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willbrunelle

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Everything posted by willbrunelle

  1. willbrunelle

    New Private hive community! (Namalsk)

    I encourage anyone interested in a fun, secure Namalsk experience to check out our server. It's a great map that lets you face different kinds of challenges from vanilla Chernarus DayZ, and it'll be fun to populate our server with some more folks, both to team up with and to have to fight with!
  2. willbrunelle

    Laptop players? Your specs

    I have pretty much the same thing, but I think my model number is BB13 or something. ARMA II, Skyrim, Planetside 2, it all runs fine at max or very close to it.
  3. willbrunelle

    banned want to restart

    Thanks for starting my day with a laugh. Get lost, we don't accept your particular brand of douchebag here,
  4. willbrunelle

    Need Medical Assistance? We can help.

    Just dropping by to say a hearty thank you to McWiggins, who ran all the way from Cherno to Stary to give me a transfusion this morning. I really appreciate the work of this guild, and as McWiggins demonstrated, it takes under a minutes from hopping into the server to the completion of treatment. He found a safe server for us, waited for me to hop in, and then immediately patched me up and offered me extra supplies. McWiggins is a great medic, and this is a hell of a guild. The whole process is brilliant. Way to go, guys :)
  5. I find it to be a mediocre substitute for Chernarus. It's guaranteed to take your gun and pack when you swim, and you almost always wind up trapped on a coastline, running around looking for a bridge that may not even be there. It infuriated me. That said, the environment was good, and the buildings are much better. And loot comes much easier (although I count that as a con, not a pro). And there's more zombies. I don't really like it, but a lot of people from FTS do, so I'm not sure if I'm the exception to the rule.
  6. willbrunelle

    great brand new idea for dayz

    It's not called mail. It's not called mail. It's not called mail. It's not- ...You know, guys, if this asshat is just trolling...we're going to have some serious bowing down to do.
  7. willbrunelle

    great brand new idea for dayz

    What the actual fuck? You're just inventing things that support your theory that the game is all about killing other players, now. It's really not. It's about surviving the zombie apocalypse. Not killing other people. That's what CoD and Battlefield and so many other games are about. Fucking Jesus H. Christ in Holy Heaven, that's even what ARMA II is about. That's why THIS IS NOT THOSE GAMES. Because it's NOTHING LIKE THEM. The zombies are there to kill you and make it harder to survive and find food, water, and warmth. They're not just there for target practice, you fucking moron. And NO, I DON'T FUCKING AGREE. I don't know how many times I have to say it. Players who want to record their gameplay already do so. I even do it when something interesting happens. We don't need Rocket to waste time on some feature for 5% of the people that play when the other 95% actually KNOW WHAT THE GAME IS ABOUT. Ahmahgawd, kid, get over it. It's just weak post-writing. You wrote a bad post, Petey.
  8. willbrunelle

    great brand new idea for dayz

    And if you really can't understand ME, go read ANY OTHER THREAD on this forum, and you'll see that I'm in fact correct, and you're in fact wrong. To use your words, "sorry to say," but you're an idiot if you can't understand what we're saying, here.
  9. willbrunelle

    great brand new idea for dayz

    You have not even played the game. Therefore, you're talking out of what you'll come to learn is called an asshole, instead of using your brain and coming to terms with the fact that you're wrong. You have quite literally become a game to us in and of yourself. We find you amusing. Not intelligent, not full of great ideas, simply amusing in your persistence and blindness to sarcasm. Stop posting. It's a bad idea, and no one was actually supporting it, they were mocking you. To answer your "mail" (which is actually called a POST): People shoot other people because it is one (1) way of finding new gear. It is not the only way. And it's in fact the riskiest, least intelligent way to go about it. The point of the game is to survive as long as possible. Running around shooting other people makes it very easy to get killed. In order to "win" (even though that word is IRRELEVANT here), you have to stay alive. The point is to keep warm, find food, find water, and find enough weaponry to stay safe from zombies and bandit players. The point is not JUST to kill other people, it's simply an option that you have. Yes, many people like to brag about killing other players. Big deal. I linked you to two (2) different Youtube channels filled with videos of DayZ that are both about, and not about killing people. SideStrafe plays to survive, Sacriel plays to kill. The point of the game, really, is to play like SideStrafe but as intelligently as Sacriel; it's not just a game about killing PEOPLE. Let me ask you this: If this is a game about killing PEOPLE, why are there ZOMBIES?
  10. willbrunelle

    great brand new idea for dayz

    The student has become the master.
  11. willbrunelle

    gear and radios and more

    Don't apologize. Use the edit function and fix it. Also, these ideas have been suggested many times before.
  12. willbrunelle

    great brand new idea for dayz

    I am a clan member, yes. It's still a stupid idea. It doesn't matter. The point of the game isn't just to shoot people. The point of the game isn't just to shoot people. The point of DayZ is NOT just to shoot other people. Got it yet?
  13. willbrunelle

    great brand new idea for dayz

    Did you not click my link? Let me try posting it again. Really Important Info On Why You're Right and this is a Great Idea Seriously, kiddo. They weren't agreeing with you. They were making fun of you. I still am. I can't help myself. Isn't it time for after-school snacks or something? See? It just happens. You're not ready for the internet. You're not even ready for the sixth grade. ...I can't even stop, at this point.
  14. willbrunelle

    great brand new idea for dayz

    It's not that it's going to fail. Rocket is going to be releasing the game as its own game, separate from ARMA II. After that, he'll release updates for it, just like he does now. There will be no need for a sequel, because updates will put new features and other new additions directly into the game we have already bought and installed. We won't need to buy a sequel, because he'll be putting new features in the game we already bought, after it has been released. You really don't seem to understand this idea. You also really don't understand how popular PC gaming is, which is really a shame, because there's quite a bit you can do on a PC that isn't possible on consoles. Wait a few years before jumping onto the internet, kid. You really aren't ready for it yet. If you thought me putting up a link to the definition of Sarcasm was bad, wait until somebody decides to link you to 4Chan.
  15. willbrunelle

    great brand new idea for dayz

    Here's a link to a video that's more of what DayZ is really about: The game is about survival, cooperation, and finding gear. Not just shooting random people. That channel on Youtube has 19 other episodes where he demonstrates what the purpose of the game is. There are other channels as well, that demonstrate how the player vs. player combat is different from CoD and Battlefield. I'll link those as well, so you can see how much different this game is from what you're used to seeing on consoles and from others on YouTube: Sacriel's Squad PvP Channel Watch and learn, bud; these will show you more of what DayZ is really like, instead of what I think you want it to be like.
  16. willbrunelle

    great brand new idea for dayz

    If Rocket is reading this, I just want him to know that we, the rest of the community, are both incredibly sorry, and laughing just as hard as you are. Secondly, kid, you're out of your element here. This is not a game like CoD or Battlefield. It's a different genre altogether, and it has an entirely different audience than those other games. Just because you can use first person and shoot other players does not mean that it's the point of the game or anything like Call of Duty. It won't have a new sequel every year; it will just be updated regularly with new features (without releasing a whole new game), just like Minecraft. And while EA and Activision aren't the best companies when it comes to business practices or transparency, you can't really call them evil; guaranteed you play at least some of their games, and they're the ones that give smaller development studios the money to distribute really fantastic games. And console games are big to console gamers, and console gamers make up more of the gaming population (nowadays) than PC gamers. That's why it seems like they're better, to you. I like console games, too, kid; but PC games deserve just as much attention and merit. That's why games like CoD and Battlefield also come out on PC, at the same time as on consoles. Learn a bit more and read through these forums for a while before you post more threads, or else you're just in for a world of trolling. In retrospect...sorry I trolled you. You're just inexperienced and far too young to be reading on here and trying to participate.
  17. willbrunelle

    great brand new idea for dayz

    Nope. I don't. It's a survival simulator; just because you can kill other players doesn't mean it's the sole purpose of the game. The reason you search for a car and high-quality supplies is not to kill people; it's so that you can last longer against zombies and have an easier time finding food, water and shelter. Herp, derp.
  18. willbrunelle

    great brand new idea for dayz

    Just thought I'd post here and link you to some information that'll really help you out: Info About Montage Making Programs in Games Also, thank you so much. This post made me laugh so hard.
  19. This post is brilliant. I enjoy the application of actual analysis and theory to games; demonstrating that they create this kind of complex societal simulation and decision-making is critical to demonstrating their value as a medium. Your post reads like a proper thesis, and I was very, very impressed. You have my beans. I'm also generally inclined to agree with you, at least in part. As the game currently stands, in its Alpha/conceptual state, teamwork is both the best option and the least desirable to pursue. It's dangerous to attempt within the confines of the game, as it is high-risk with potentially high-loss/low-gain results. Therefore, we resort to meta-gaming (which I enjoy, and Rocket heavily encourages, but most people [understandably so] don't want to do) in order to find a clan, two or three friends, or just someone who can give us a blood bag when we need it (Trusted Medics of the Wasteland, we owe you a great debt <3 ). I myself was motivated to find a clan in under 48 hours of gameplay, simply because three player encounters later, I had only managed to collect four flashlights, four bandages, and four boxes of painkillers, and I lost 75% of all of them. You see my issue. I had yet to discover where it's easiest to find a means of self-defense, how to properly search for gear, etc., yet others who knew all of this and had the best gear were too frightened of my Patrol Pack to actually call out and offer me a hand; they simply killed me so that I could not be a threat to them. Many players say that this is a logical option, because we cannot then find a gun and immediately become a threat to them, after they've let us run out of view (because we were unarmed at the moment of contact). However, the flaw there is that if you are encountering a freshly spawned character, there is an extremely high probability that you're very far south or east, near the shoreline. And in DayZ, every spawn point is in the far south or east, along the shoreline. Therefore, there's a chance, and a good one, to boot, that the player you shoot will simply respawn near to you once more, only now they're out of your sightline and very possibly going to discover a gun. And when they get that gun, they're going to go looking for the guy with that really impressive-sounding rifle that just killed them, because his stuff is better than the fresh spawn's stuff, and as we all know, in a game about stuff, you've got to have the best (stuff). [sorry. Tangent here that will probably only be appreciated by other RT Podcast listeners.] Basically, killing fresh spawns serves no purpose, as they're only going to come back to find you, and there's a chance that when they do, they'll be better equipped to get the drop on you. However, I've digressed from the main thread, here. I had to find people to play with in order to survive, and they taught me that once you're all geared up, as you argue, ChiefMon, the only way to protect myself 100% from losing my gear was to kill on sight. Now, I don't fault them for that, because they're completely right; if I see someone else before they see me, assuming they're hostile and eliminating the potential threat is much wiser than giving away my position, as the other player may have someone on overwatch that will eliminate me before I have the chance to become a threat to them. It's a positive feedback loop, and one that plagues this game only because there is no reason to work together beyond getting your first, basic set of gear. However, This game has a long future ahead of it, and Rocket has many plans to augment the currently existing features in order to create a fuller, richer world that offers more options to the players than the current Alpha version does. And only one of these added features is needed to both argue against your thesis and assuage your concerns: the addition of player fortresses and structures. As the game stands now, Bob the Survivor can find a tent (and we'll assume for the purposes of this [extreme] hypothetical that tents are working properly and saving equipment without duplicating or erasing anything), load it up with stuff (perhaps even that [dickbag] guy from the woods near Otmel that shot Bob as he was running away being chased by a horde of zombies with nothing other than a FLASHLIGHT...'s stuff)*, and then surround it with sandbags, tank traps, and barbed wire to protect it. However, Bob must leave an opening so that he can access his tent, which means he must leave an opening where other survivors can access his stuff, as well. Barring that measure, all that Bob can do is "ghost": completely surround his tents with multiple layers of player-built fortifications, and then switch to a different server to exit, and hop back to his "home" server once clear of the area. And Bob must follow the same formula to go back in, as well. And even then, his stuff isn't secure, because any other [dickbag] survivor that wants to get to Bob's belongings can also follow Bob's [dickbag] example and "ghost" to another sever in order to gain access to Bob's [dickbag] fort. The point, here, is that in the current Alpha build of DayZ, Survivor Bob can only protect his belongings by being a [dickbag] dickbag. And it doesn't even completely protect those belongings. However, with the addition of instanced, cooperatively built fortresses, such as the underground lairs that Rocket has been so excitedly talking about in interviews lately, Bob now has a solution to his problem! And, in addition, Bob has a reason to reach out to other players and cooperate, and, most importantly, they have achieved a reason to not shoot him for doing so. The players have both received what is most necessary to combat the Bandit Dilemma: a GOAL. I therefore offer a counterpoint to your thesis, Chiefmon: When all players are placed in an equal position to benefit from diplomacy (i.e. given a GOAL), they will naturally be inclined to choose peace over battle during moments of initial contact, and the Bandit's Dilemma will have a solution. The addition of fortresses as an instanced, one-server-only location where goods can be stored and access can be truly limited (within reason; I'm sure some sort of Breaking & Entering functionality will [and should] be added) creates an environment in which those who engage in diplomatic, peaceful interactions can achieve a greater goal than the acquisition of stuff. They can achieve a mutual benefit much greater than the gain of a weapon or can of beans, as now they are in a position to create a home, in which they can store (non-duplicating, un-hacked) weapons, stockpile food and ammunition, and actually become a team. Right now, teams either have never-ending supplies (i.e., tents from before they became bugged, which are now dupe-bugged) or no way of saving supplies at all (i.e., vehicles that move unpredictably at server restarts or tents from after tents became bugged, which delete everything inside themselves). When a new environment is created, with player structures and, as Rocket has openly called it, an "endgame" functionality, there will be a purpose to diplomacy. As it stands right now, you are correct; there is either too much risk in teaming up, or, as others have pointed out, the only point in teaming up is to have more guns to kill fresh spawns with. However, in the future, more important version(s) of DayZ, especially the Standalone, players will have goals beyond getting geared up initially, and will have a reason, ideally many reasons, to continue pursuing diplomacy after they have gathered many good weapons and accessories. *I apologize for the use of anecdotal evidence. I'm just tired of [dickbags].
  20. willbrunelle

    Which weapon should I keep?

    AS50. Find yourself an ALICE or Coyote to shove it into and keep yourself equipped with a battle rifle or such to run around with. Doesn't make sense to keep it out full-time unless you're running around in a major PvP area. There's no zombie killing to be done in the 800-1200m range.
  21. Agreed. Ditch it and play with a normal gun. I don't respect people who kill with hacked guns, even if they didn't hack them in. I don't care if "everyone else is doing it," or if you think not using it is "denying myself an advantage that hackers already have." Those arguments have been used and abused by dimwits who turn around with their new AS50 TWS and think that suddenly they're good snipers, because they can make an 800m shot in three tries on some poor guy in a ghillie who's been hidden for an hour in the trees and scrub. Go get another Enfield. Kill me with that, I'm impressed. Kill me with an L115A3, and I'll just let everyone in town know you're a grade-A douche. This is not meant to be mean, but it's a point that few people learn, and fewer people make. It's very frustrating to me that my squad and I can put hours of practice into negotiating the cities without exposing ourselves to snipers' sightlines or staying out of cover for too long, yet some script-kiddie or his killer is sitting on Dobryy just waiting for the split second he/she/it needs to spot us. Play the game as it was meant to be played; we're supposed to be playing it to test Rocket's mechanics, anyway, not playing it to see if we can get away with using an admittedly bullshit weapon without a server admin "abusing their power" and kicking us. And seriously? If an admin kicks you for using a hacked gun, don't bitch on the forums. Accept the fact that they have a zero tolerance law for dumbasses, and then stop being a dumbass.
  22. willbrunelle

    Who the F*** is The Man From The Woods

    Don't we all wish that when people made up these ridiculously exaggerated stories, the person doing it was someone with a little more writing finesse? Y'know, punctuation, paragraph separation and all that. And Digital, you sound a bit butthurt that you got kicked from a group for hacking. And you admitted that you are/were hacking. Enjoy your ban.
  23. willbrunelle

    Anybody else happy for Tent/Vehicle bugs?

    Personally, I think the community needs one massive, collective deep breath. We are all still playing a fun game. A fun game. A game. It's just a game. And it's entertaining; bugs aside, it's fun to run around, kill zombies, get stuff, kill players, get better stuff, and then lather, rinse and repeat. And dying is a part of the game; starting over again is part of it. I have a personal rule: if it doesn't fit on my back or in my pack, I ditch it and let someone else be happy. No use worrying about tents or whether my truck saved the gear, etc. It makes the game stressful instead of fun, and really takes away from the experience of playing. I'm very happy with DayZ. I get frustrated when hackers kill me or I get killed by bugs, etc., but I don't let it ruin my day, because I know that respawning and starting over will just bring on a whole new round of really exciting adventures and challenges. Embrace this game for what it is, folks; don't sweat the bugs and hackers. The development team is aiming to fix all of that in the standalone release, because ARMA II is simply not a good working environment in which to hammer out every single little thing (duping, tents not saving, hacking, etc.). They're coming up with ideas, implementing them, testing the waters, and compiling a list of the real, true, best of the best features for the standalone. Let them work. Play the game, report your bugs in a timely and intelligent way, and have fun. See you all in my crosshairs ;)
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