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Fraggle (DayZ)

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Everything posted by Fraggle (DayZ)

  1. Fraggle (DayZ)

    188.165.232.134:2342 trickery.net *overwatch*

    Sexy stuff indeed.
  2. Fraggle (DayZ)

    Just saw Rocket again.

    Awsome work Vandal. I shall personally see to it that Rocket receives this as a motivational video to get him through the tough times ahead.
  3. lol, yeh fair point. I guess I meant it should be like this one but better. :thumbsup:
  4. Fraggle (DayZ)

    Rope and Climbing

    lol, wrong link hold tight. This is gonna drive me fekkin bonkers, i was looking at it the other day for something else. Edit, I give up it's too late to trawl through YT. My point is it can be done because I've tried it, although it was slightly buggy like most things in Arma 2 :) I can;t remember the mod it was used in but i think it was Project Reality (not the BF version :/).
  5. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Dunno. You're right though it doesn't look quite right.
  6. Fraggle (DayZ)

    (SA) Suggestion: Improvised Weapons,fire,ect.

    hi! Welcome to the forums. Please watch this presentation recorded at Rezzed earlier today where Rocket (lead developer for the SA ) demonstrates some of the new features we can expect to see in the SA. He shows us some of the new craftable items very similar to what you have suggested here. If you're interested in the SA I advise you watch the whole thing, it's the most recent info there is :) enjoy.
  7. Fraggle (DayZ)

    E3 and our attendance

    I've locked this because we have the same discussion about new SA content going on in 2 threads. From now on we can use the Rezzed thread. Locked.
  8. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Yeh, my main issue is that they always look as if they're on fast forward. I remember in the early days of the mod Rocket explained they look like that because when he made the animations they were too slow so he just sped them up which makes sense for a modder with no resources. Really though for the SA there's no excuses. I don't ever really expect super polished zeds like we see in some games but I think it's fair to expect a LOT better than we see now.
  9. Fraggle (DayZ)

    Rope and Climbing

    There was an Arma 2 mod I played years ago where you could actually use grappling hooks to climb steep hills and walls, it actually worked surprisingly well although in true Arma style the animations looked halarious. Here's an example from Project Reality, my fave Arma 2 mod EVER: FINDNG CORRECT VID, PLEASE STAND BY - Edit, can't find it I give up. HOW COOL IS THAT! Steak, you gotta get that added to your mod dammit.
  10. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    I request a bowler hat and a smoking jacket.
  11. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Honestly, I'm not too bothered about the zeds atm. Dean has said they're broken with many placeholder animations etc and won't really come together until everything they need for them has been added. If they still look like that in 2 weeks time and Dean says he's happy with them then I'll start to panic.
  12. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    I guess like a lot of the other additions to the game you have to think about it in terms of creative potential for the player, or what the community will use them for. As I understand it, it was a relatively easy thing for them to add to the game and it's experimental so if nothing really comes of it it's not like they've invested tons of resources into it. It won't just be random internet radio stations being streamed into the game, Dean has asked for people to make submissions for live internet radio stations that will play in-game in real time. These could be used for lot's of things. The radio itself in game could be useful too. You could use it to lure zeds away from a building you want to loot. You could use it to lure people into a trap. You could sit around with some friends and have a party, really it's up to the player to decide. I can't think of any other games that have tried something similar so really it's just a case of trying it and seeing if it pans out well. It could end up being forgotten about in the future or it could become really popular with well known stations and a lot of people talking about how awesome it is. Time will tell I guess, worth a try though surely?
  13. With the new ability to add modifications to your weapon I'm just gonna stick everything I find on mine:
  14. How about with every knock down there's a 20% chance of dropping your weapon? Not sure I've seen that suggested yet. That should induce some nice tears.
  15. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Agreed, putting things in a condom is a good way of keeping them water tight and clean :)
  16. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    The low poly-objects with detailed textures reminded me a lot of Bethesda games like Skyrim. They have thousands of items and you can inspect them all closely. If you look at them you can tell the actual models are pretty basic but the textures make up for it and give them a detailed appearence. If I'm understanding him (Dean) right they're going for a similar approach.
  17. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Yes, you've said all this before. We get it, you're not sold on the idea of the SA and think it's going to fail. This thread is to discuss the Rezzed presentation, not your already well documented concerns.
  18. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Why don't you wait until it's released and then pass judgement Gummy. Everything at this stage is speculation until we play, although i have a nagging feeling you're not going to enjoy it and it won't meet your standards. it's pretty obvious you've condemned this train wreck of a game to failiure. Let's move on anyway so that this thread doesn't become all about Gummy and his issues with BIS/Rocket.
  19. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    The actual calories etc will be a background thing. It won't be like playing a Weightwatchers sim where you have to count calories, although it sounds complex for the actual player it should be fairly intuitive, you just need to make sure you have a fairly balanced diet as much as possible to avoid the long-term negative effects.
  20. Fraggle (DayZ)

    Rezzed - June 2013 - Developer Session

    Did you watch the stream Gummy? It looks like even at this early stage there's more content than the mod. I do suggest you wait for the beta though or even the final release, I'm no detective but something tells me you're not convinced the SA going to be any good and I wouldn't want you to waste your money. It's clear you don't trust anything Dean says so really, like any game in development you should just wait until they've finished developing it and then see if it's for you or not.
  21. Fraggle (DayZ)

    I'm New and was wondering...

    That's really a matter of taste. In my opinion you should start out with classic DayZ playing on the Chernarus map. That's what has made the game famous, all of the other additions are great when you want to mix things up a bit. Before jumping in you should try some of the tutorials for Arma 2, they will help you get to grips with the basics of movement, and weapon handling. Because DayZ is based on a military simulator it's very different to many games you might have tried and takes some getting used to. You can even learn to fly the helis or try some sky-diving there if you want, it's good fun.
  22. Fraggle (DayZ)

    188.165.232.134:2342 trickery.net *overwatch*

    Ooooh, new weather pattern sounds interesting, tell me more.
  23. Fraggle (DayZ)

    Will the SA Ever Feel like This?

    For those of us that are "veterans" of the game I'm not sure we will ever get that paranoid feeling of discovery and fear that we initially experienced when we first played the mod. When we initially played it, it was something we had never experienced before, that's why it became so popular and people were willing to accept it's flaws. There's nothing the devs can do to recapture that because we have all become used to the DayZ style of gameplay. Having said that I do feel the SA will offer us new reasons to explore the world and we will experience the paranoia and hardships that keep us coming back to the mod. I do however think they can freshen the experience up and add content that will make weary players want to purchase and sink time into the SA. Also, if you dig beneath the surface and use your imagination to see the gameplay potential of these changes you'll quickly see that the devs are doing a lot more than making "small add-ons" to the mod. I made a post about it yesterday in response to someone that thought the SA would fail and the mod would continue to be where it's at. I'll quote my post here because I feel it's relevent to your topic too. "The SA will be moving forward quite substantially over time, it's very early days. The mod and all of the variations of it have one thing holding them back, they are mods of Arma 2. With that comes many problems, even if ported into Arma 3 for improved visuals these problems will remain or even get worse as Arma 3 is still in heavy development itself and it will introduce many more issues that the modders aren't familiar with, that's why DayZ is using it's own variation of the RV engine. Seemingly "small" things being added to the SA will change the overall gameplay immensely. Some mods have basic crafting but it will always be fighting against the engine because as a mod, the developers can't change that, they can just tweak code. The SA devs can actually re-code the engine itself to suit the needs of a game like DayZ, they have people on the team that helped make the engine itself so understand it better than any modder could ever hope to. For the SA the devs will eventually be adding THOUSANDS of new items ranging from survival equipment, crafted melee weapons, weapon modifications such as butt-stocks and fore-grips, vehicle parts to hundreds of new items of clothing all of which will have their own advantage/disadvantages and not just be there to look nice.. The new server architecture means that the scripting/hacking you see in the mod will literally no longer be possible although of course hacking will always be present as with any other mutiplayer game. It also adds the possibility of GLOBAL loot tables. The new disease mechanic that's been discussed by Rocket has never been attempted in ANY other game. Ever. It will be complex and a gaming first, it will dramatically change the way we play. The weather will become more important too. There's so many "small" things being changed that when added together form to make a very different game in terms of how we will approach survival within the game. I haven't even mentioned the plans he has for base-building, vehicle customisation, in-game streaming of live official radio stations or new maps yet but they're ambitious and a million miles beyond anything you've seen in the mod or any of the variations of it. For me it's pretty simple, the mod and all of the variations of it are going to be left far behind the SA. It will take time though, intitially the public alpha will be released and some my not see the fundamental differences because content WILL be limited. As content gets added over time it will become apparent that the mods just won't be able to compete or keep up, they won't even be close they'll be forever trapped in their constant cycles of patching and bugfixing where adding the simplest thing or making the smallest changes can break the whole mod." tldr; Use your imagination and dig beneath the surface of what you have seen so far with the SA and you'll quickly realise they're doing a lot more than just bolting some new content onto the mod, the SA will be a much deeper, complex and immersive experience. In my humble opinion.
  24. Fraggle (DayZ)

    DayZ SA - Hosting & Security

    It's certainly interesting to read your points and I guess only time will tell.
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