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Everything posted by puppetworx
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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.
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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.
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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.
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Shower thought: What will happen to helicopters upon a server restart?
puppetworx replied to yazar8's topic in General Discussion
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. -
Status Report - 21 February 2017
puppetworx replied to Baty Alquawen's topic in News & Announcements
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. -
AMD is launching new products (with significantly newer technology) at the end of this month, you should definitely wait.
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[Opinion] The Value of Base Building?
puppetworx replied to [DGN] Johnny's topic in General Discussion
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. -
[Opinion] The Value of Base Building?
puppetworx replied to [DGN] Johnny's topic in General Discussion
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. -
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.
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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.
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Dayz: the Road to Beta - PAX Aus Presentation
puppetworx replied to edwin3's topic in General Discussion
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. -
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.
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December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
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. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
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. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
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 -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Yeah I don't think it's texture loading either, I've also got an SSD and 2GB GDDR5 on my graphics card which has helped my FPS in cities zero. I don't know much about graphics but my guess is that the more polygons in a scene the more shading that has to be calculated and that's the bottleneck? I've been thinking about upgrading just for DayZ too. I believe rocket has said that CPU Hz is king for the standalone and that the engine was never well optimized for multicore so more cores is far less important, which is typical for older engines, I can't find the quote though. Anyway I'll probably buy a 2500K/3570K/4670K and overclock it if that's the case. It really makes me doubt the could get DayZ to work on consoles if that's true but Dean seems confident, perhaps he means a heavily stripped down version, it would have to be. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
FPS is what worried me, it looks great in stills but there was some very evident slideshow stuttering in the stream and Dean had said earlier that the settings/resolution he was using was fairly low. Still, I don't believe they have optimized for FPS much as of yet, rocket mentioned something about texture loading optimization, so there is some hope not sure if that's where the bottleneck in cities lies though. Edit: Yeah you can see the really low frame rate inside the block of flat at around the 2 hour 13 minute mark, rocket then says "It's sucking frames [the furniture]...I mean how many billions of items are now being rendered in this scene? We're going to have to do some serious optimisation." So he did notice and they are going to work on it. :) -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Oops! Sorry Dyslexci whoever you are, no offence intended. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
It doesn't start the download it gives you links at the bottom, right click them and click "Save link as..." -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Rocket says "it's happening" at 46:38, still deciding how best to exploit that. Use this to download the flvs then watch them in VLC. Much quicker for me, not sure why twitch is so crappy for streaming archives. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Dyslexci Sacriel pisses me off, every question he asks he elaborates on for 5 minutes, STFU. BTW this site gives you links to the flv files on twitch. I get a lot of start-stopping on pre-recorded twitch videos for some reason so for me it's much faster downloading them with a download manager then watching them than it is watching it streamed. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Getting the streamers to test is a smart move - from a PR perspective - the more I think about it: - It's free, controlled publicity: that's the purpose of an NDAs/press embargos in this situation. You set terms (the specifics of which I have no notion, this is an example) such as letting streamers play the standalone but not talk about or stream it until say 24 hours before it's release - then they have 24 hours exclusive coverage. - Streamers won't try to sell keys - because having it is more valuable to them. - They can only break their NDA anonymously which would make them no money so is unlikely. They would also face legal action and fall into disrepute in all game developer's eyes if caught - which would end up losing them money. (getting caught is extremely likely because there is only one server and examining logs wouldn't be hard - even easier to catch them if they were stupid enough to stream it) - Streamers won't be trying to buy keys from testers for valuable exclusive access. (if a streamer succeeded in buying one they then wouldn't be subject to an NDA at all) - Devs can address the issues that streamers have while they're still under NDA - which will minimize the biggest criticisms when the NDA ends/game releases. - They are more likely to talk favorably about the standalone because they have been treated specially. On the one hand I think it's a very smart decision to control exposure like this. I for one have bought or turned down games based on the ratings I saw on Metacritic and because I want DayZ to be a success and to continue being funded and developed I don't want the equivalent to happen because of streamers destroying it's reputation on day one, or before. On the other hand I think about how the perpetual alpher DayZ Mod was a massive success in spite of it's bugs and how the DayZ community is so huge now that the standalone can't possibly be turned off by a few glitches and how Dean Hall has made it perfectly explicit how incomplete the game will be at release. Given the long term need for DayZ to be continually funded and developed I'm starting to favour initial release to streamers. I'm so goddamn jelly though. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
What a shitstorm. I guess this is what comes from having to make a game for a business. The mod has been in alpha since ever but the frequent bugs and complaints didn't stop it growing wildly. Now it's been invested in rocket has to try and protect the standalone from any negative press in case it fails to make money. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
All these people that think it's not actually happening this time. Pro-tip: it is fully happening. -
December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
puppetworx replied to SmashT's topic in Mod Announcements & Info
Is this what happening feels like?