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puppetworx

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Everything posted by puppetworx

  1. I hope DayZ officially launches by rocket tweeting out "It's happening.", shit would get so real.
  2. puppetworx

    November Round-up

    Since rocket won't even say when the standalone alpha will be out I'm pretty sure he's not going to answer when the first DLC map will be out... IIRC last I heard rocket said that maps would probably be released as cheap DLC down the line but the first thing they wanted to do was get the alpha out with Chernarus+. Remember that Chernarus+ won't just be a redesign of Chernarus, it also includes thousands more enterable buildings, even if the map is familiar gameplay on it will be significantly different, I don't think it will be too dull.
  3. I'm not so attached to the realism in that regard, afterall gear is already unreal as it is; I can fit two car tires and two 20L Jerry cans in my backpack and if I leave anything in my tent or car for longer than a week it vaporises. These fictions serve a purpose for gameplay mechanics in the same way that item degredation will so I'm not opposed to item degredation. The biggest problem here is the server hopping, that can be dealt with and there's already been some talk about doing so. The other issue, which is related, is playing on empty servers: you can't place minimum player limits on servers as this makes tents and vehicles inaccessible. One possible solution would be to make loot very scarce and zombie numbers higher on servers with less than say 20 people - that may or may not be workable though as I believe all loot and zombies will spawn on server start in the SA. I agree that in the interest of people actually playing the game rather than finding loopholes some kind of limitation should be placed on looting from empty servers.
  4. 'Progress' in the game used to be measured predominantly by what gear you had. Since gear is now abundant (due to scripters and, nowadays, heavily modded servers) gear matters a hell of a lot less, getting 'fully geared' is very, very easy. 'Gear progression' has been replaced with deathmatch and sandbox gameplay, because 'gear progression' is just so easy. Progress today seems to be measured more by how many people you kill, than by anything else. In the standalone gear progression will be back and even bigger than before. Loot tables will come from the hive and everything will be rarer, you might have to find parts to repair a gun - nevermind a vehicle, maps will have to be crafted, when looting zombies may actually be a threat! In my opinion that is the way that DayZ should be, it's what it was to begin with - what made it great. The standalone WILL piss a lot of people off, those who now play like it's a deathmatch or sandbox will undoubtedly loathe it. The beauty of 'gear progression' though is that it acts like character progression; the gear that you have determines your potential power in the world. When you're in a world of abundance death means nothing because you have the exact same potential power when you run back to Balota as you had before, if loot is rare and you need to piece it together - you don't have the same power not even close, so death means a lot. When helicopters were one per server it felt like you were a God when you were in the air. Now when you fly a chopper and there are 3 others still parked at Balota... it feels like Grand Theft Auto, who cares if you crash it? If you run out of helis just change servers or wait for it to restart in an hour. Repairing, then fueling a helicopter used to involve huge amounts of gear, skill, luck and persistence, keeping it took even more. Staying alive when you are the only one on the server to hold a certain piece of gear feels great, it's like having the flag or carrying the bomb, what makes it special is that not everyone is upto doing it. True character progression of some sort might be good, but first lets get 'gear progression' in the game again. I can't wait.
  5. puppetworx

    Melee, reddit post from rocket

    That doesn't look very consentual.
  6. puppetworx

    DayZ SA/BIS games. Slicker presentation?

    It doesn't matter to me. Obviously, from all the responses above, a lot of people would like it to look better, and it may in fact sell more games if it were 'prettier'. For me I don't care, the game world already looks great so functionality is what's really important for the UI. While developing a pretty UI (such as the Far Cry one above) may help sell games I challenge wether it actually makes the game any better. As a matter of fact I do think it would make the game better, just not by very much. Since the DayZ development team is so small I can't see them ever coming to a point where aesthetic UI changes should become a focus for improving the game, the opportunity cost would be too high. If you're Ubisoft you can do it, if not you're probably neglecting another more important improvement by tinkering with UI. It may be something that the modding community can really take charge of, down the line, as happened with Skyrim.
  7. puppetworx

    Whats your ideal server population?

    Depends on how fast the server is...I'll take as many players on a server as it can handle without becoming slow. 50-60 players is typical for me.
  8. puppetworx

    Best settings for spotting people

    The best way to spot other players is to have the screen refresh more often, which means higher FPS, therefore lower your settings. I tried running the game with all the trees and bushes looking pretty for a while but it impacted my FPS and smoothness in cities too much. Since cities are the places you're mostly likely to see other players that's where you need the highest FPS. Turn off head bob. Turn off post-processing effects. Turning off shadows will make it a lot easier too. To compensate for the aliasing you get with AA turned down/off you can try increasing the 3D rendering to over 100% keeping the screen resolution at 100% (over-rendering), this makes things look sharper in the game and has zero impact on performance on my PC. I'd prefer to have things look pretty but this game is so ridiculously bottlenecked/inefficient in cities that it's not an option. Even with my settings this low I still only get around 25FPS in cities - that leads to a bad enough experience, I don't want it any worse. I'd wager the piss-poor city performance and the janky controls of ARMA are major contributors to camping and sniping in DayZ. Imagine if Battlefield only ran at 25FPS, running into close quarters would be suicide.
  9. puppetworx

    So how many NVGS...

    Yes, I must have found around 20 personally. Always at heli crash sites though, never barracks, there's a loot spawn right next to the rocket tubes on a crashed heli which very often gets overlooked, most of the time that's where I find them.
  10. puppetworx

    Get an Alpha out!!

    18 months ago when someone complained about the mod being buggy on the forum: "It's alpha man if you don't like playing alphas then piss off!" Today when someone complains about there being no standalone to play on the forum: "You want the game to still be buggy when it comes out do you?"
  11. puppetworx

    DayZ SA rough release date?

    My bet is on July 31st.
  12. puppetworx

    Hitmarkers, yay or nay?

    More like shitmarkers, amirightguise??? Too arcadey for me.
  13. puppetworx

    Dayz SA to be a failure

    I have just the opposite reaction OP. I can't stand the private hive system - I like playing on large public servers at capacity. Private servers tend to be heavily modded or only half full or half the players are part of a clan or the admin are clearly abusing their power - so many issues that the politics becomes a big problem. On top of that though I get bored playing with the same people night after night. I love seeing new player names and not knowing what interaction is going to take place round the next corner. That's why I quit playing the mod and I'm waiting for the standalone.
  14. puppetworx

    DAYZ Developer MINI Blog April 10th

    Well at least you don't have Ivan working in a cell. *ba dum tssssss* You're a cold motherlover Matt.
  15. puppetworx

    Pistols are incredibly underpowered

    Pistols are horrbly underpowered. They were nerfed in Arma 2 at somepoint last year and that carried over to the mod. The real question is why couldn't either of you get a headshot with a 15 round clip? Being the one to take the extra one hundred milliseconds to lock on to an enemies head has saved my life on countless occasions. It never ceases to amuse when somebody totally outsmarts me and evades my notice only to pop out and rapid-fire a whole clip at my chest while I casually turn around and squeeze the trigger on my revolver or G17 (great sights on those bad boys) killing them with one cold unadultereated headshot.
  16. puppetworx

    Emetophobia - Will I have problems?

    Vomiting is very common in zombie games, it goes hand and hand with infection. One of the core characters of the Left 4 Dead series is a zombie which barfs on survivors in order to attract zombie hordes by smell. Unfortunately the devs cannot cater to everyone. The good news is that phobias can be cured though.
  17. puppetworx

    Kamenka, oh Kamenka.

    Beriznuts is where all the cool cats lay head and drop school, you feel me God? Das rite.
  18. puppetworx

    I have a dream.

    I definitely agree that some cool things could be done with the maps. The most frightening experiences I've had in DayZ mostly came when I just started playing. Everything was new to me, I never knew where I was and there could be anything around the next corner. The intensity of immersion, adventure and fear I felt at that time is unparalleled by any other game. Now that I know the maps like the back of my hand I miss that in a big way. IF DayZ could automatically generate new maps at server side the experience would be unreal! Unfortunately Arma isn't exactly Minecraft and the world isn't composed of stackable blocks whose placement you can automate but a boy can dream.
  19. puppetworx

    Limited Capacity Testing has begun.

  20. puppetworx

    Bear Traps : Do they exist?

    Same thing happened with me. Also they would persist after you picked them up. So if you set a trap then put it back in your inventory then walk over the area it had been in it would break your leg. They're exceptionally buggy and essentially useless.
  21. puppetworx

    DayZ = No Mo Money

    The lack of property rights is pretty devestating for trade, which puts the kibosh on the whole currency thing. Clans in DayZ are usually pretty egalitarian - property belongs to the clan and members share it. At some point clans could decide to ration out property to members and they would be free to trade it amongst themselves, this could lead to a currency being established. For everyone else it's a barter and bandit system until society reforms,
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