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Everything posted by puppetworx
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Yeah I play alone a lot. Part of the fun of this game is bumping into other players that you don't know. Servers with sidechat enabled are the place to be for solo play.
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Dupers and scripters my friend. AS50 is easily the most devastating gun to use in the game, hence it being the most common illicitly obtained gun.
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Presumably that would mean pushing the code for clients and servers everyday(you couldn't recompile at the client or server because that would expose your source code). You'd also have to update the file definitions used by Battleye everyday too. That's an expensive solution and one which may well lead to what is considered an untenable experience for users. I don't know if your solution would even work either, I do like the thinking though. Myself I'd like to see a gaming operating system developed where the policy is to only run signed code. Maybe Gabe Newell has such an idea up his sleeve.
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You lucky bastard.
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It's not a terrible idea providing the respawn rate was limited to once every 5 minutes to prevent people from continuously respawning til they find an agreeable location. I think it will bump server load though as with everyone spawning around random buildings there will be a lot of populated zombies which could be an issue. It would add a lot of variety to the game and force people to explore the map, the coastal towns might even be less swamped. I'd love to see it done as an experiment.
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I spread my 'home' across several servers as many of them are going offline or turning private meaning you can lose your stuff at any moment. Nowadays I play exclusively on UK 25 due to their fast server, active mods and extensive anti-cheat measures. I have about 7 tents on there littered about the place and have a personal map of the server which I mark with camp locations as I find them. I never have to go far to gear up anymore.
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Concerned about Standalone Interiors
puppetworx replied to MrBlick (DayZ)'s topic in DayZ Mod General Discussion
Zombie AI is being completely reworked for the standalone. In the mod the zombies are based on infantry AI from ARMA 2. In the standalone they will have their very own AI from the ground up. I can't wait for real hardcore zombies. -
You want some more progress screenshots of DayZ Standalone?
puppetworx replied to rocket's topic in Mod Announcements & Info
So much gravy. -
My First Server Ban, and the Speech that followed
puppetworx replied to Quaby's topic in DayZ Mod General Discussion
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Justice.
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I shoot erry bandit I see and then I hide their shit, I make few exceptions.
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Returning fire with my FN FAL.
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Commercial Products - No More Heinz BeanZ?
puppetworx replied to boxman80's topic in DayZ Mod General Discussion
I really don't think they need lobbied. In game product placement and brand awareness such as this is priceless, if they have problem with it they're insane. In fact the smart thing to do would be run an ad campaign on the back of this promoting stocking up on beans for the forthcoming zombie apocalypse. -
For the love of god someone make this map a dayz map.
puppetworx replied to Slyguy65's topic in DayZ Mod General Discussion
This would be amazing next level shit. The difficult bit is making the myriad of buildings enterable. GTA4 had similar urban scale but the enterable buildings were minimal and even then they were usually instantsed. Whoever can pull it off will take us one step closer to the matrix. -
DayZ is a much better game with side chat enabled.
puppetworx replied to cheezitschrist's topic in DayZ Mod General Discussion
I've been playing exclusively on side-chat enabled servers these last few weeks. It's freaking great as long as nobody spams their mic but even then you can mute them. Definitely a better game with it enabled IMO. -
Commercial Products - No More Heinz BeanZ?
puppetworx replied to boxman80's topic in DayZ Mod General Discussion
Yea! I'm pretty sure we should be eating beluga caviar and drinking vodka around the clock in Chernarus. -
Zombieless Servers
puppetworx replied to jason_m_perry@hotmail.com's topic in DayZ Mod General Discussion
I love how this is coming full circle now. Finally the cod kiddies get what they want: DayZ without zombies and Black OP II with zombies. -
You trollin' son.
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How do you control your DayZ Rage?
puppetworx replied to Derpy_Hooves (DayZ)'s topic in DayZ Mod General Discussion
I'll just huff some jenkem or down some purple drank. -
Devs working on standalone, what's your opinion?
puppetworx replied to morgan32's topic in DayZ Mod General Discussion
I will buy the standalone now, I would've bought it 2 months ago and I will buy it when it drops at the end of this year. I was late to the party but I love the vision that has gone into creating DayZ. It's only downfall has been that it was too successful to be just a mod. It's been clear for a long time that it needs it's own platform and that's exactly what the dev team has been working on these last few months. A lot of people are bemoaning the lack of added features, not me, you don't need spinning rims when the engine is about drop out of the chassis. Features can come, and must come, after the heavy-lifting. Like others I share the worry about vulnerabilities but I also realize significant work is being done to shore the standalone up in the most significant areas. There's lots of conjecture about whether or not it will be enough, but it's not something anyone will truly know until the release. No, you're a cunt for entirely unrelated reasons. :D Sostronk has a penchant for the melodramatic don't take it too seriously. -
Consolidated Weapons/Equipment suggestions
puppetworx replied to rocket's topic in Mod Announcements & Info
Knuckle dusters Chains Hammers Spears Staffs Pointy sticks -
OMGWTF ..anyone know this guy ? Need to see if he can keep his word.
puppetworx replied to Hetstaine's topic in DayZ Mod General Discussion
Good guess, but it's actually going to be December 6th. -
Will there be an update (1.7.3 or 1.7.2.7) before Standalone releases ?
puppetworx replied to Acesdlx's topic in DayZ Mod General Discussion
Screw the mod at this point. Given the enormous vulnerabilities that the mod possesses any time spent on it's development is a lost opportunity. The standalone needs to launch with a bang not a whimper after the enormous damage inflicted by scripting. Sure half the community will end up hating rocket and the dev staff for not continuing to support the mod but you really can't please everyone. Those who are rational can see that the mod just isn't good enough framework for this game, dropping it is the right thing. -
I set up some tents.. in some thick brush
puppetworx replied to merrfack's topic in DayZ Mod General Discussion
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There don't seem to be many simulator based free-for-all games out there actually, at least not any with such prominence as DayZ has. A great deal of DayZ players appear to be in it purely for this aspect of the game. Maybe to begin with the challenge was the zombies but they're severely limited in the mod. Skiddies and dupers have played their part too, finding high-tier loot isn't exciting or special anymore. So two of the elemental game mechanics of DayZ are broken and the result is that people PvP for kicks. There's talk of the standalone and mod being developed in parallel but it seems unreasonably wasteful of resources to do this given all of the limitations that it's been proven that the mod has. The standalone should fix all of these systemic problems I mentioned, I think it's going to be a vastly different experience to what DayZ is now.