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antiskub2.0

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Everything posted by antiskub2.0

  1. antiskub2.0

    hackers- US 249 LA

    US 249 LA: Donny D. The Mechanic Marshal Rudy Kershel Panzer DonnyD The Time Traveler Associated with the DTA Clan who run the server
  2. antiskub2.0

    Hotfix Build 1.7.2.6 Rolling Update

    just checking with others. I planted a tent, and it acctually pitched the first time i tried to pitch it instead of having to do the dance where i move around trying to get it to work. was just wondering if i got lucky or if the tent placement issue was fixed.
  3. antiskub2.0

    Hotfix Build 1.7.2.5 Rolling Update

    This is self serving and only pseudo-logical. Think about it for a second. Think about what a mod is, Look at this game in context of how it was originally released to the public and the expectations of a mod released for a game with a limited and close knit community. Only since the beginning of august has rocket offically been working at BI to start work on the standalone game. He is still not getting paid to make this mod. Honestly, I wish he would drop the mod all together and just get to work on the stand alone instead of feeling like he has some kind of obligation to people who bought arma 2 to play a mod and who feel ripped off because now that mod is going on to become its own standalone. This MOD team, The arma 2 community, and Bohemia interactive owe you ABSOLUTELY NOTHING. Hell, I still have no idea when Black Mesa mod for source engine is coming out. I've been waiting for that for a good couple of years now. I'm to understand that they are still working on it, and I await its release with baited breath, but I can't get angry at that team because they are not getting paid to make that mod. I can be more impatient with valve for giving me no info on when they will release the next half-life installment, but not to the point where I feel they owe me anything. Have faith in the process my friend. If this is the kind of thing you find yourself getting overly upset about, count yourself lucky you don't have any real problems.
  4. antiskub2.0

    Hotfix Build 1.7.2.5 Rolling Update

    can prolly lock the thread again. :) good to have updates and such. just unlock it to post any other updates the team may have
  5. antiskub2.0

    Hotfix Build 1.7.2.5 Rolling Update

    I ,personally, have been digging into the back catalogue of amazing arma 2 community made content, as well is trying to wrap my head around scripting in the 2D editor. wanna make a mission based on the movie "Battle Royale" on the island of utes. :) thanks for the update.
  6. antiskub2.0

    Give Current Dayz Players Free Game Keys On Release

    Take a look at Armaholic.com The community behind Arma 2 is absolutely ridiculous. Fully voiced, quality campaigns, new maps, a ludicrous amount of single-player, multiplayer, and co-op missions? Oh and Dayz aswell! Even if Arma 2 didn't come with a full fledged single player campaign, The content from the community makes paying for this game an absolute steal at $30.
  7. antiskub2.0

    Zombies are getting annoying.

    Zombies behavior is glitchy and unpredictable. Something that I'm sure will be worked on with the stand alone. Once they get into the source code, gut it out, and retool it to what it is they are doing it will be a lot easier to take a methodical approach to increasing difficulty in increments untill it feels right. If we make the game too difficult at this point it would just be that more frustrating when some bug breaks my legs or kills me. If they do a good enough job smoothing out the hitches, I don't see it as an impossiblity of switching to higher volumes of slower moving zombies.
  8. antiskub2.0

    DayZ - Currency/Shops

    i think rocket said he was leaning away from an in game currency system and more towards giving the community the tools to figure it out themselves.
  9. antiskub2.0

    New toolbelt item: Duct Tape

    tie 3 cans of beans togeth to make a bean bomb!
  10. antiskub2.0

    New toolbelt item: Duct Tape

    makeshift bandit mask!
  11. antiskub2.0

    Spawn with a Map

    Hell, I don't even think you should be told where you spawn when you start up. The idea is that death needs to feel like it has weight to it, It's been stated as such by the developers. I think one of the greatest things about the game is that initial disorientation you feel when you realize how big the world around you is, and you don't know the first thing about which direction you need to go to find supplies to survive. So you just pick a direction and hope to hit a town or something where you can find some kind of crude way of defending yourself. You don't find that enjoyable?
  12. antiskub2.0

    Automated blood transfusion

    make it risky, maybe it takes longer than the standard blood transfusion we have now, which means more time sitting there hoping someone doesn't walk through the door and blow you away. allowing people to play how they want means that if someone prefers lone wolfing, they should be able to do that assuming they accept the risks involved. Having a friend and having them give you a blood transfusion is a lot less risky than having to go into a hospital and wait for a machine to fill you up.
  13. antiskub2.0

    Please make Dayz standalone CLOSED testing.

    I think that if they intend to keep the game in open-alpha or open-beta or whatevs, that maybe they should think about how they can design their forums to utilitize the community more effectively. I thik what the OP is sick of (and I am totally emphathetic here) is the number of people who have knee jerk rage posts without any kind of actual contribution outside of "Hey, I'm angry, and I need attention and this is an easy way for me to get that attention, listen to me!" I think the spirit of social experimentation inherent in the DayZ mod needs to be carried over to encapsulate the entire community aspect. Some ways you could do that are (and these are just off the top of my head examples without too much thought put into them) 1. Quality, contemplative and well thought out posts should some how net you more audience and forum status that "LOL, fuck thsi broken game LAWL" Calculating spelling errors, length of post, and a few other blatant factors into how much "status" you can build would be one way to start. 2. as you invest quality ideas, bug reports, and such and such to the community, earn more posts per day. 3. limiting communication ( I know this sounds stupid, but try and feel me out on this) -allow new members 4-5 posts a day, as they contribute they get more posts a day, this way if someone just wants to go from topic spewing visceral bullshit, then they can only do it so much. -this also allows trolling to have a consequence by taking away someones max amount of posts for a while without having to outright ban them. -can be used to combat spam.
  14. antiskub2.0

    Thermal, Night Vision and Flashlights.

    rolling with your friends at night with only flashlights and some flares to guide you can be really exciting and tense. hacking needs to be dealt with first before we can really get a feel for how the spawn rates effect things prioritys: 1. nip hacking/duping in the butt. 2. minimize loss of gear to bugs and such. 3. analyze stats and behavior and adjust spawn rates accordingly.
  15. antiskub2.0

    The announced base building + Suggestions!!

    Here is an idea for underground bases that I feel would make it slightly less jarring in context of the game. I'm not sure how they plan for people to enter these, But I'm thinking they should design the underground bases around run down subway/metro stations, sewers, natural caves, and perhaps industrial basements, and then, depending on where you set up the entrance to you're "base", give it a aesthetic environment that suits that. For instance, if the entrance to my base is a man hole, my base will look like I built it out of an old sewer. This could also lead to the possiblity of having bases that were more or less desirable. For instance, there could be a select few places where you could set up shop in some kind of military bunker, which would be the ultimate fortifiable palace, as opposed to the previous suggestion of a sewer or something like that, which would be a little less secure perhaps, and also, you know...the whole sewer thing...
  16. antiskub2.0

    degrading weapons

    In my mind, I see this increasing the value of the Ak-47, seeing how so much of its long standing popularity comes with how resilient it is in harsh conditions. :) This should make choosing weapons a whole lot more interesting. Sure, you could take the gun with the most dmg, or a thermal scope, but does it jam up constantly? Will it be useless if you get it wet or if you don't clean it every day? If I were designing the feature, I'd make the in-game guns relative to their real life counter parts, without adding any kind of stats system you can read by looking at the gun. In this way, if you are the kind of person who is knowledgeable about fire arms in real life, you can carry that knowledge into game.
  17. antiskub2.0

    What kind of traps can you think of?

    The ability to pull the pin on a grenade before you die, so when they jostle your dead bod, it falsl out of your hand and explodes. A wire and can trip system that sends an alert message to my phone telling me someones tripped it. (this idea, i think, is more neat than implementable).
  18. antiskub2.0

    uhhhh... dogs? srsly? u trollin?

    yea, It is really easy to shoot down ideas. That's why so many of the posts you read on the internet are just people whining. They are just knee jerk reactions from lazy thinkers. You know what's more challenging? coming up with a good replacement idea or work off other ideas to help form them. State your concerns about the game mechanic or direction the project is going, and do it in a way without the attitude. Like anyone on the DEV team owes you anything. You come off sounding like an entitled brat and if you do it too often, people will just stop listening to you. pull your head out of your ass.
  19. antiskub2.0

    ( . Y . )y Traps.

    what about the ability to booby trap yourself? kinda like dying with a grenade in your hand with the pin pulled out. move the body and the grenade balls out of your hand exploding after 5 seconds and destroying your body, maybe. possibly only while your bleeding out?
  20. antiskub2.0

    ( . Y . )y Traps.

    what about the ability to booby trap yourself? kinda like dying with a grenade in your hand with the pin pulled out. move the body and the grenade balls out of your hand exploding after 5 seconds and destroying your body, maybe. possibly only while your bleeding out?
  21. I figured this would be a good way to focus the suggestions forums a lil. something short and sweet that is broad enough to not limit peoples imagination and creativity, but not too vague either. Dean has talked about a lot of features he wants to see implemented into Dayz in interviews and such, and he seems to have a pretty clear vision of the direction he wants to go. May be a good idea to widdle down a few core design principles. below is just an example, I only used these because I've heard Dean mention them more than once in interviews he has given. 1. Aiming for "authenticity", as opposed to "realism". (as well as the clearest definition he can provide by what he means when he uses the term "authentic") 2. Striving to create a world based heavily around "player-generated content". (what he specifically means by that) 3. etc 4. etc.... P.S I know it may seem obvious to most people what someone means when the use the terms "authentic" or "player-generated content", but I think it would be a good idea nonetheless to state it anyway.
  22. well, with a response like that, i can see how you managed to get 1,558 posts. going for a record?
  23. antiskub2.0

    DayZ Standalone Confirmed

    There have been a lot of Betas on steam. super monday night combat, Dota 2, CS: GO, and a couple others i cant think of off the bat have had there betas on steam. You are right about about alphas though.
  24. I suggest going Closed beta, and letting people line up for invites. Though they have not outright said it is what they are doing, I think valve has been using this technique with DOTA 2. The game is free-2-play (though not officially released) but in order to get in, you have to wait for the invite (or pay $30-40). I think this has had something of an effect on the online community. Sure, there are still trolls and such, but I've run into a whole lot less of them than I did in LoL. I hypothesize that this may be related to how you get on board with DOTA 2. The problem with free to play games (And I mean any game that your cost of entry is free) from what I've seen is that, your account is more or less worthless if you haven't spent any money on it. This leads to mass amounts of griefing because if someone gets banned they can just start a new account from scratch, no sweat. rinse/wash/repeat. If you can't just grief/hack-get banned-start a new account and instead have to have to wait on the invite, there is an incentive not to get that ban and to follow the few rules that exist in the game (I.E not hacking and such). I see this as a sort of quicker fix while you are still working on transferring the game from MOD to a Standalone title (where you would ideally be able to have more control over the source code and such). maybe send out invites once or twice a month. This is me just shooting from the hip. I'm sure there are plenty of wholes in the idea that I'm not thinking of, so any constructive criticism is welcome.
  25. antiskub2.0

    moving forward to Beta (suggestion)

    yea, but it was a MOD without any intentions for standalone, so I can see why they did that. they just have to adjust their development style in accordance with the direction the project has taken.
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