-
Content Count
278 -
Joined
-
Last visited
Everything posted by Bakst
-
Are Choppers needed in DayZ?
Bakst replied to Jex =TE= (DayZ)'s topic in DayZ Mod General Discussion
Yeah... look, assholes are everywhere just waiting for an opportunity to flame and troll, and they love to congregate on teh Internets above all else ;) For my part, I hope we can all chill out a little here cos your original post about choppers is an interesting topic and it makes more sense to talk about that than to get into some kinda personal war on a public thread. So... you don't like choppers? :) -
Are Choppers needed in DayZ?
Bakst replied to Jex =TE= (DayZ)'s topic in DayZ Mod General Discussion
Personally, I love choppers. There's this sense of dread when you're on the ground and hear one coming, adrenaline pumping as you rush for cover! =D I don't find them disruptive to gameplay at all, in fact they really add a different kind of challenge to the game. And on the rare occasions that I've flown one myself I had the best time evah in DayZ hehe. As it stands now choppers are difficult to find, require fuel and maintenance, and you have to know what you're doing if you don't want to crash within 30 seconds after takeoff. Despite being a mighty airborne weapon, helis can be taken down with just a few shots by a skilled sniper with an AS50 or M107. So overall, I think they're a great addition to the game, and I'm hoping for many more aircraft in the standalone: civilian prop planes, small commercial jets, different types of helicopters, etc. etc. But that's just my opinion. -
i think he already owns the laptop. anyways, i guess it's true that ArmA is quite hard on system resources. i have a desktop machine with 4x 3.8 GHz AMD chip and HD series gfx card -- the game runs perfectly smooth on max settings at 3.5 km visibility -- but bottom line: desktops are always better for games than laptops. however, since the OP already owns the laptop, i'd say the game/mod can be played on it, just at low settings i guess and not medium-to-high settings like i said earlier. peace out.
-
remember, ArmA2:CO is a few years old, so the recommended system requirements are lower than newer games: Processor : Intel Pentium D at 2.8 / AMD Athlon 4400+ or faster Video Card : 512 MB VRAM with Shader Model 3.0 support – NVIDIA GeForce 8800 / ATI Radeon 4850 Memory : 2 GB RAM Hard Disk : 10 GB of free Hard Drive space Sound : DirectX compatible sound card Direct X : 9.0c
-
you don't think so? I would expect it to be enough for above-average settings, definitely not maxed out but decent enough given that the HD 5730 is still a mid-range graphics card by today's standards. The i7 quad-core CPU is also pretty good, even though they run at 1.6 GHz each, which isn't too much when you consider that not all four cores will be in use. Still, the i7 has performed very well in benchmarks (and also happens to be quite expensive). I would expect this machine to handle Day Z just fine on at least average settings.
-
however i second the posters above in that you could get even higher specs in a desktop machine for the same money
-
your laptop is most definitely able to run this mod: it's a high-end machine with decent processor, dedicated graphics, and plenty of RAM. go ahead and play with the advanced settings in ArmA, you can probably set visibility pretty high along with AA, HDR, VSync etc. hav fun!
-
Should we remove barbed wire in the next update
Bakst replied to mattlightfoot's topic in Mod Announcements & Info
Jeez this thread is *still* going? I suspect that by now, everything that can be said has been said. Just sayin'... -
That actually sounds like an excellent idea, I wonder what the devs think?
-
Soooo a while ago I got tired of alt-tabbing to my browser or steam overlay every time I needed to look up a weapon (which happens often enough since I don't always have the chance to experiment with every gun in Day Z), so I created a compact reference sheet that is basically an edited compilation of all the info that's already available on dayzwiki.com and the dayzdb.com community sites. Call me a nerd but I'm gonna laminate this baby and have it handy every time I play =D Anyway I thought it might be useful to some other survivors out there to have a compact reference for gun stats, range charts and so on, all on a single page... and so without further fanfare, I plan to make these available as they come. For example, the PDF for sniper rifles is attached to this post. If feedback on this is good then I'll finish the others and happily make them available here. So far I've got assault rifles mapped as well as navigation (compass degrees, map grid size, etc.) These may prove useful to noobs and veterans alike, although truly hardcore players are probably beyond spreadsheets at this point. P.S.: Anyone know the formula for rangefinding with the AS50's mil-dot scope? I have read conflicting reports. Also, any corrections or additional suggestions are welcome! EDIT: Here it is, as promised, updated version 0.3 of my little Day Z Reference. I'll keep em coming as best I can... note, the updated version now includes info about loot spawns (scarcity) and blood damage. I've added assault rifles to the sniper rifles and also included a reference sheet for navigating in Chernarus. Happy hunting! DayZ_Reference_v0.3.pdf
-
updated, see OP for latest v0.3 --> bump
-
I once caught a survivor creeping up on me with a Winchester in one of the pubs, he didn't answer my VON calls so I flanked him and unloaded a full Makarov mag into his side from about 30m. He still had time to turn, take aim and squeeze one off (severely wounding me), but then he passed out and quickly bled out. I thought that was pretty good in terms of realism authenticity, because unlike in the movies when you get capped like that it takes a while for you to actually die unless some vital organs were hit. But I do think that getting shot should include more side effects, i.e. you should stumble when you take a hit (or even get knocked down by the impact depending on the caliber). Also, if the standalone damage system can be tweaked to include a vital organ metric, that would be amazing! Then protective gear like kevlar vests and helmets would help protect your vitals, and firefights would be way more interesting.
-
wow your story about the bull is wild! anyway i just wanted to say that afaik, many of the features you mention (and discussed by others as well) are in fact coming with the SA, i.e. a more authentic and complex damage system for health and gear that includes having to make a splint for broken bones to heal over time, etc.
-
ps: i'll be posting more sheets like this in a day or two, starting with the assault rifles
-
fair enough. i find there is much to remember in this game, from mil-dot range charts to compass degrees and beyond, and so i made this reference for myself and anyone else who finds it useful. it's a lot of work and only marginally useful, but here it is anyway =)
-
haha well i'd argue most people here have posted a few things they later regret, i know i have :) also, rampant cheating threatens the whole project and so i understand that you were mad! i would be too. the discussion simply got out of hand, whatevs. anyway i'm off topic. really looking forward to the standalone release and all the exciting new features you guys are working on. maybe a public alpha release isn't such a bad idea -- weed out the scripters early on then let everyone else get on with it in beta ;)
-
man it's funny you say that, because just earlier today i was reading the entire 25 pages of this thread from back in June/July and seriously, it made my head spin. nuf said.
-
glad you like it mate ^^
-
submitting GUID to a third party to get whitelisted on their servers
Bakst posted a topic in Mod Servers & Private Hives
Hi all, I recently decided to check out the website of a German whitelisted DayZ server because I was intrigued by the idea of a server with an approval process that might be able to cut down on cheating. They claim to have virtually no script kiddies on their servers thanks to a whitelisting process that requires you to register an account on their site and then submit your Battleye GUID to your account profile; they claim the GUID is visible only to site admins and cannot be traced back to your cd-key due to the hash encoding. Now, the website *looks* friendly and legit, but I have serious doubts about submitting my GUID to any third party, however good their intentions may be. The process itself sounds fishy (log onto an official server, type in a certain command in the chat, make a note of the 32-character GUID... hmmm). Then again, I don't fully understand what GUID is/does, so maybe this whitelisting process is indeed harmless. Is my paranoia justified? Can anyone give me a quick explanation of what my GUID is and what I should (or should not) be doing to protect it? Thanks! EDIT: this has been deemed safe, see below: GUID is visible anyway, one-way hash encryption means cd-key is safe. case closed. -
submitting GUID to a third party to get whitelisted on their servers
Bakst replied to Bakst's topic in Mod Servers & Private Hives
thanks! it looks legit but heck i don't know this community from a hole in the ground at this point. i think i'll just let it be :) great thanks for the info, that clears everything up. Case Closed! =) -
Authentic experiences... I get that. A subtle but important difference I guess. It's like with movies, where you "suspend your disbelief" in order to engage in the experience: it has to be believable enough, but not perfectly realistic (it's drama after all). Same with any good game. And of course, I have seen the threads with rants about how unrealistic it is and how you should build in some kind of farting/pissing/defecation functionality etc. etc. That made me laugh hard. Authenticity it is, then!
-
That sounds awesome, and I also remember you saying at some point that this would also apply to rounds in a mag, i.e. individual bullets would be a separate object that can be loaded into various mags -- or traded with other players! Having the possibility of your weapon jamming really adds a challenging new factor to the game, and requires players not only to find a gun but maintain it if they want to survive the next gun battle. Sounds like things are gonna get even more realistic in the standalone, with a myriad of ways in which players can die. @Box, personally I like to immerse myself in the games I play and I wouldn't enjoy playing only for the best gun, so I agree with your concern, but honestly I think if people want to play that way, they can certainly indulge in that slightly RPG-like aspect of the game. It's a sandbox, after all. Let them get their weapons so we can plant a hatchet in their skull from an ambush lol ;)
-
@zombo lol that would have been awesome, kamikaze style! or perhaps like Leia in Return of the Jedi, where she is disguised as a bounty hunter and threatens Jabba the Hut with a thermal detonator =D
-
I walk in the woods all the time mate. It's relatively safe there. I only come out when I need something :) I've even found stashed vehicles in the woods a few times. Usually when people come back to their super-secret camps and find them looted, they instantly assume it was caused by cheaters -- "how else could they have found our camp?!" -- but usually it's just enterprising hunters like us lol Btw, I fully agree with your signature re. the steaks vs blood bags :)
-
PS: i guess it was a little unfair because you spawned right on this guy, he probably thought you were scripting or something. still... amusing ^^