Jump to content

keefehb

Members
  • Content Count

    29
  • Joined

  • Last visited

Community Reputation

17 Neutral

1 Follower

About keefehb

  • Rank
    Scavenger

Contact Methods

  • Website URL
    http://www.volcbat.com/forum

Profile Information

  • Gender
    Male
  • Location
    Edinburgh, UK
  1. It won't be full proof, but I'd place money on not being able to create mods for DayZ making it a bit more difficult to hack than it is at the moment..
  2. I'm almost tempted to suggest something akin to Battlelog lol. But I won't...
  3. Maybe instead of choosing or assigning a class it would be an idea to tie it in with the upcoming social aspects of the website? For example in your player profile have a list of activities e.g Medic, Engineering, Hunting etc people simply check what activities they are capable of/enjoy. This then allows people who are looking for a certain type of player to search for them and group up? It keeps everyone as a "survivor" but allows people to say this is the role I play.
  4. keefehb

    Full release - Map discussion

    Tunnel was just an example. There plenty of ways to prevent things like that happening such as more than one exit.
  5. keefehb

    Full release - Map discussion

    Chernarus is 225 km2 (Arma 2) Limnos is around 300km2 (Arma 3) It all depends of which version of the real virtuality engine is used, however I'd like to see multiple areas linked together in a realistic way e.g A large city map leading to a large countryside map. (The use of a underground road tunnel or similair linking the areas would cover loading the next area) Thinking out loud again.
  6. I'll try and expand on my original idea. Rocket stated during the Machinima feed that he envisions dogs being used to track down certain types of animal, for example you could "train" it to track a cow or rabbits etc. I think that is a good idea for a basic use. My suggestion is expand their usage so that they are tied to their "owners" humanity level. For example a friendly group comes accross a lone surivor in a town, at the moment what happens is the person will say "friendly" and you either take his word for it or shoot the fucker. With a dog in the group what could happen is if the lone survivor has low humanity (a bandit) the dog could simply make a growling noise/seem upset. If the lone survivor is friendly then dog will just act as normal. Now take the otherside of the coin. A gang of bandits come across evidence of another player such discarded items, food or an old campfire. The person who has the dog this time in theory will have low humanity due to being a bandit swine, meaning they can use the dog to track (roughly) the direction of said player(s). Things such as the dog barking and maybe sniffing the ground could be visual and audio signals that it has a scent without the need for an expanded ui or talking dog. If the surivior is long gone, disconnects or escapes through some other wizadry (crosses a stream maybe?) and the dog loses its scent the dogs behaviour can change back to normal accordingly. Imagine being pursued by a group of bandits/survivors at night with the barking of dogs in the distance and you get the tension I am aiming for. All in all the above could be a good way to solve the need to identify bandits in a way that is not to gamey and in a way that does not need any visual changes to the player (Bandit skin). Tl;DR - Make dogs bark around nasty people.
  7. I think dogs should be given a more useful role. Using them for hunting/tracking is all well and good however they could also be used to solve the so called "bandit problem". For example, instead of a magic morphing balaclava, blood on clothes or any other aesthetic method simply have the dogs growl/act upset if a low humanity player is in the group. If Cesar Milan tought us anything its that dogs are sharp little fuckers. This gives friendly surivors a reason to keep one about and also gives bandits something to worry about when trying to be sneaky infiltrating bastards. Maybe expand upon it by making bandits dogs able to track other players or bark when people are near by... I'll get my coat.
  8. keefehb

    Pricing.

    Real Virtuality is a pretty modular engine. My bet is on a Arma 2 with features from Arma 3 added.
  9. keefehb

    Can an M107 take out a Helicopter?

    Try for the tail rotary for hilarious results.
  10. If your talking about projects using Arma 2, running on a dedicated server, I call bullshit. Unless you want to post a screenshot or video or something? Not that I'm going to lose sleep over it, I'm just interested.
  11. I'm basing my question on the real virtuality engine. Persistence is something that is relatively new to it, infact other than rockets projects and Arma2PDB I've not seen any other examples of it. I don't think it is as easy as you think it is. As for me not playing other games? Not quite sure why you felt the need to add a snarky comment.
  12. I see a lot of issues but no solutions. So the hive is scrapped, how do you save your weapons, vehicles etc? I mean technically, in the engine? Explain or suggest it to me.
  13. BIS didn't create a shitty system. What BIS created was an engine capable of rendering 220 square km full of detail (over 1 million 3d objects), animals, players, vehicles and shit load of other stuff behind the scenes. The challenge they face now is making the engine secure but keeping the openness that allowed this mod (and others) to exist in the first place. But fuck me right?
  14. All the magic parcel of clothes does is change the class of the unit from a pmc one to a baf sniper one. The clothes are lie.
×