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puppetworx

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About puppetworx

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  1. puppetworx

    New map on Official release?

    It's more like he asked if the main course will be any different or if it'll just be yet more bread and butter. Chernarus provides a solid platform to test on, I'm just not sure what Chernarus+ achieves that an entirely new map couldn't. Lord knows a new map would be welcome by all.
  2. puppetworx

    New map on Official release?

    I'd be interested in hearing from the devs on this too. When you know the map like the back of your hand it really diminishes the challenge of survival and the fun of exploration.
  3. puppetworx

    Wolves

    First pack I encountered had only three and there were two of us - they didn't seem so tough. Second pack was seven strong and I was alone and scurd, died in about a minute after offloading Makaroni and as many Mosin as I could. Third pack was seven or eight strong and I was alone and low on health, last maybe 20 seconds. I've been out of the game for about a year, I love these wolves. Before you could roam the woods as much as you want, carefree - it was often pretty boring when sprinting between towns. Feels good to have some challenging AI in the game again, precisely where they're needed.
  4. In the mod good servers would give you a countdown in the console minutes before a restart. It was always good idea follow a helicopter just before a restart since you knew they were going to land and could get the drop.
  5. puppetworx

    Status Report - 21 February 2017

    I didn't know about the concurrent development with different scripting/engines - that significantly changes my impression of development progress. Big features seem to be in mentioned in every update now, looks like the strands are beginning to weave together. I'm starting to get excited for this bad boy.
  6. puppetworx

    GPU Upgrade Advice

    AMD is launching new products (with significantly newer technology) at the end of this month, you should definitely wait.
  7. puppetworx

    [Opinion] The Value of Base Building?

    It shouldn’t all be about rarity, rarity and challenge need to be balanced. If there is no challenge to using it then the item should be rare, if there’s challenge to using it then it can be more common. Challenge and rarity should both increase as the base type gets bigger/better, just like with vehicles. I’d like to see hatchets and hammers make a lot more noise also. If you’re boarding up a room, chopping down a tree or breaking in to something it should be a challenge to have to fight off infected and players who come running. Digging a cache should be a piece of piss though since it's the very entry-level type 'base'. Good point. Does the weight of objects currently hurt the speed, acceleration, responsiveness and fuel consumption of vehicles? That would make things much harder.
  8. puppetworx

    [Opinion] The Value of Base Building?

    I think bases should be implemented like vehicles are: if you want a good one it will take a lot of hard work, luck and will be difficult to hold. Holding onto a vehicle for a few days always feels satisfying but holding onto the helicopter feels like you're king of the server. It should be just like that. In the mod people were forever trying to make a base out of the factory building south-west of Berezino (and failing) or at Devil's Castle (and having little more success). Facilitating barricading of existing buildings like that should definitely be allowed, a king needs his castle. A king doesn't hide in the woods like some little bitch, he parks his chopper on his tower like a gentleman and puts a flag up to let motherfuckers know just whose running that shit. So, barricading is a definite yes. Like in the mod, these barricades should not be impenetrable and should be breachable with rare tools. Like the way wire fence could be removed with a toolkit similar methods should be available to bypass other barricades whether it's explosives, grappling hooks, ladders (hard to construct), wire cutters etc. Lots of barricading methods could be added, a super rare chain and padlock that you could put on any door would be an amazing addition. Ideally loot spawns should be reduced close to where barricades exist - even stopped entirely inside of a base - but this has massive potential for trolling. Still, I hope there will be a way to implement this. On the smaller side of 'bases' I think tents should be quite rare and using a spade to dig a cache is a good idea so long as it has some visibility to players. A frames looks good, I think treehouses would also be great. It's definitely important that tree foliage is more opaque from the sky for all of these things though, it's incredibly easy to find and raid bases with a chopper right now due to to simple tree models. Bigger than that I'd like to see construction be a lot more difficult than it is in other games. Walls should require two players to erect, or one player and a vehicle. Logcabins absolutely make sense. Bricks would have to be rare and hard to move. Construction materials should absolutely require a vehicle (i.e you can't run while carrying them). These bigger more-solid player constructed buildings should require more work than barricading but less luck to find the tools needed to build them. Breaching them should be hard too, but not impossible. One last possibility I'd love is that if you could use the cargo containers down at the docks to build a base. You'd need a rare cargo truck and you'd have to hope you don't get shot getting them out of the city. Risk for reward. You'd also probably need some paint.
  9. puppetworx

    FPS Boost With CPUCores

    I had a look at the product page and it explains exactly what it does. All pretty simple things (setting affinity/priority, disabling HT, etc.), you could script a batch file to do the same thing. I've done that in the past for a couple of games; GTA V - it's launcher would nail the CPU, and Natural Selection 2 - it gets CPU bound late game so every extra clock matters. It's actually surprising PC gaming has come this far without Microsoft, Valve, AMD or NVidia creating a tool that does exactly this. Windows is designed for general use and doesn't come optimized for gaming out of the box. This looks like a quick and easy optimization tool.
  10. puppetworx

    Is DayZ a disappointment?

    DayZ mod ruined DayZ. That game was so damn good, don't think anything since has had the same depth or intensity. Which is why I keep coming back here to check the status reports. I think that’s why we get these threads posted over and over. I can’t get over that game. DayZ is like an ex-girlfriend that you find yourself looking up online when you’re feeling bored - only to be disappointed in what you see. She hasn’t grown at all. The major flaws that made you quit her are still plain to see. Sure she’s got a new wardrobe and a better haircut but she desyncs, is a slideshow in cities, can’t handle ladders and zombies are no threat. I can’t help being disappointed, but I can't help have hope either. I know if they ever fix those flaws DayZ will be better than ever.
  11. I just checked in (after 18 month absence) to see how progress is going. After seeing this video I'm actually feeling a bit of hype for the beta. Actual fucking hype. There is so much that looks great, but the new renderer and interruptible/time-based actions are foremost for me. They're exactly the type of polish this clunky game needs and it inspires confidence that development is going in the right direction. I'm beginning to believe (again) - I cannot wait for this beta. One shotted it with a Makarov.
  12. puppetworx

    Mouse Movement

    Good. DayZ really should have been called Retard Simulator because the real challenge of the game is navigating a doorway or turning your head to the direction you want to look. Surgeon Simulator got nothing on this bitch. Why a native PC game like DayZ ignored this for so long is beyond me. Despite all the bugs of the mod it at least accommodated common PC control usage norms. I keep trying to get into the standalone but after 30 minutes the repeated immersion breaking chore of controlling my character becomes annoying.
  13. Holy crap the last few pages were a lot of words. The Last of Us is a good example of the use of walls in zombie media, except they used the walls to keep the infected out rather that to keep them in. Walls in DayZ do not appeal to me, I think it's a little bit cheap actually. Besides I seem to recall something about being able to travel to new maps by leaving the Chernarus map in a particular direction, taking your character and all of your loot with you - now that's an idea I can get behind.
  14. Money only really works when you have law and order, hence the safe zones. I'm not really a fan of structured safe zones or markets where you can just buy anything you want. It's not that it makes a 'bad game' to play, it's just that I think it's a little bit too familiar, warm and cozy for a survival simulator. I like DayZ being brutally unfamiliar territory with no safe guards that forces you to take risk.
  15. He's still posting on 4chan btw, get in there if you've got any questions, he seems to be answering a lot: http://boards.4chan.org/vg/res/54246982
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