walrus2517
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E3 Expo - June 2013 - Interviews and Gameplay
walrus2517 replied to SmashT's topic in Mod Announcements & Info
I really thought they would be much further along by now so I was underwhelmed to say the least. It looks better than the mod, but that's about it. I really hoped his Everest excursion would reinvigorate Rocket, but hearing him say he's already tired of zombies and thinking about future games isn't inspiring confidence. Seeing Matt streaming other games recently makes me think the entire team may be over it and ready to just get the damn thing released so they can all move on with their lives. Like most others, I'll be purchasing the SA on day one no matter what. Whether I actually play it for more than a couple of hours remains to be seen. In the meantime, a great many thanks to everyone working on both the original mod and all the various offshoots. One year on and I'm still playing DayZ on a weekly basis. -
Totally my fault. I got your comments mixed up with the comment Mitor made. My apologies. :)
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I have no idea what it is except a start to something. It probably won't come to anything either. But you said you didn't think anyone would work on a DayZ/zombie mod for Arma 3 because you didn't see a point. I was just showing that some people already are and I doubt they are the only ones.
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Because when the SA is released with crappier graphics and control mechanics than the Arma 3 alpha, a lot of folks will come to these forums to complain. As for the point of it, we're talking about modders. I don't mod for Arma but I do mod for a couple of other games and have found, as with experimentation in all facets of life, people will try it just to see if it can be done. If it doesn't work or if it isn't better than the SA so no one plays it, I'm fairly certain someone, somewhere, if not a team of folks, will still attempt it, if they aren't already. Judging by a quick cursory search of forum topics here it looks like this idea has been discussed at great length already although I don't see anything about it actually being worked on yet. EDIT: Scratch that. Just found this:
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I understand but I'm sure folks are already working on it anyway. Hell, by the time anyone gets DayZ working well on Arma 3, Arma 4 will probably be close to release. ;) My point is simply that the controls for Arma 3 are far superior to Arma 2, arguably the biggest improvement in this iteration, and going back to the Arma 2/ToH controls for the SA will be a step backwards, no matter how great or feature-rich it may be (and who doesn't want to break from zed killing to crap in a tin can?). Plus, the longer it takes to release the SA, the more people will be playing and getting used to the Arma 3 mechanics. I'll still be purchasing and trying out the SA, but at this point it's primarily to honor/credit Rocket and Bohemia. My enthusiasm for it is practically zero now that I've put 20+ hours into Arma 3 and gotten used to it. EDIT: I should probably add that although I still check these forums almost daily, I haven't personally played DayZ in about 6-8 weeks, even before Arma 3 alpha, so my enthusiasm was waning already.
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Arma 3 alpha plus Wasteland. Once you've played with the new controls going back to Arma 2 feels (and looks) awful and Wasteland is fulfilling everyone's multiplayer needs. At this point I'm more interested in the first Arma 3 DayZ port than I am the SA.
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To offer the one millionth opinion on the food/soda controversy, my feeling is it was too much. I have no problem with a few easter eggs planted around but this was a bit too immersion breaking for me. The devs working for free on this deserve recognition but I don't think this was the way to go about it. Further, I'm sure they expected a massive backlash. Hell, the forums fill up with folks complaining about every update even when it's strictly bug fixes. I'm all for experimentation with new features, but I think when considering something like this, the devs should ask themselves if it is something they would want BI putting into the SA. If the answer is no, don't do it.
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Why is view distance set by the server?
walrus2517 replied to AfterShave's topic in DayZ Mod General Discussion
They make fair what they can control. View distance can be controlled server side so they set a cap to make it fair for everyone. Ping rates cannot be controlled, although most servers are set to kick people with high pings because it does effect everyone. I don't understand why this is suddenly such an issue considering VD has been capped since the mod was first released and the reasoning is obvious; it drastically improves server performance and is one way of leveling the playing field for everyone. I play single player missions with a VD of 3500m but have never been bothered by the 1600m limit in the mod. -
Wired 1sec freeze lag nvidia gtx 275 & amd 955be
walrus2517 replied to reggie1324 (DayZ)'s topic in DayZ Mod General Discussion
I have this issue as well and think the brief freeze is simply due to zombies/loot spawning, not any graphical settings. It seems to happen anytime I enter an empty city/town and trigger the spawn radius. Hopefully it is just a bit of netcode they can patch up for the SA. -
Who is loving the new update for Namalsk?
walrus2517 replied to Sgt. Vanluven's topic in DayZ Mod General Discussion
That is a fantastic idea although I'd still prefer a longer warning period before the EVR. i.e. the initial boom triggers your combat timer for the duration of the effect but the actual burst doesn't come until maybe 45 seconds later. -
Who is loving the new update for Namalsk?
walrus2517 replied to Sgt. Vanluven's topic in DayZ Mod General Discussion
I think its funny so many people don't like the bloodsuckers because the bugs that work with regular zeds, like hiding in a tree, don't work with them. Everyone has been asking for better zeds since the mod was released so there is another challenge besides PvP, and now they are complaining it's too hard. A couple of hints: First, look for their eyes against the skyline when they are invisible and go for headshots. You can still hit them when they are invisible. Two, in my experience, unlike regular zeds, they can't climb ramps or stairs, so run until you find one of the many towers on Namalsk, climb up the first half flight of stairs, and the bloodsucker will just sit there while you unload a magazine into it's face. I've been skeptical about nearly every decision to make DayZ harder, such as the removal of starter weapons, but this is one increase in difficulty I'm loving, even though bloodsuckers have killed me a couple of times. On the other hand, I understand completely people being upset with the EVR. It really does effect gameplay in a manner beyond the player's control. As someone who enjoys piloting helis around the map helping folks I'm forced to ground my ride and wait for 20 minutes at a time if I know an EVR is due soon. If the map author wants to keep the EVR, I think he should just delay the effect and give us more time to find shelter, say 30-45 seconds at least from the initial boom. The obvious problem with delaying it 30 seconds is giving people's combat timers enough time to cool so they can just disconnect until the EVR is over, but I'm not really sure what else can be done. I'm interested in hearing other ideas though. -
1.7.4.3 street lights, but what about 1.7.4.4
walrus2517 replied to specterm's topic in DayZ Mod General Discussion
I also agree with BioHazard. The more options you leave up to the server admins the better. I really like the streetlight effects I've seen in some Arma youtube videos and think it would be great. However, I also play on servers with less than 10 people where sniping is extremely rare. -
Who is loving the new update for Namalsk?
walrus2517 replied to Sgt. Vanluven's topic in DayZ Mod General Discussion
I love the bloodsuckers addition, especially how they go invisible chasing after you and you can only see their tiny eyes bouncing against the sky. It's nice to have a real non-player threat. I haven't decided yet on the A1 bursts. They are super harsh but add an element we haven't had before so I'm hesitant to say much after just one day of playing. -
enforced "friendly" on private server? wtf!
walrus2517 replied to bfisher's topic in DayZ Mod General Discussion
I don't believe the SA is going to lock servers to a certain set of rules anymore than the current mod does, so if someone wants to host a private hive for the SA and declare PvP a ban worthy offense, they'll be able to do so, just as they can now. I'm not sure I follow your "game not a mod" so it must have a "soul/core" reasoning, but even if that is true, it doesn't necessitate that said "soul/core" has to be PvP. The core of the game could just be "it's a friggin' zombie apocalypse, let's see what happens", and still let the individual servers decide settings like daylight, starting equipment, vehicle count, and even PvP. -
Download DayZCommander and try again. There are a bunch of new maps that add interesting new elements and private hives have helped significantly with the hacking issue. I quit playing after about 120 hours then picked it up again after a two month hiatus, about the time all the new maps started coming out. Now I've put in over 320 hours and don't plan to stop anytime soon.