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Your DayZ Team
alienfreak
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Everything posted by alienfreak
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To servers owners:veteran instead of regular
alienfreak replied to kinex's topic in DayZ Mod General Discussion
Thats not just your opinion. Thats an objective fact. There is music that is listenable but really badly made. And ACDC is one of them. The artists performing are neither very good at their job nor is their songwriting anything special. Back to games: Everyone aiming at the mainstream crowd is just destroying their game and mostly their future. Just look at all those frenchaise picked up and destroyed with it. Look at all the promising games ruined by it. Pirates of the Burning Sea comes to mind. All descended from a very good idea or type of games but were blended and declined until my little cousin can play it. And trust me I know what I am speaking of. As soon as there is no big arrow pointing him where to go and a voice guiding him he is all like OMG WHAT WAS I SUPPOSED TO DO. But if you want to sell 10 Million copies you must make sure even a retarded person can perfectly play it. -
Why you should hide your gear in a safe spot!
alienfreak replied to griffinz's topic in DayZ Mod General Discussion
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To servers owners:veteran instead of regular
alienfreak replied to kinex's topic in DayZ Mod General Discussion
Niche games are usually better than AAA titles. Why? Because there is no freaking decline in the game to make it playable by retarded 13 year olds. DCS is one of the best games in recent years. Why? Because it knows what it wants and serves that. And people like it. I really hope ArmA 3 will not be a bling bling graphic fest and decline of everything else. -
Draw distance only 500m after 1.5.3?
alienfreak replied to tkpfin's topic in DayZ Mod General Discussion
Viewdistance is 1200 meters I believe. Important objects (like castles etc pp) are drawn at full view distance, so 1200 meters. Unimportant objects (trees, most buildings, vehicles, characters) are drawn at 2/3 of the viewdistance which means 800 meters. But probably the viewdistance is more like 1500 meters and thus the drawing distance is 1000 meters. -
To servers owners:veteran instead of regular
alienfreak replied to kinex's topic in DayZ Mod General Discussion
This a hundred times. OMG PLEASE! So finally my range finder is worth ANYTHING. Also no more counterstrike close quarter sniping beacause of aimpoints on your screen. ALSO: : : : : All servers need to be on ONE difficulty setting! It is just insane that one some servers with the same character you can peek around corners even peek above walls while zooming out and on others you have only 1st person. So decide for ONE difficulty setting and all servers use that setting! -
Dynamic Underground Shelters-Interiors
alienfreak replied to goosemanxp's topic in DayZ Mod Suggestions
Sounds a lot like my secret lab idea which random spawn at the map to be a challenge for groups. :) -
+1 for this post :) ArmA 3 without Counterstrike Aimpoints at your screen, without 3rd person, with real electronic warfare in to aim missiles with...
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Draw distance only 500m after 1.5.3?
alienfreak replied to tkpfin's topic in DayZ Mod General Discussion
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Draw distance only 500m after 1.5.3?
alienfreak replied to tkpfin's topic in DayZ Mod General Discussion
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Well you can kill anyone who fires or kills someone in an area. But I doubt this is wanted or needed in this mod.
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I noticed that too. Many players that leave after I killed them come back a minute later :P
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Scrap them and introduce models you can choose on creation of that character. People are identifiable then. Better feeling. Better for groups. Better for everything.
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Why did you nerfed the loot percentage ?
alienfreak replied to drakenof's topic in DayZ Mod General Discussion
As I see it a stack only respawns if it has been picked clean. So there is a STANAG mag and two tin cans in a stack. People pick the STANAG but not the tincans. It will not respawn until the server has restarted. This is the reason why you only find trash everywhere as soon as the server is running a few good hours ;) -
Made a new bandit skin for you guys
alienfreak replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Let's not be dramatic now. "Consequence" is synonym for neither reward nor punishment. It's simply a consequence. I'm not going to volunteer my time to unbalance the game, even if that imbalance would serve me. Everybody should wear some kind of camo. Usual guys probably some Russian Camo. It lies around everywhere and it is only logical to get it in such a scenario. Who would run around in casual wear? And Bandits would for sure most probably even more rely on camo because it is essential in their business to remain unseen until it is too late. -
Made a new bandit skin for you guys
alienfreak replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
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Made a new bandit skin for you guys
alienfreak replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
At Range, even with ATOC, the bushes and trees get reduced drastically and you are standing out with your clear lines against the ground. And the thing you will see most is the head. So the head is actually the most important part of the concealment. It is RED here ^^ -
Made a new bandit skin for you guys
alienfreak replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Hope that helps. By the way' date=' average spot sampling with a 31x31 sample size at the center of the four circled areas yields a B% of anywhere from 81% brightness to 97% brightness. Average spot sample on the bandana? 38% brightness. [/quote'] Greyish blue shirts =! red bandana. Just change it to the same colour as the shirts if you want. Everything is better than red. -
Made a new bandit skin for you guys
alienfreak replied to Mojo (DayZ)'s topic in DayZ Mod Suggestions
Yes. It was a conscious design decision. 1. It's "bandity"; bandanas are a common visual short hand for gangsters' date=' terrorists, etc. 2. There was an overabundance of green already used on the texture. For the sake of visual interest, the texture needed some variety. 3. There's gameplay considerations at play. The survivor skins are multicoloured and civilian-casual with overlayed body armour. Making the bandits full-on green on the primarily green map of Chernarus would give them a visual-psychological advantage over players playing with the survivor mesh/skin. The red bandana negates that. 4. Red overall visually fits the theme of danger associated with bandit players. Red is recognized the world over as "danger"/"stop"/"warning"/"caution". The colour scheme thus reflects this. 5. It decidedly fits in a lot more in the setting than a dusty desert coloured shemagh. I considered any of these reasons sufficient to support the design decision on their own. If you can coherently and validly and factually (from a critical thinking standpoint) rebut each of those (as I would consider even a single point remaining valid as abrogating any and all other counterpoints), I'll happily remake it to your specifications. [/quote'] PMCs look like this: http://3.bp.blogspot.com/_CjFQem7UIVI/TPXty3ZhwLI/AAAAAAAAB2g/Fugo0imlVU0/s1600/TacticalShirtFromKMart.jpg Where do you see anything even remotely brightly coloured? So why do bandits look like this: http://i.imgur.com/tlNhx.jpg