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dra6o0n

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About dra6o0n

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  1. dra6o0n

    Spawn with a hatchet?

    The funny thing is that the players here thinks that playing DayZ makes them a hardcore player, when they barely play other games of the same type. Nobody here played Haven and Hearth? If not, then that makes the 'hardcore' player a noob in my view. Do you play various mmorpgs, a few hundred games, do you check out gaming news, and non-gaming softwares that can be coordinated with games?
  2. dra6o0n

    Spawn with a hatchet?

    That's the stupidest thing I've ever heard. No, cross that out. That's the most retarded thing I've ever heard. *Red font: WTH? Really you don't want people to *potentially* ruin what's already awful? I think we have a psychic here! *Cyan font: So DayZ isn't a game... What does that make the other zombie survival shooters then? Even if Arma II is a "simulation", it's still a video game! Heck the easiest way to call it, is a Video Game that tries (and does it oddly) to simulate military realism.
  3. dra6o0n

    We need bait to hunt animals

    They are more likely found when driving a car through fields than running up and down hills. In fact, no animals would spawn on hills, so look for huge open fields.
  4. Which is why in the daytime you toss a smoke grenade at full strength past them so they all bait to it and chase it. The grenade bounces with funny physics so you can lob it extremely far so long as it flies past their usual line of sight. They will be concentrated into the smoke area so you can loot it generally without being spotted. I think a zombie that's tied down to the loot location can be dragged far away from the helicopter until the player is out of range and no players is near it for it to stay 'spawned'. Zombies despawn when players are too far out of range (500 meters). Yeah you can do this, have one person aggro heli zombies and run in circles away from the heli while the other person loots. Then both run to a vehicle or a building.
  5. dra6o0n

    Advanced clan bases?

    They are not going to add it in there, no. Rocket stated they plan for base building in the standalone version. But to get to the standalone version they must finish the mod.
  6. Because the devs wants the easy way out and added zombie spawn chance for each loot location.
  7. dra6o0n

    Too many Guns.

    Gun rarity needs another cross check when spawning. Firstly, not only does it has a % to spawn, it runs a script to check the list of total items spawned in the area so you don't have two double barrel shotguns or two hatchet spawning. A script that prevents weapon spawn per location to ONE would be handy. So at a firestation, 1 weapon can spawn within a building. Period. But you can collect ammo for other gun. Once you set this check up, increase gun spawn in other locations by a small increase. Put a 'max guns' found in a general area, like a city, to 7 total, each time it respawns. This means: 1 Building = 0~1 gun 1 City = 0~7 guns Because it's post-apocalypse, lower quantity of guns is possible so you can add filters to slow down gun spawns to a maximum amount.
  8. So you didn't notice the developer's stance on hacks and such when they talk like how politicians talk? "Uhh yeah hacking is baaad, oh-kayuh.... Don't hack... Oh-kay...? Hacking is baaad..." "Private Hives, uh well we need to give more control to, uh, private hives." Seriously, when a admin plays around on his own private hive, he gets banned! When a hacker runs rampage on all the 'official public hives' they get away scot free! When a admin player wants to spawn helicopters, on a hive that's tiny and has very little people, then it does not warrant a ban. Especially when no one cares on that particular server. But yeah since these servers are hosted and rented, Enforcing rules on rented servers gets stupid. I mean, you paid for a server, so at the very least you get to make the rules on it. RIP murderface. Control mongering on servers is almost as worse as Roblox and their freaking retarded administration that bans and deletes you every minute you post something that they don't like or don't understand. Say minecraft = ban. Say other games = ban. And the funny part is that Roblox makes prepaid cards like Nexon and the other publishers, and APPARENTLY they get sold out at best buy for some odd reason...
  9. MMOFPS = Massively multiplayer online first person shooter. What part of a DayZ instance is massively multiplayer? You don't have 2000+ player limits, and it's a instanced. It's connected to a hive server, but then that's simply labeled as a "Online" as it connects to a main server. It's no different to Steam servers for your steam games, it connects to it, does that mean all your games on Steam is a MMO? Granted, World of Tanks seemingly took a guiness world record for the most players online in a single server, but it's more like a lobby than a real game world so I guess the term doesn't need to apply to gameplay. We really need to be more specific on what makes a game a MMO. But more or less you definitely need more than 256 players on a server to consider it to be close to a MMO. Cause BF3 Battlelog is browser based, has players connecting to a single EA web server, and you can view all the other servers just like how DayZ does it, and every server can be rented and has up to 64 player battles. Personally, if it's under 100 player limit per instance, I see it as a online game. If it's over 100 in a instance, It's a MMO or something close to one. EDIT: Oh you mean "Rocket" classified his game as a MMO. Which means he probably doesn't know what makes a MMO a MMO... LOL!
  10. dra6o0n

    Crowd sourced zombie movement

    Can't work when the mod seemingly has to crack the source code to make modder's code work. It's basically inserting code using a third party program, and making it run differently. That's how modding really works. [vanilla code here] {Insert code} .........v [vanilla ^ code here] 100% of the vanilla Arma II isn't coded to work perfectly to mods from the start, and what Bohemia did was change up a part of the code to allow mods to work after Operation Arrowhead it seems. So this means about 60% of the code isn't natively moddable without cracking it?
  11. dra6o0n

    Need to improve clothing textures

    Then hack in the textures yourself. Nothing is stopping you from modding your own client so DayZ functions or looks differently. Heck this is how hackers does it, they have free reign on the client so why can't you?
  12. It's not a MMOFPS, not even close. As far as I can see, it's only a FPS Survival with zombies that aren't really zombies. It's no different to Gmod where a gamemode makes you having to survive and you have choices to do, and has zombies in it. I'm sure it existed, because it sure as hell have a ton of gamemodes and I'm pretty sure 40~50% of the facepunch community comes here too. It's not really sandbox, it's a open world zombie survival. It gives off vibes of Brainbread where you shoot zombies and find weapons and items, without the rpg aspect.
  13. dra6o0n

    Making DayZ free

    My friend is a programmer who's worked with others on a engine far older than any of you would even know. Plus I am taking programming classes and can see the extent of it thank you very much. I know what I am talking about. Creating a standalone game IS harder than modding simply because you would lack the foundation that the game would require, which means the library would be needed, the source code to even start the game, run modules, and all that. I am not talking about downloading a 'game maker' program and do it, I mean coding a game FROM SCRATCH. You are probably thinking of simple games that you run from java or something, because real game takes only a tiny bit of that and they will literally blast off to a whole different level. With Rocket's modding, he definitely is and was cracking Arma II for his mod, which means figuring out how it worked and inserting code into it to allow mods to be used. As for value, we've have the concept of demos being used for the last century, so of course we understand the value of games. Games are expensive not because they are good, but because it is more profitable to do so. The reason why you think value is unknown, is because you don't understand the business and marketing side of selling games. People are made to think that one thing is worth the cost, because publishers are dropping millions to promote it as so. And as such we can't know if the value is sufficient to the cost until someone buys it and reviews it. So don't say Arma II and DayZ isn't one of those games, because it definitely is. It is no different to Gold Source engine where you made mods that overwrites the executable so you had to reconfigure all the libraries in it so it ran properly, and that was before Steam was created and before we had SDKs. Six Launcher is no different to modding utilities that crack the game, and Arma II only gained the 'expansion' menu because it took notice of the modding community some time back, BEFORE DayZ even came out. Game development is not a easy feat that you might think up logically in your head. It presents a lot of challenges that you will most likely overlook 80% of the time. As a programmer, you must code in a lot of logical stuff, but even then problems presents itself in rhetorical format.
  14. dra6o0n

    Probally shouldn't have removed respawn

    If this is in a typical DayZ server where if a character is created in a 'hacked' environment, then you are definitely screwed since going into other servers is gonna spawn you in the same location as you gotta wait until you die to change servers.
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