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Everything posted by libertine
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Hey MODerators, suggestion for a suggestion thread
libertine replied to DevilDog (DayZ)'s topic in General Discussion
An idea/suggestion forum would be very welcome. -
I'd have tons of stuff to do if they'd just slap a red arm band on murderers with a humanity system.
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Idea contributions from Dick Proenneke, a real survivor.
libertine posted a topic in General Discussion
Thought many people would find this interesting and have a feeling this is probably new to a lot of you folks. "Dick Proenneke retired at age 50 in 1967 and decided to build his own cabin on the shore of Twin Lakes. The first summer he scouted for the best cabin site, and cut and peeled the logs he would need for his cabin. Dick Proenneke returned the next summer to finish the cabin where he lived for over 30 years." This is just a little bit from a series of pretty amazing videos from this man. -
My point is that lag has always meant internet lag for long time gamers who've posted about it and talked about it in that way for ages. There never was any "fps lag" until recently, probably from console gamers. Its trying to form a new definition for a commonly used term. Ill just start substituting the word masturbate for coffee, but i'll explain myself when using the terms.
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"lag" has meant internet lag to gamers for about 600 years now, fyi.
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I'd like to see more modern rifles along with more reasons to use them on zombies.
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20 Plus Million Dollars Later...
libertine replied to Hero of Suburbia's topic in General Discussion
They're fucking working on it is what they're doing. Go look at the code for tic-tac-toe. Its complicated, time consuming stuff they're doing. Even ONE bug can take weeks to just FIND, let alone fix. I worked with a team of devs who put all they're free time into a mod that took 6 years to reach beta and the first page of the dev forum was usually full of threads with posts from the last hour. And even though it was free, they'd get insults thrown at them related to not going fast enough from ignorant people who had no idea what making a game is like. These were professional programmers, artists and animators... -
Not playable for me. Been transported back to the same place since early yesterday. Do different servers help?
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30,000 people per year are so unhappy that they actually KILL...themselves. 38,000 now since the economic recession. (Billionaires doubled their money btw) 200,000 individual attempts. Just in the USA. That alone is cause for concern and respect for those they're effecting. You might not like people, but eventually you will realize everyone does the best they can with what they have, physically and mentally. ...and that is just the tip of that iceberg. There is no reason for hatred once you learn how people work.
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We may be having a semantical difference, but "accuracy" WAS a problem in Dayz mod as it is made up of many components. I picked off people from large distances while they were sprinting, using some quick basic guesstimation. It felt like the player hit boxes were way too big too. It is possible they could use differing hitboxes for different weapons. Mouse control is over-precise too, I think they should put in some momentum, like when you aim with the Alt key (head view for me), much harder.
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I don't want sniper rifles as accurate as Arma in any way, shape or form. I never liked them, but then started using them for fun about a month ago when i decided to be a bandit for a little while and i found they were so easy to use it took any and all challenge out of using one. My advice is to look at America's Army 1, if thats even possible. They had great accuracy characteristic and a great "feel" to them. The sniper was extremely cool. You shot, the rifle went way up and just stayed there. It felt very authentic and realistic.
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I think in some ways its getting to the point where we must decide to make penalties extremely severe for hacking in this way where the hacker is willing to effect massive quantities of people, even if the effect for each individual is relatively minor. A way that doesn't effect the tax payer. Im talking put on an island for 50 years severe.
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Some issues im having with 1st. I do like it a little more, but it could be a much, much better experience, while keeping in line with realism and non COD gameplay. Hope these are worked on. Copy/pasted: 1. Mouse panning speed limit. I've been playing Arma since OFP1 and i've gotten used to the concept of slowing your body movement down, but the head movement is just too slow. Look around yourself, in the comfort of your own home and see if you can comfortably turn your head around, looking around, faster than in-game. The game is supposed to represent a survival situation and combat, where your life is on the line and the adrenaline is pumping, you would be able to look around much quicker, ignoring even discomfort, which i don't there would be anyway. I see no reason to restrict the head movement speed to the amount that it is. It makes it a little tedious and i'd like them to increase it quite a bit, but perhaps not eliminate it entirely. 2. Body turning speed limit when unarmed too much. I officially have gotten a little dizzy when going through the massive amount of houses we must to look for food. I like the amount of houses we must search, but it would really help if the body turning speed while unarmed was faster too. I think it should match the armed speed. It would also give you higher and quicker situational awareness. I think what is most annoying about it is how the human eye works. We don't scan over the environment in a line, as we pan around our eyes go from place to place, sitting there for a moment, then moving on. The problem with panning slow in relation to this is that my eyes want to move quickly to one area that is static, then the next, and so on, but because it takes so long to pan, my eye keep trying to examine a moving image on a 60hz screen running at a low fps with vsync off (tearing) that it constantly panning around trying to catch up with the desired movement. For body turning speed, it is usually a compromise between the intended purpose of turning your body around, OR the purpose of looking around with your head. However since the body and the head can also work together to look around even quicker, i think the body turning speed should at least match the turning speed while armed. There is a lot of headroom for quickening it up before the combat mechanics turn into COD. 3. Peeking over tall walls was definitely unrealistic. But, in my opinion using 3rd to peek around the side of a corner WAS realistic in many situations, simply because it simulated slowly leaning out and putting the slightest bit of your eye around the corner to take a quick peek (not aiming). 3rd person also simulated putting your eye right up against a small crack in the wall/fence and getting a good view with that. However in Arma, leaning/looking around is really jerky and it would be nice if there was a movement key to hold down and slowly control the panning of your character, moving UP on the tips of your toes as well. IF you had more precise control 1st uses could have more natural situational awareness and make it easier and safer to sneak around and track players. 4. Jerky 1st person movement in general. This causes a lot of small problems for me, from dizzyness to safety issues, to making it harder to track players closely. This is being worked on, but heres good some reasons to really refine it if we can. a.) Holding a weapon upright and moving forward causes the view to surge forward a bit too fast, just the head i think. Its a little awkward and makes me dizzy sometimes b.) Too much full-stopping between sequential movements. Theres a lot of these here and there. c.) Small delays here and there where there shouldn't really be. For example, when crouch walking forward and transitioning to forward-right there is a delay in the screen moving right when i think there shouldn't be really since in real life you would start leaning in that direction, even if only slightly, regardless of which foot was planted. Just a bit smoother really. Again, we don't want full control COD as-fast-as-your-mouse/screen-can-move, just a bit closer to less relaxed, "combat-ready" movement.
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Good idea. The more stuff to do and the more niche desires filled the better as long as it fits the gameplay.
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HARDCORE - 3PP:OFF server/tactics/general
libertine replied to wild_man's topic in General Discussion
Couple issues with 1st person im having, some caused by the Arma series tradition, some common 1st person limitations, but all fixable. 1. Mouse panning speed limit. I've been playing Arma since OFP1 and i've gotten used to the concept of slowing your body movement down, but the head movement is just too slow. Look around yourself, in the comfort of your own home and see if you can comfortably turn your head around, looking around, faster than in-game. The game is supposed to represent a survival situation and combat, where your life is on the line and the adrenaline is pumping, you would be able to look around much quicker, ignoring even discomfort, which i don't there would be anyway. I see no reason to restrict the head movement speed to the amount that it is. It makes it a little tedious and i'd like them to increase it quite a bit, but perhaps not eliminate it entirely. 2. Body turning speed limit when unarmed too much. I officially have gotten a little dizzy when going through the massive amount of houses we must to look for food. I like the amount of houses we must search, but it would really help if the body turning speed while unarmed was faster too. I think it should match the armed speed. It would also give you higher and quicker situational awareness. I think what is most annoying about it is how the human eye works. We don't scan over the environment in a line, as we pan around our eyes go from place to place, sitting there for a moment, then moving on. The problem with panning slow in relation to this is that my eyes want to move quickly to one area that is static, then the next, and so on, but because it takes so long to pan, my eye keep trying to examine a moving image on a 60hz screen running at a low fps with vsync off (tearing) that it constantly panning around trying to catch up with the desired movement. For body turning speed, it is usually a compromise between the intended purpose of turning your body around, OR the purpose of looking around with your head. However since the body and the head can also work together to look around even quicker, i think the body turning speed should at least match the turning speed while armed. There is a lot of headroom for quickening it up before the combat mechanics turn into COD. 3. Peeking over tall walls was definitely unrealistic. But, in my opinion using 3rd to peek around the side of a corner WAS realistic in many situations, simply because it simulated slowly leaning out and putting the slightest bit of your eye around the corner to take a quick peek (not aiming). 3rd person also simulated putting your eye right up against a small crack in the wall/fence and getting a good view with that. However in Arma, leaning/looking around is really jerky and it would be nice if there was a movement key to hold down and slowly control the panning of your character, moving UP on the tips of your toes as well. IF you had more precise control 1st uses could have more natural situational awareness and make it easier and safer to sneak around and track players. 4. Jerky 1st person movement in general. This causes a lot of small problems for me, from dizzyness to safety issues, to making it harder to track players closely. This is being worked on, but heres good some reasons to really refine it if we can. a.) Holding a weapon upright and moving forward causes the view to surge forward a bit too fast, just the head i think. Its a little awkward and makes me dizzy sometimes b.) Too much full-stopping between sequential movements. Theres a lot of these here and there. c.) Small delays here and there where there shouldn't really be. For example, when crouch walking forward and transitioning to forward-right there is a delay in the screen moving right when i think there shouldn't be really since in real life you would start leaning in that direction, even if only slightly, regardless of which foot was planted. Just a bit smoother really. Again, we don't want full control COD as-fast-as-your-mouse/screen-can-move, just a bit closer to less relaxed, "combat-ready" movement. As an animator, i know this can be challenging without a large series of complex animation "modes" regulating the desired behavior, but its doable. I can even help if desired. Need a job as of today actually. Told my boss what i thought of him, lol. -
Not bad ideas.
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Watching Briggs and his clan play Dayz when it first came out, in a group, being tacitical, attacking zombies only. I'd say your wrong. Its not a human nature simulator. You can't expect people to care about someones avatar as if they were real. The solution that makes the most sense to me is just giving people negative humanity when you kill a survivor and below a certain amount, which allows for a few survivor kills in case of self-defense, you get a small red arm band with a red cross on it. The red arm band being what the remaining military gave you to eliminate the remaining population to try and stop the virus. A bandit killing a bandit gets positive humanity. A survivor gets positive humanity and after a certain amount becomes part of the resistance, knowledgeable about what is going on and gets a small blue arm band. I'd even be fine with people spawning as part of the military faction (with red arm band), with a basic uniform and rifle, but simulated to be lost, with little other equipment. The military always makes a great antagonist and is capable of generating a lot of mystery.
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That is really sad. You hear the spite in the guys voice?
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PvE Server - Killed by a Human
libertine replied to Aurentius Maximus™'s topic in General Discussion
"the threat of people killing you on sight - or backstabbingly killing you after they chatted with you and pretended to be friendly - is what makes the friendly encounters so valuable and enjoyable.." For you. Thing is people are capable of getting different amounts of enjoyment out of different things. In fact, none of us experiences the game in exactly the same way. D&D players are more immersed in their game world than probably just about all DayZ players, without any visual stimulus at all, just their imaginations. I experienced DayZ the similar way when i started playing DayZ, I followed the power lines and avoided players, immersed in the alternate reality and playing as if i was there. Boring eventually, but it was extremely fun then. Some people, like my cousin (Afghan vet) who avoids games where there is any violence against people, might be one of those people on that server. Nothing wrong with it. I'd recommend laying off the insistence on apple pie to the people who have told you 10 times they prefer pumkin. If it interferes with testing, perhaps thats different. -
Should I invest my time in 1st Person Servers?
libertine replied to crazyandlazy's topic in General Discussion
"master race"........ever heard of WW2? Couldn't you pick a better adjective. -
PvE Server - Killed by a Human
libertine replied to Aurentius Maximus™'s topic in General Discussion
Where is it written that PvE is against the rules? Thats crazy. I watched Briggil, with his clan, play DayZ on youtube i think the first week it was released. It was pure PvE. It doesn't make sense that they would officially ban PvE. -
PvE Server - Killed by a Human
libertine replied to Aurentius Maximus™'s topic in General Discussion
Banning from the server, or from the game (all servers)? -
Some kind of food/thirst level indicators should be high priority
libertine replied to alfagamma81's topic in General Discussion
IMO, filling myself up leaves me with jack shit to do as a non-KOS player. Run around trying to find other players for hours is getting old fast. I like the fact that being hungry more often drives people into "survival" mode, doing survival things rather than hunt-players mode. -
What server are you guys running on?
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adding some more character to dayz standalone
libertine replied to gabe2000123's topic in General Discussion
+1, i had assumed they were doing this, but a lot has actually been taken out actually. The more atmosphere the better IMO.