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18 NeutralAbout loopy_loppy26@hotmail.com
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PvE servers to cure KoS?
loopy_loppy26@hotmail.com replied to t1337dude's topic in General Discussion
You must have missed the part where I said I am also a bandit, and have been since the beginning of the mod. All I'm saying to you is enjoy it while your game is set on easy mode, Its a bandits game right now, and its far too easy to survive. Things will change. -
PvE servers to cure KoS?
loopy_loppy26@hotmail.com replied to t1337dude's topic in General Discussion
Kos Is prevalent at the moment primarily due to the lack of many things. 1. The lack of guns and the abundance of those which are actually live, so of course you're going to get clips for that M4, and every other thing for it when there is nothing else to take up spawn points, once deer stands, barns and other bugged buildings function, I can see the player swarm on the western side of the map disperse somewhat to the rest of the map. (that being said I have no idea why they added 2 military camps AND about a bajillion tents to NWAF and added next to nothing to the entire E - NE side of the map bar one green building in NEAF and removing Military from Berenzino. Sense, It makes none) 2. Gear that's ruined really isn't a problem at the moment, once shooting someone in the chest results in you actually getting nearly nothing useful, people may start second guessing that move. 3. Zombie re-spawns and greater numbers will add an element to the game that is not there at the moment, the risk they were, even in the mod, was enough to discourage random shots and cut off easy routes to flank people, I've played on a few servers just after reset, and electro was a nightmare to play the way I did without the zombies, one shot, even with a pistol, and I had 5-6 zombies on me instantly, thats the way the game should be, and will be some time in the near future I imagine. Zombies AI is fairly bugged at low server FPS, but I have seen a few servers, freshly reset and running smoothly, and they significantly improve their ability to chase and leap, more than 3 at once is not only a huge inconvenience, but most likely a flee or die scenario even if you have a gun and bullets (Once again, you'll pull more zombies) This game is basically Dayz without the Z right now, I really think once the above things have been addressed you'll be seeing a completely different side to the game, the potential is insane and KoS can only suffer for it. All this coming from a long time bandit, so I can't wait for the challenge. -
As long as rocket plans to bring other lower grade rifles back in, such as M24's and SVDs I'm fine with not having other rifles, I'll admit the DMR was completely ridiculous in the mod as well, can't hit the first shot? don't worry bro, here's another 19. I think ligher police and low military grade sniper rifles do have a place in this game, as does sniping itself, everything comes with its own risks and rewards.
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December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA
loopy_loppy26@hotmail.com replied to SmashT's topic in Mod Announcements & Info
I'm not so sure that they'd release with so few servers up, I mean, 3 servers located in Australia to serve most of Australasia is a bit insane, all that would happen is the people that can't join one of those 150 slots will join other servers in the states or europe and just ping dive the whole system. -
DayZ Alpha won't launch until launched !
loopy_loppy26@hotmail.com replied to willey.erd@oundleschool.org.uk's topic in Mod Announcements & Info
I'd be happy with a launch on a Friday, Dean seems like the kind of guy that would allow you a big weekend of dayz SA. Goodguy dean. -
E3 Expo - June 2013 - Interviews and Gameplay
loopy_loppy26@hotmail.com replied to SmashT's topic in Mod Announcements & Info
I have concerns with this, as we've seen in the footage, you can now have the inventory open while moving, fair enough, but when you add the idea of changing stances while having it open, you could easily walk into a room, take everything up high, go prone and just move around, without even looking, and get pings from items you may not have even seen. So in effect, you could walk into a building without even physically looking, do a lap of the room standing, using the inventory as a loot scanner, then do a lap prone/crouched, and do the same thing. I'm an optimistic supporter of the game, and that just happens to be one thing I disagree with. That, however, doesn't change the fact that it will be a fantastic experience. another thing I noticed is that statement rocket said about there being no scripted or otherwise "events" such as heli-crashes and the such. I'm a little disappointed there too as I found that a really thrilling idea in the mod, roaming the countryside actually had an impact, and could be a very profitable venture, and the randomness really added to the game Imo. It definitely would take away from the monotony of loot, run, loot, run, next town. But I guess Dean will make his mind up on that once the alpha is circulating and he gets feedback. Also, I'm not sure if its been stated yet or not, but I was wondering about loot areas, such as will there still be military areas? or will all loot tables and spawn points be evenly balanced, if the latter is the idea, I can see people never leaving large cities if they truely can get every piece of gear there. If anything I think there should be more military areas, filling dead zones in the map, even with the reduced availablity of "high tech" weapons available as rocket has previously confirmed. -
E3 and our attendance
loopy_loppy26@hotmail.com replied to mattlightfoot's topic in Mod Announcements & Info
Zombies spawn server side in SA, so they are spawned everywhere, all the time. -
No DevBlog this week but here is some screens
loopy_loppy26@hotmail.com replied to rocket's topic in Mod Announcements & Info
So does anyone really know how this vicinity thing will work with the item pickup system? to me it seems to counteract the idea of having to search around and individually pick up and find cans, I was looking forward to really having to spend that extra bit of time searching and storing things, also makes it more interesting timing engagements with other players knowing they've just entered a fresh building and will be a little longer than it took to search in the mod. I get that it works off of LoS, and also if its only like a 1ft radius that comes up in the vicinity box, I guess that makes sense if you had say, 2 clips and a gun stored on top of eachother, for sorting out said piles sake. However if its like, a 5-6 ft radius, it seems to take away from the initial idea of spreading the loot around. Thats my 2 cents anyway. -
No DevBlog this week but here is some screens
loopy_loppy26@hotmail.com replied to rocket's topic in Mod Announcements & Info
All this talk we've heard about improved performance has me curious, does this mean we may now be seeing support for high fps caps? given appropriate hardware and of course a oc/d or 120hz monitor? -
I guess this is what happens when hackers make their own quivers?
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
loopy_loppy26@hotmail.com replied to ruarz's topic in DayZ Mod Suggestions
As I've suggested previously, admittedly in the wrong place, I think something needs to be done with the grass texturing, and popping in general. I understand there are limitations in the graphical system of the engine, however I've suggested before that the current system of grass popping out only a hundred or so meters of the player is not quite ideal for long range encounters with players. It really makes spotting players who might not think they're visible on their screen, stand out like black on white on anothers who is a distance away preforming overwatch or what have you. And in the effort of realism I think its definately something that should be looked into, given that stealth and sneaking should be viable, even if you do have to cross somewhat bare fields. And also the current texture popping of trees, rocks and other things whilst running through forests etc are quite unappealing when your out looking for tents, or just being cautious of players. I believe it desensitizes you a bit to the reaction of a player actually popping out, or missing a tent that you didn't see because trees pop in and out. The same really applies for all distant objects, I can't count the amount of times i've been wandering the north and seen a tent under a tree from 500 or so meters away simply because the trees didn't load at that distance. All this goes to say of course that players should not be able to disable the view distances of such objects, in the name of balance. Even if at lower settings its not quite as detailed, it should do its job of concealment regardless. That point asside, I think the standalone could use some more vehicles as suggested, but similar to the armory in arma 2, there should be things like civilian helicopters from news buildings or buildings like hospitals and fire stations, which are unarmed, but still do the job of a huey, making them less prized, but still a fantastic find. -
DayZ Standalone Confirmed
loopy_loppy26@hotmail.com replied to griffinz's topic in Mod Announcements & Info
I tend to stick to treelines nowerdays anyway, but its still a shame that most fields are pretty much death traps if you get caught, im hoping the render distances in the screenshots i've seen of arma 3 apply, because it looks like they're quite far, same thing really goes for trees and rocks. I play the game on high and it gets a bit crazy when you can see stuff rendering in 20m from your face when you're running through a forest, damn rock tents. -
DayZ Standalone Confirmed
loopy_loppy26@hotmail.com replied to griffinz's topic in Mod Announcements & Info
I'm not one to think the graphics need an overhaul, but there are some things that need attention in the interest of balance. Such as grass rendering distances. I really can't count the amount of times that I've been spotted up to a km away prone in grass, which on my screen is keeping me hidden, but on someone elses I'm an idiot prone in an empty field, it really makes sniping easy for your attacker and its something my friends and I fell to a few times when we were just starting out and didn't realise that such an obvious problem was causing it. Nowadays it very rarely happens, but I would view a fix to little annoying problems like this a valuable addition to the standalone, and since a bit of realism is what the game is all about, I think it would add back a bit more risk and if you are attacked, a bit more of a chance to escape legitimately. -
Hackers, and the state of the standalone game?
loopy_loppy26@hotmail.com replied to KetchupOnTheDog's topic in DayZ Mod General Discussion
Yeah I don't get it, majority of the NZ servers are now unplayable due to hackers, the longest i've gone this weekend without dying a hack related death was about 5 hours. And due to there being such a small server pool for us down here, the hacker to server majority is quickly getting out of control. During today's play, i've died to hackers using godmode scripts, insta kill scripts, teleport, invisible, just about any imaginable way to die, a dude even spawned a truck on top of me and drove it around with god mode on trying to run me down. Last night we even had 2 vehicles stolen from us while we were driving them, This has occured on NZ - 2, NZ - 3, NZ -6, NZ - 19, NZ - 20, and im going to go ahead and assume all the other NZ servers. I might go back to ANZ servers, but i'm going to assume it'll be the same there. So yeah, the atmosphere is gone, i'm keen for the standalone, but if that falls to hacking too, it'll be a sad end to such an amazing idea. -
Where: NW Airbase When: Last few nights How Long: Since the 7.2.4 update + the arma beta 417 Myself Near NW Air base looking at a static corpse and again near NW Airbase looking about near a gatehouse.