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Everything posted by Fraggle (DayZ)
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Will the release of the single player game signal the death of the modding community?
Fraggle (DayZ) replied to piffaroni's topic in DayZ Mod General Discussion
Personally I hope it never becomes modable, if it ever does (which I doubt) I don't think it'll be for a long time to come. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Yeh that's a fairly good point tbh. He only mentioned it as one of a few options, he says stupid stuff all the time. -
Will the release of the single player game signal the death of the modding community?
Fraggle (DayZ) replied to piffaroni's topic in DayZ Mod General Discussion
The SA will not be moddable for one reason, security. However Dean hasn't ruled out opening up to modding in the future and in the mean time you will still have the mod itself. -
Is duping a ban worthy? [1.8]
Fraggle (DayZ) replied to sanctifieddevil's topic in DayZ Mod General Discussion
In that case it's a straight up ban. Enjoy =). Most peeps like to play on servers where admins crack down on people that combat log, dupe etc. so don't feel bad about it. -
Is duping a ban worthy? [1.8]
Fraggle (DayZ) replied to sanctifieddevil's topic in DayZ Mod General Discussion
Many admins will ban for it. To be fair to them though you need to be up-front before hand and make the rules for your server clear. Personally I'd just warn them that you don't tolerate it on you server and if they carry on then ban them, at least that gives them half a chance to mend their ways. If you have clear rules in place already and they're breaking them then ban away. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Hmmmm, yeh I've been away and missed that. Well being the eternal optimist that I am I'll take that to mean they're hunkering down for the final push. If I was a pessimist I'd say they just sucked at communicating or failed to prioritise properly again etc. etc. but I'm not so let's see I guess. The next substantial news should be either something to do with a release date or that they've decided they can't get zombies to work in a zombie game and have given up. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
We need a new devblog. -
It's just a bit pointless to create a new thread when we already have a dedicated thread specifically for this question (as Kichi pointed out). Please post there and double check before creating a new thread in the future. Cheers =)
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Just when I think a server is un-scriptable. (<Is that even a word)
Fraggle (DayZ) replied to TheDayZViking's topic in DayZ Mod General Discussion
If an admin told me his server was un-scriptable I'd laugh in his face. Arma is designed specifically to be scriptable and DayZ is a mod of that game. Of course some admins are better than others and the good ones can give their playerbase a largely trouble-free environment to play in but the fact is there's always the potential for shinnanigans. If you've played for many hours without issue on that server then stick with them as long as it continues. If it starts to become an issue find somewhere else =) -
Tried to jump back into DayZ...
Fraggle (DayZ) replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
Loot-wise one of the major things that will separate the SA from the mod is that it will (hopefully) have global loot tables. Meaning they can define exactly how many specific things spawn in the whole DayZ economy, not just on one server but across every server. As an extreme example they could decide to only spawn 1 set of NVG's in the whole game, not per server but one set can only be found. Ever. It's one of the things I'm most excited about, to see how the economy evolves. Because of crafting and the rarity of certain things it'll lead to peeps having to trade eventually. -
Why We Need A Release Date
Fraggle (DayZ) replied to Dr. Goner's topic in DayZ Mod General Discussion
Oh no, he's rumbled us =) Anyhoo - to post vaguely on topic, giving the public a release date for a final product is very different to giving the public a release date for an early development build of a highly experimental game with lot's of unknowns. There's a point there somewhere but I've no idea what it is. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Chillax dude. -
Is DayZero any good and has Breaking point been improoved?
Fraggle (DayZ) replied to grimsonfart's topic in DayZ Mod General Discussion
I've no idea about Breaking Point but I've only ever (well mostly) heard good things about DayZero. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Yay we agreed on something! <3 I tried to bean you but I'm all out. On that note it's time to bust a beer out the fridge here too. -
Bringing a sense of value to players which lose their loot.
Fraggle (DayZ) replied to mazeash@mail.com's topic in DayZ Mod Suggestions
Well none really. DayZ started out as a bit of a social experiment and it still is. Deans said many times that he's not going to force a certain playstyle or punish others, that's what a sandbox game is all about. Imo though the SA will change the way people play DayZ, they'll have to change because it'll be a very different experience. The environment itself will play a much larger part in the game and there will be a lot more to do in terms of content so peeps that deathmatch out of pure boredom will at least have something else to do. I'm not going to get into the whole KOS thing though it's been discussed (and still is) to death and for me personally I've never even seen it as a problem, it's just another part of the game. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Yeh I kind of agree in part, at least with how it looks anyway. When people see a devblog showing off things like radios, new clothes, crafting etc but the devs say "Well we're starting the zeds from scratch and the network bubble-thingy-mabob still isn't complete" to a casual observer it can look pretty retarded. When you understand though that different members of the team work on different things it kind of put's it in perspective. It does for me anyway. eg. The guys that work on the map have nothing to do with the zed AI or the bubbly bit. So they just work full-time making additions to the map. The guys that add content such as clothes etc have nothing to do with it either or the Zed AI for that matter. Basically the guy(s) in charge of the core architecture are working on that and nothing else so it's not a case of screwed up priorities and so on, it's just a case that the game can't be released until that's sorted. While that's being done other members of the team will continue to add and work on other things. I'm not saying they have or they haven't messed up, they tried something with the zeds and it didn't work, they've openly admitted that but if you see something like a new gun or building added, that addition hasn't been made at the expense of time that could have been spent on the Zed AI or engine architecture. Really though it doesn't change anything however it looks, it still won't be released until that's sorted. I hope I'm making sense :/ -
"the holy book" vs. urban legends
Fraggle (DayZ) replied to timedance's topic in DayZ Mod General Discussion
Bonfire fuel. -
September Round-up: DevBlog, #DayZDaily, PAX, GDC China
Fraggle (DayZ) replied to SmashT's topic in Mod Announcements & Info
Tbh considering the way DayZ has been conceived, it's not really useful to compare it to any other game in development. Most games would spend a year just going through the concept stage before anyone even starts coding. Everyone's entitled to think the devs suck etc but comparing it to the development of other games really is quite pointless. -
Bringing a sense of value to players which lose their loot.
Fraggle (DayZ) replied to mazeash@mail.com's topic in DayZ Mod Suggestions
Yup. ATM I think there's 8 different illneses/diseases, some more serious than others. You'll be able to treat them with the correct antibiotics (once you've figured out what is wrong with you from the symptoms) or if you're lucky you'll be able to vaccinate yourself against them. It'll be more of an issue for long-term survivors, as will diet etc. -
Bringing a sense of value to players which lose their loot.
Fraggle (DayZ) replied to mazeash@mail.com's topic in DayZ Mod Suggestions
No. You'll just become fat or belimic . Either way there'll be no benefit to just munching on food all day. -
Good point. Anyhoo, that's all you need to know, locked.
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If it's a global ban it's your OA key that has been banned.
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Bringing a sense of value to players which lose their loot.
Fraggle (DayZ) replied to mazeash@mail.com's topic in DayZ Mod Suggestions
In the SA, you will be able to find (although I think it'll be rare-ish) vaccines for certain illnesses/diseases. That means if you have a character that has found and been vaccinated against certain things it/he will become quite valuable to you. -
will my system play dayz?
Fraggle (DayZ) replied to StreamingShadow's topic in DayZ Mod General Discussion
Hi. You already posted this on the correct thread and received an answer here. Please don't make unnecessary topics. Thanks. Locked. -
Like it or loathe it going to game expo's etc are an important part of game development. The money it costs is peanuts in the grander scheme of things. We're all active users of these forums so don't really need to watch the Q&A's etc but probably 90% of the potential player base have never once been here and expo's etc are their sole source of info, much like they are for me about other games I'm interested in like Witcher 3 etc. BIS as a company had a stand at the big expo's and don't forget they've just released Arma 3 and have been pushing that too. They're also important for the devs in terms of networking, it's probably the only time in the year that Dean etc get to meet and chat with other game devs, the importance of that can't be understated in terms of professional advice, feedback etc from people that have been there and done it. Every single part of developing a game costs money, we could argue all day about their priorities etc but at the end of the day we'll just have to see what's released and judge them on that.