and their sending us a few for free so i'll try and snap one of those
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idea for disarm player and make safe situation
beatSTV replied to wild_man's topic in DayZ Mod Suggestions
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i agree with some of the points you say and disagree with others. Yes the flow is great on podagorsk but its too damn small and every single fucker on there KoS because they are worried if they let you go they will be concentrating on someone else and then you'll pop up behind them and shoot them in the back. The enterable buildings and the improvements made to performance cannot be knocked
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+1 lost it
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idea for disarm player and make safe situation
beatSTV replied to wild_man's topic in DayZ Mod Suggestions
I practice the long lost art of being an actual bandit which means hunting, stalking and robbing players instead of KoS and i can tell you i think in the whole time that i have played DayZ 3 people have actually dropped their weapon when you ask them to, the rest will just turn around an risk it for a biscuit, at the end of the day if your getting robbed who gives a fuck if you die. edit: taser is all well and good but what do you do once you've tased them... except kill them to take their gear or warn them when they get up to not move and drop all their shit. I'd rather have the safe option of being able to knock someone out a 200m with a holo scope approach them steal all their shit and then run away. Alternatively if i was a hero i could knock them out take all their ammo and hatchet and safely be able to bloodbag assist them without risk of being back stabbed -
IMHO its a pure version of dayz vanilla i've played it a fair bit and its good i do however dislike podagorsk
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idea for disarm player and make safe situation
beatSTV replied to wild_man's topic in DayZ Mod Suggestions
ok i think we've come up with a compromise its currently working on our latest build we have enabled tranquilizer crossbow bolt to be used with our new tactical crossbow it knocks the player out and gives you the option of searching and removing items from their gear e.g. ammunition etc. I think no-one in their right mind is going to risk going up to a geared up as fuck bandit and politely ask him to drop his weapon and more importantly get in range to use the direct chat feature. -
Competition time. Challenge: Design a skin to be used in the upcoming DayZ : Aftermath Mod. We will take you idea and develop it into something that will be wearable on release. Rules: 1. You may not base your skin around any high end military skin i.e. no soldiers decked out in full camo, vests or helmets 2. Entry's can be made in any way you like preferably hand drawn or computer designed. DO NOT POST A PICTURE OF SOMETHING YOU WANT 3. You are not limited to how many entries you can submit but please don't take the piss T&C's By entering this competition you are allowing DayZ Aftermath to use your idea to develop a custom skin, the idea may not be identical to the end item but will be as close to possible. Examples good and bad Please note this not my own work and is purely being used as an example GOOD (clear picture showing whole of the body could do with a back shot too) BAD (head only fantastic drawing and my good i would love to see someone come up with a Breaking Bad skin but entries like this will not be accepted)
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i love the flare gun idea i'm stealing it thank you it will go great with our burning body model
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get the mod, i'm probably going to invest a few days into the standalone when its released some time next year then jump back onto the mod.
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developer interview with PC gamers network http://www.twitch.tv/lebobo88/b/450932850 starts at 6 minutes 30 secs our new features house building, zombies new areas and more
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Base building update Hi folks, I'll briefly explain whats gonna happen I suppose you could say we have 2 "types" of building system, however BOTH system are integrated into one GUI menu. More will be revealed on this through the PCGN live stream interview, check the forum post for info. House building will take the form of staged building. First building a foundation, then framework, cladding, doors. etc. This is tested and working in game. The Upgrade system is again done through a GUI menu and not a bunch of scroll wheel functions. "Base" Building, is done through the same menu and players will have the ability to CRAFT and PLACE various objects such as fences, gates, etc (all brand new and modeled specifically by us). You will also be able to craft a well for water, makeshift greenhouse for food and we are even experimenting with chicken coops for the hell of it. Hopefully this means teams of players will actually be able to create small towns of there own, adding to and building more as they go. Obviously as the mod progresses, more and more upgrades will be available for your house. I want to see around 50 stages of house building, all built from the single foundation, upgrading and adding as we go. With our new system the ONLY limit is our imagination, as we will create new and ever increasingly harder to find items to go along with this. All of this is done through one easy to use menu and makes use of our Crating Workbench that we posted a shot of some weeks ago. Yet more ideas have emerged recently with being able to add a makeshift chimney and stove to your house, allowing cooking indoors and resting on your home made hammock, obviously these are for the future This was tested in game last night and works like a dream
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more than enough don't worry i max the game on a 7870
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thought i'd keep you guys up with development