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Soupee

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Posts posted by Soupee


  1. SKS is a is not military weapon so so it would be logical not to find it in military bases. I Have found boxes of 7.62x39 ammo in electro fire stations and school buildings.

     

    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.

    • Like 1

  2. M4 4-5 shot kill?! Im all for balancing weapon damage, but the 5.56 mm round is deadly especially in the 100-200m range. Inside of 200m the M4 should be a 3 shot kill MAX maybe, honestly a 2 shot kill is good. People may say that's overpowered, but there is a reason NATO uses 5.56 mm guns, it is a very effective round. There should probably be more damage drop off at range though, especially beyond 400m. The 5.56 lethality goes way down out at that range.

     

    The python I agree should probably be a 2 shot kill. 

     

    The FNX as a .45 should be deadly at close range, 3 shot kill max, but should loose damage and accuracy real quick, at 50m easily more like 4 shots.

     

    The SKS and AKM/47 are more difficult to balance, they should be less accurate, especially at range than the M4, but do similar damage at around 100m or so, but it should probably keep its damage out to longer range better than an M4 on account of its bigger bullet. So it should be hard to land those 500m shots with it, but it should do some monster damage at that range.

     

    I agree the mosin is almost perfect :) the 7.62x54r is a big nasty round

     

    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.


  3. Kind of like the Total War series, the higher the difficulty the more cheats the AI gets, it doesn't get any smarter.

     

    Its just a lazy way to do things.

     

    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.


  4. 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.


  5. I will point out I completely sidestepped your flame at the beginning and discussed industry trends on early access ie Alpha and the pros and cons. I then posted about getting free press being smart and anyone who is not completely devoid of economic sense can see why developers need good press in this circumstance. Then I posted about the concept of concurrent development since you found it so absurd that a shotgun and spray paint can be added before major bug fixes. 

     

     

    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.

     

     

    It has little priority. I would actually find it odd if they had tested it instead of more important things. Why waste time on a low priority feature, when the community can help test it instead?

     

    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.  :)

    • Like 2

  6. The revenue from the mod would have come in regardless of whether BI committed the team to the Standalone. So it's not exactly accurate to say that they were generating revenue by working on the Standalone. The revenue was coming from the mod, not the work they were doing the past 18 months.

     

    In fact, their decision to take the team OFF the mod and have them focus on the Standalone even though the mod was generating revenue for them is fantastic evidence that they weren't in it for quick cash. Quick cash would have come from continuing to push the mod hard or moving it to ARMA 3 which sells for $59.99.

     

     

    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.


  7. 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.

    • Like 1

  8. I was on this server the other day, it was truly a great experience.

     

    I'm fairly new to this game and i was out exploring the wilderness when i came across what i think was the NW airfield, i saw this guy driving around in a military truck, so i hid in a tree and scouted out the area waiting for him to leave,before i knew it...

     

    "Freeze! put the gun down! i'll shoot you! you have 3 seconds! 1... 2... "

     

    I replied in a scared keyboard mash, " how???  how???!! how do i drop my weapons??

     

    There was like 5 guys, after the tense stand off i manged to drop my weapons after following their instructions, the guys gave me some meat and to be honest, they were really nice, considering i could've been a threat. Most people would just shoot on sight so i was very shocked.

     

    They let me loot the military barracks, whilst they got on with whatever they were doing. I felt that safe i was just running around in the open with no cares, not even looking for threats. 10 minuets went by and i noticed i couldn't hear their truck driving around anymore. I asked on side chat if they were still there, but unfortunately they left.

     

    this filled me with an overwhelming sense of fear, as i was on my own, in the NW airfield, although i manged to loot some really nice gear (Camo clothing, m16, stanags, water bottle) I thought it's probably time to leave, but i left the opposite way i came in, therefore i could've bumped into anyone..

     

    Just when i thought i was safe, 2 snaps and my guy was on the floor, i'd been sniped.

     

    4 hours of exploring the map, looting whatever i could find, backpack full of goodies, loads of equipment and a decent firearm, all ended by a sneaky sniper.

     

    Welcome to DayZ

     

    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.


  9. I was just wondering what the community thinks :P

     

    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.


  10. I appreciate the feedback guys.  I do realize that you're a group that plays together, so I understood that if one of you made the post--you all felt the same way (most likely).   :P

     

    Noted, and will keep an open ear on this topic. 

     

    Cheers,

    Jimmy

     

    I don't play with anyone.  For real.  I'm a lone wolf/hero type.


  11. This is *almost* like saying "the damage from zombies needs to go because it's causing me to fix myself".  One of the beefs I've had with every FPS I've ever played before DayZ was that you could take 1-2-3 rounds in the chest and many times still live.. and almost always just go right on about your business like nothing ever happened.  I didn't like it then, and I certainly would not want that mentality to any further creep into DayZ.

     

    DayZ isn't about graphics, it never was and never will be.  It's about a pretty unique gameplay experience among a genre with a sea of "run around, bang bang bang, I shot you more than you shot me.  Run run run, bang bang, you're dead."  I very much like the fact that an encounter in DayZ can result in BOTH shooters dying vs. pure reaction based deathmatch.

     

    If you're in it for the graphics you're missing out.

    • Like 1

  12. A possible solution to the K.O.S drama that plagues these forums.

      1. Zombies.

        How to implement

    Make it so the Zombies smell the blood on the Bandits more than they would on a survivor( makes sence the Bandits are bathing in the blood of the survivors)

        Scenario.

      You are scavenging a small village you see 3 Zeds lurking and you slowly creep through town, a bandit approaches and at a certain range( 100 mtrs) ,the zeds smell the dried caked blood on their clothing and start getting excited and are drawn to the bandits location. 

     

    "Bandits are bathing in the blood of the survivors"...

     

     

    ?

    I'm as anti-bandit as they come... but what in the damn world are you saying?


  13. Pro-tip.  If you get moved to debug, log into a different public hive server.  It will reset you back to the coast to one of the regular spawn points.

     

    I did this... did not work.  In fact I did it a few times.  Oh well, found an empty server and ran.  Now exploring parts of the map I've never really ventured into before. 


  14. This has become my "server home", I don't play terribly often, however.

    Experience has always been pretty darn good.  Got teleported to debug (along with everyone else I think) last night.  Glad I don't participate in the deathmatch on the coast.  Had enough food/drink to make the 23,000 meter run back to the map from debug.  Wedged down the W key and monitored for food/drink need.  :)  Was about 1-1.5 hour jog.


  15. you can buy the "supporter edition" from dayzgame.com (think thats the website....google will help ya ;)) Thats direct from BI from the looks of it, and includes a steam gift of arma 2 complete edition. Its more pricey, but i suppose your getting 2 games :)

     

    Thank you thank you, that must be where I'd seen it.  Appreciate it!

     

    To the others, I know the SA "has nothing to do with ArmA 2", thanks.  ;)

     

     

    The link for anyone else interested:

    https://store.bistudio.com/dayz-supporter-edition/

     

     

    • Like 1

  16. I swear I read somewhere that the SA on Steam included what you need to play the Mod.  Is that true? Of course I cannot find this information again.

     

    If it is true, can you gift the ArmA 2 portions?  I'm considering buying SA (been playing the mod for over a year) and if I get the "mod" stuff again I'd love to gift it to my brother.

     

    Thanks!

    Soupee


  17. Hmmm, someone will know exactly but i think it was in April 2012 sometime.

     

    Moved to DayZ Mod.

     

    I tried for a long time to somehow figure out the first time I opened it, but can't.  Couldn't find email order conformation from when I bought it either.  I know I was playing fairly shortly after it first came out, though.

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