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57 GoodAbout Soupee
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Survivor
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What is the longest amount of time your character has survived for?
Soupee replied to {MILKMAN}Razor's topic in DayZ Mod General Discussion
The one I currently have is 200 or a little older on Vanilla. But I don't get to play much so it's not terribly representative. -
FIST FIGHT?!?!?! HAHAHAHAHA
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SKS is not a miltary weapon? Tell the 15,000,000 guns made in USSR, China, Yugoslavia, Romania, Albania, East German, Vietnam, and North Korea that... Was a frontline weapon at one point and "backup" weapon for decades. Unless of course by "not military" you really mean not automatic and not a "sniper" rifle.
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Actually I think one of the reasons the smaller caliber weapons have come to favor is because as a general rule an army would rather injure their targets than kill them outright. An army on the move is slowed down/burdened by a bunch of wounded soldiers vs. outright dead ones.
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That type of "difficulty" has always frustrated me. Of course it's hard to make great AI, so I never have much expectations going into a game.
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1.8.1 And The Future Of The Mod.
Soupee replied to MMaxamillion's topic in DayZ Mod General Discussion
Razor49's the man. I read somewhere recently and he said they have 1.8.1 ready, asked for release around the time the SA came out and were told no. Which makes sense. Not sure what the timeline looks like now though. It's really amazing how much the mod has transformed since I started playing (well over a year ago). They've all done a really good job. -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
Soupee replied to jovlon's topic in General Discussion
I'm not a game developer, but I'm an engineer and work on some pretty large projects. There's a bunch wrong with adding in things at times. First, which affects the player base the most in terms of "anger" is perception. I feel like maybe the team is working on giving people tidbits (new guns, clothes, spray cans, etc) because the bigger milestones are so far away. And possibly even the bug fixes are so far away. So instead of letting it appear that the game isn't "moving forward" the team drops these small bread crumbs in an attempt to make it appear the game is progressing in development. And from a player's perspective, new guns makes it look like the game is going somewhere... when in reality it's a new model and some attribute tweaks for the most part. Second is it can certainly add in ADDITIONAL bugs, without a stable "start up, run around, grab loot, shoot zombies" base, every minor change can break things that are currently unbroken. I understand that major bug fixes and item additions are two different teams. But in many many ways they can actually work against each other unintentionally. Especially if both teams are allowed to basically work in a "bubble". Any time the team touches something they should really test it through at least its sphere of influence. For instance, painting the Mosin and not at least making sure it still shoots is pretty ham-handed. It would be like repairing a traffic light and walking away as soon as you saw that the green light worked. You really need to watch it cycle fully at the very least. Then let the alpha testing public do it 10,000 times and see if there's any odd one-off bugs you need to fix. I don't care what state the game is in, the folks playing an Alpha shouldn't be the first ones to find out a gun doesn't shoot after you paint it when it's one of the biggest "features" added in a patch. Completely false for reasons stated above. If the low priority feature is such a low priority that you can't even make sure the item still works at its most basic level (gun loads and fires) once you've used the new feature on it... then it isn't high enough priority to even consider adding at that time. Like I said, it's ham-handed. But it is a learning experience (I hope). To a certain extent it feels like the DayZ team is still learning exactly what it means to make a full game. Like I said, I'm not a game developer, but I work on large projects and there is a big learning curve on your first/early attempts at anything. And let's not lose sight of the fact that DayZ is a very ambitious project. It isn't like they're making some cookie cutter game like many of the major titles around these days. A lot of this may be driven by the amount of interaction that Dean had with the community from the beginning. Truthfully, when he started the mod he wasn't really dissimilar to many of us in the community. So I think he had that connection with the players that few game-makers do. That is very much a two edged sword. While it's great that he has that background, it may also be detrimental when the player in him wants to see something new or progress. Whenever I modify a multimillion dollar piece of equipment the focus is always "let's get it running like it was when we started". Then we can talk about adding all the nice-to-do's and making improvements. To implement or focus on anything other than core functionality at this point feels like a bit of a folly. Disclaimer: The above is my opinion/experience... not intended to accuse BI, Dean "Rocket" Hall, or any of the dev team of anything. :) -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
Soupee replied to jovlon's topic in General Discussion
Like I said... you can't win here. You know what I meant. Committing to the standalone further hyped the mod, etc, etc. It's impossible without a time machine to figure out how it would have played out had the SA not been announced. Let's just say it didn't hurt. And I never said they were in it for quick cash. All I meant was that BI was benifiting financially from DayZ mod, and not just because Dean was working on SA. -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
Soupee replied to jovlon's topic in General Discussion
First... anyone who thinks that Rocket/DayZ weren't generating revenue for BI during development isn't thinking clearly. DayZ created great revenue in the form of ArmA II/OA/CO sales that would never have been sold. You can guess that DayZ was probably responsible for millions in sales even as a mod. As anyone who's been around here knows, it is impossible to "win" on here. You're either a fanboy or a complete hater, regardless of what the actual truth is... I've had many reservations about DayZ ever being "finished". The truth is if you think the game is a complete dead end you're wrong because it already exists in some form. And I believe if you think that BI is going to create some overarching classic with every feature, every dream, and every quirk worked out of it... you're crazy. While the title is hyped up and obviously a revenue generator, but what does a "finished" DayZ look like? Honestly, I am not sure that it could/can ever really be finished. It's a different animal from a story based game with a set path. And it isn't a mega-title that's going to sell 50 million copies. I think DayZ suffers, at least a little bit, from an identity crisis. It's a niche game with niche players... and all of those niches seem to have special things they want/need from a full blown game. It's like getting 20 people together and asking "What do you want for lunch?" vs. getting 20 people together and ordering pizza. 5 will absolutely love it, 5 absolutely hate it, and 10 will think it's a pretty good lunch. It's an amazing journey that the game has been on, I've been playing it for well over a year and I still greatly enjoy it. I don't really "care" how DayZ ends up being recorded in the history books, but I hope it lives up to what I feel it's capable of... I just don't know if that's even possible. -
DAYZ Standalone VS. ARMA 2 MOD version
Soupee replied to nickaepi's topic in DayZ Mod General Discussion
Everything you need to play DayZ Mod was just on sale for $6 on the humble bundle. :( -
I've had a pretty good experience with not always being shot in the brain everytime someone sees you. I only KoS bandit skins now, but I still only have five total kills in well over a year of playing. Two shot at me (which is bandit enough for me), and then some bandits that I got the jump on. It's been a fun ride... I don't (and can't) play very much at all, but maybe a couple times a week for a couple hours is still entertaining. I am currently trying to master the art of zombie axing... and either it's really really inaccurate/buggy or I am flat out terrible at it. I'm a bit better than I was, but I find it extremely difficult to put down a more than about every other zed without being hit. And they do some damage now compared to many versions ago.
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This member of the community thinks that maybe there should have been a giant warning at the top of the page when you bought the stand alone. And he also thinks that maybe the DayZ Standalone and DayZ Mod forums should be more clearly marked as separate.
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I don't play with anyone. For real. I'm a lone wolf/hero type.
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Are many people still playing the Dayz Mod?
Soupee replied to Suhr's topic in DayZ Mod General Discussion
There were 59 at least in US3480 last night. -
I haven't been killed on there for so long that I didn't know there was a last attacker message. But I'd like to see it gone.