dra6o0n
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Everything posted by dra6o0n
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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?
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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.
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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.
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Zombies are spawning much to fast. Clearing areas makes no sense - they respawn like in an arcade game! Very unrealistic. This must be changed.
dra6o0n replied to Kingsix (DayZ)'s topic in DayZ Mod Suggestions
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. -
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.
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Zombies are spawning much to fast. Clearing areas makes no sense - they respawn like in an arcade game! Very unrealistic. This must be changed.
dra6o0n replied to Kingsix (DayZ)'s topic in DayZ Mod Suggestions
Because the devs wants the easy way out and added zombie spawn chance for each loot location. -
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.
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Scripters, Hackers, have more control than me, an admin.
dra6o0n replied to beans's topic in DayZ Mod Suggestions
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... -
Scripters, Hackers, have more control than me, an admin.
dra6o0n replied to beans's topic in DayZ Mod Suggestions
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! -
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?
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Need to improve clothing textures
dra6o0n replied to Sneakers O'Toole's topic in DayZ Mod Suggestions
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? -
Morhpine Emergency - How about a BRANCH!!! ?
dra6o0n replied to bionoman's topic in DayZ Mod Suggestions
fix'd -
I wonder if this is still possible. In the usual DayZ game, you spawn, you play, you kill, you die. But what if you can have something that implements and make gameplay more appealing over time? Character Customization What if you can customize the skin of your character before you spawn, for when you want to play in a certain role in the beginning? Maybe add a unlocking system into the mod so everyone starts at one level and must survive and do achievements to unlock stuff that are cosmetic to your character? Different outfits and such would be interesting to use. You can change this every time you respawn. Possible Costumes: Civilian (default) Fire Fighter Police Doctor Business Farmer Zombie Military STALKER Perks Because you will likely die and respawn again, why not have a simple system to make things more interesting? Perks can be a customization that allows you to bring a certain set of gameplay into the game until you die, and you can unlock perks by doing certain things in the game. Each perks should have a positive and a negative effect, and brings additional element to roleplaying. Example: Glutton - Gain twice as much blood from eating food, but you get thirsty and hungry 2x faster. Lightweight - You move 10% faster, but carry 1 less secondary slots (7 secondary slots) and 1 less primary slots (11 primary slots). Stealthy - Zombies notice you less likely, but you gain injuries much easier. Brute - You have a higher blood capacity (16000), but your movement speed is 10% slower. Treasure Hunter - You have a better luck to find items (increases % of rare loots around you when they spawn), but more likely to attract zombies (increases % for zombie chance in the area). Night Eye - Better Night Vision, but sight is hindered towards bright light. Rambo - You shoot guns more accurately overall, but you make 50% more noise (you go "GRAAAAAAAAAAAAAAH!" while shooting, and you also waste more ammo like that). You'd only pick Rambo if you like baiting zombies as part of the team. You may bring only 1 perk into the game.
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Scripters, Hackers, have more control than me, an admin.
dra6o0n replied to beans's topic in DayZ Mod Suggestions
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. -
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.
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Probally shouldn't have removed respawn
dra6o0n replied to Shroom9191's topic in DayZ Mod Suggestions
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. -
Scripters, Hackers, have more control than me, an admin.
dra6o0n replied to beans's topic in DayZ Mod Suggestions
Nope, DayZ isn't a genius with gameplay or anything, it just did something that many other zombie games did, it just had the Arma II content for more realistic data than the other mods/games because they didn't originate on a military simulator. And it's not because DayZ was a awesome game that it got everyone's attention, it's because of the way it presents itself that caused that attention to be directed at it. It has survival like most games, but it does it almost exactly the same way too, Gather items, craft items, survive. Heck Minecraft got insanely popular because of that simple reasoning too. So what does cause a game to get overly popular? Timing. When time passes, people's needs and wants changes, but DayZ and Minecraft happened to provide specific feelings for their respective communities and this results in a chemical reaction in our brains. As for choice. I don't see many choice compared to some sandbox games, its just that we know less of our choices that we think we have more choices. You get food, get medical items, get guns, and your choices are to eat, heal, craft, shoot, run, talk, and die. That's it. That's all you are ever going to do. EVER. DayZ never fulfilled any dreams, everyone is just that retarded, and woke up thanks to the internet in the last 10 years. Before high speed internet, society was a lot closed minded. DayZ is not something game developers take a nod at, it's something modders might take a look at it, but nope. You've probably never heard of the half life 2 and half life modding (or Gold Source modding), I've been around the game communities on the internet and seen a lot of things, and I'm sure there are much older people who knows more about stuff back to the pong days. The little voice in my head wants nothing more than DayZ to fail because that's the only way it will learn (and how rocket will learn about the reality) about game development. So long as DayZ continues to attract people to buy Arma II, it would end up making Bohemia's head too large and ego too huge to care about the modding community. In fact if they realized that modding extended their profits, they'll try for the 'be cheap and get more money' strategy where they'll put less effort in their games so people will continue to be drawn to a mod of a buggy buggy game system. Rocket's ability to mod is one thing, but Team Wolfire's ability to not only develop a indie game from scratch, but to present a preview of their alpha builds almost EVERY WEEK, shows how much effort you need to dish out at a MINIMUM. http://www.wolfire.com/ It's much more impressive to see a team of developers/programmers come out of nowhere and take the internet by storm. A single modder who's team or independant work made a popular mod that made a company rich, is nothing compared to that. -
No. You are, why should we pay for a game we might not know of it's value? This isn't like the old days where people pull 'piracy is killing us crap' all over the internet. And it's so not the days where we pay for something and then whine about how bad it is. Oh wait, we still do that so meh. So stop bothering about whining about the concept of freebie being god damn awful to society... DayZ as a mod is one thing, because as a friend told me, Rocket spent years trying to crack Arma II to be moddable, which shows how hard it would be for him to actually make it standalone because that requires a different set of skills and knowledge. So at this point, even if he does make it a standalone, it will never come on par of the current DayZ you know and love, so stop getting your hopes up. Bzzzzzzzzzt! Wrong you idiot, pricing it at $50 will immediately kill any hopes for profitability and popularity. DayZ has competition, and it's not a good idea to price it twenty dollars more than War Z. Obvious ass kisser is obvious. Every forum I go to that has development going on, people gets too hopeful about a general game that I totally can see that it has a good chance of failing. The community is DayZ's downfall, as they are hyped up about it, and when the game comes out they will start raging about the value of their money being wasted on it. This is why you don't release alphas to the public.
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Scripters, Hackers, have more control than me, an admin.
dra6o0n replied to beans's topic in DayZ Mod Suggestions
No, because without any sort of killing, DayZ would be another boring game. Real survival in the real world is different, because you literally feel it happening as it courses through your life, but video game survival you just only feel repetition and get really bored of it. In reality, you cope with something because you don't want to die, in video games, you withhold those feelings and as such you feel very bored of the game after you attained a good level of it. DayZ bores me too, not because of pvp and such, but because it's a alpha and because it was Rocket's fault to release a alpha to the public too early. -
If you want players to start without a backpack, you gotta end up making backpacks more valuable and helpful. Generally its hard to even imagine players normally holding stuff in their clothing, I mean 12 slots without backpack is a bit much so you gotta do something with the items to shrink it. Allowing ammo, painkillers, morphine, and epi-pen to be able to be stacked in a single slot would make it handy to shrink the slots down to 6, while making use of the other 6 slots for something else, like combining the 2x3 slots into a melee weapon slot.
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Make zombies much much more sensitive to hearing. As soon as you fire that pistol, it's like dinner bell but not nearly as loud. If you make the choice of shooting a gun a bad idea in the first place, it will change how players will decide to do so. Like in walking dead, the lore of shooting a gun generally is a bad idea, it attracts HUGE hordes of zombies to the shooter.
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Revised Respawn and Character Customization System
dra6o0n replied to dra6o0n's topic in DayZ Mod Suggestions
Lets add a pedobear skin then, then a trollface skin then... Then lets make DayZ a matter of trading 'unique' skins, make TF2 look like babies with their hat collection. Yeah we have 'skin collection'! -
Too much complaining about 3rd person view
dra6o0n replied to UberFAKnNooB's topic in DayZ Mod Suggestions
Another reason why Bohemia can't pull off technology like Hammerpoint interactive, they are a tiny company compared to a North American company with tons of connections. http://www.vg247.com...ns-in-24-hours/ Bohemia only is used to making military sim, and not used to producing games outside it's scope. It could be because they originated in Czech so they are like STALKER's company, they got the views but not the tech/funding/experience. -
Make crowbar has high 'leg breaking' potential when aimed at a player's or zombie's leg, so when you hit them they go down and become a easier target.
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Run to the nearest high ground, and jump to your death. Especially easy if near a city with ladders. Otherwise run into a group of zombies. Shouldn't take 5 minutes.