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Messages - The Mechanical Man

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61
Other Games / Re: Flight Simulations (IL-2, RoF, DCS, etc)
« on: July 06, 2012, 08:27:24 am »
Nice thread!

Keep in mind with IL-2 there are loads of difficulty options that you can turn on and off. The realism is very customizable, so you can make it just as noob-friendly or hardcore as you want it to be.

62
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 27, 2012, 10:20:29 am »
It is nice that with the inclusion of melee weapons you can now kill animals for food without alerting anyone in the area that you're there.

63
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 26, 2012, 03:37:35 pm »
There's a really good PCGamer article about an interview they had with Rocket.

http://www.pcgamer.com/2012/06/22/day-z-arma-3-interview-on-left-4-dead-skyrim-player-emotion-and-in-game-disease/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0

It's pretty lengthy but there are some good details in there about what direction Rocket wants to take the game in.

64
DF General Discussion / Re: Crazy Legends of a Tiny Island
« on: June 24, 2012, 12:46:40 pm »
Thanks!
How do the ratings of "Races with the most living members" compare to the ratings of "Races with the most dead members" and "Races with the most total members?"
Also, how did you find this all out?
Legends viewer, probably.

Yeah, I used Legends Viewer. Great tool.

As far as death and population goes:

Humans: 23178 current pop, 55150 deaths
Goblins: 23362 current pop, 9577 deaths

65
DF General Discussion / Re: Crazy Legends of a Tiny Island
« on: June 24, 2012, 07:24:48 am »
Download the .zip from here:http://dffd.wimbli.com/file.php?id=6568

I already made a few adventurers but it shouldn't effect the experience.

About the Kobold civs, there are only 570 Kobolds left in the world. There are more ducks than Kobolds. And none of the alive historical Kobolds have any kills, but the best one in history had 36.

66
DF General Discussion / Re: Crazy Legends of a Tiny Island
« on: June 23, 2012, 04:14:39 pm »
I notice a lack of elves... Figures that they all died.

Actually, I believe no elves existed at all on this island.

67
DF General Discussion / Crazy Legends of a Tiny Island
« on: June 23, 2012, 12:58:24 pm »
So, earlier today I came up with the idea of generating a tiny world with lots of civs and 1000 titans. I'm sure this has been done before, but the results of said generation are... incredible.

I introduce to you: Teyo Inala, The World of Portents

Spoiler (click to show/hide)

The world is in the Age of Legends, 500 years old. There are 30 civilizations; 9 Dwarf, 9 Goblin, 10 Human, 2 Kobold. There have been 146 wars with 2813 battles. There have been 64158 historical figures, with only 6191 currently alive. The current world population is 69938. The most populous groups are Goblins with 23362 members, Humans with 23178 members, and Dwarves with 4290 members. There have been 80454 deaths, 55150 of which are human deaths. There are 2478 artifacts.

Most kills:
Anaya Newbudded the Early Dead, a demon with 810 kills. Died in 196.

Most kills (and still alive):
Xuspags Sealmenaces the Mahogany Talons, a goblin born in 186 who has 186 kills. This goblin is 314 years old and is a werebeast.

Most populated area:
Maligncolored, a Dark Fortress with a population of 10220 Goblins. About 14.6% of the world's population lives there.

Site with the most deaths:
Malicebudded, a Dark Fortress with 16393 deaths. About 1 out of every 5 deaths occurred here. Current population of 7160.

Site with most beast attacks:
Raspedearthen, a Mountain Hall with 370 beast attacks and 416 deaths.

Most deadly battle:
The Dented Siege in 86 with 820 losses out of 886 combatants.

Stupidest battle:
The Siege of Frenzies in 449, boasting 1234 attackers and 0 defenders.

Historical Deaths by Cause:
Murder: 29025
Struck down: 17881
Old age: 9993
Shot: 1067
Executed- fed to beasts: 1

I can't wait to play Adventure Mode!

68
-stuff-

Thank you. I've played IL-2 1946 on and off for a few years, and there is a lot more to it than people think.

69
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 21, 2012, 01:18:38 pm »
I already have a Steam group and it's already got a bunch of people in it.

https://steamcommunity.com/groups/bay12survivors

70
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 19, 2012, 08:02:09 am »
The hatchet takes up a main weapon slot, what the fuck?

Seriously? Bleh.

71
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 19, 2012, 06:38:30 am »
Da-dada-da! (sound the trumpets)

New hotfix (1.7.2) with melee combat!

http://www.youtube.com/watch?v=KdBdVD-Oo8I&feature=youtu.be


Changelog:
* [NEW] Tone Mapping to enhance nightlighting conditions
* [FIXED] Generic Loot not spawning (such as food etc...)
* [FIXED] Animals stand still and HURR DURRR (they now walk around)
* [FIXED] New blood values not being saved when a player eats (they do now)
* [FIXED] Duplicate players not being removed (should now be removed on login)
* [NEW] Melee Weapon introduced: Hatchet (can only drop through right click in gear menu)
* [NEW] Maximum animals increased
* [NEW] Melee Weapon introduced: Crowbar (can only drop through right click in gear menu)


Quote from Rocket on a pending 1.7.3 hotfix: "There are no more feature additions for 1.7.1 - bug fixing and balancing is all that will occur".


EDIT: Sounds like 1.7.2 has problems where dropped ammo for a gun will become a hatchet or crowbar with a shotgun shell icon. Play at your own risk, I guess... I'm trying it out anyways!

EDIT EDIT: 1.7.3 fixed those issues I guess! I'm too slow with the updates!

72
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:55:46 am »
People do that anyway though? I mean if you're worried about deathmatching at spawn I guess he's solved that... Because deathmatching implies more than one person shooting. Now it'll just be massacre at spawn. And again, the game is supposed to be a super realistic unfun simulator, so I would've thought that'd be exactly waht Rocket wanted? See what I mean about this all just being baffling? All of this could be entirely removed anyway if he didn't mandate that all servers be essentially under his controll. If server admins had the option to say, just run a server for their friends, or kick people, etc.

That's true. And I certainly hope he does add in a spawn weapon again, especially because of the new zombie difficulty. It was a strange change to make in light of the new zombie OP-ness. Make zombies more difficult but remove a players only means of defense?

73
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:42:33 am »
And yeah while he could remove all these changes tommorow, the point of it is that anyone with any sense of what makes a game worth playing would've seen from a mile off that these are bad ideas. And I know Rocket's goto defense is "it's not a game it's ~*art*~ but c'mon, it has a score counter. He wants to make the game punishingly hard and unfun, which is a way to go i guess, but there are better ways of doing it than taking away the only means of defense a new character has.

The worst thing is that these changes would actually be really good ideas if they were optional. Having some super hardcore servers where you start with nothing and every single zombie is a wrecking machine would be awesome (and turning off that heartbeat thing, that strikes me as a very softcore idea). But forcing it for every player just seems incredibly short sighted.

One of the problems with that is that people will just get all the good loot on the baby servers and then run onto the hardcore servers and start deathmatching people at the spawn for kicks and giggles. Would that be preferable to having forced hardcore-ness for every server? Possibly. I don't have good foresight for that kind of thing.

I guess right now a lot of the problems people are having with the update are from bugs. Zombie LOS (which is a good idea) is bugged and they can see through walls and sometimes terrain, zombie spawns are messed up with 10+ spawning where there should be only 3, etc. So it appears that the update greatly increased the difficulty of the game, but not all of that increase was intentional.

I guess this does in a way move towards more player cooperation and clans. With the new zombies, the big cities are almost impossible to loot by oneself, so in a way it encourages getting a team together in order to be successful. Cherno and Elektro should be zombie nightmares, after all. It shouldn't be a walk in the park getting in there.

74
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 07:23:01 am »
I really don't understand what the point of this update is. It's really contradictory. On one hand it's got the "now you spawn with nothing usefull" which seems half assed, why not just spawn with absolutely nothing at all. No gun, food, water basically makes the start of the game cripplingly hard, and any newbies spawning on the beach are completely defenseless from bandits roaming around and killing them. You have absolutely no way of defending yourself. How this is good game design is beyond me entirely.

And the magical psychic telepethy of looking at someone and knowing their morality just completely flys in the face of this being a simulation, or in any way realistic. It's a very obvious "video gamey" thing that provides people with information that they don't really need to the ultimate purpose of removing one of the major sources of tension that makes this game great.

Rocket seems dead set on taking this game in a horribly unfun, punishing direction in the name of 'realism' while adding in just enough completely unreal gameplay mechanics to destroy the whole point. I'm honestly completely confused.

Yeah, I don't really understand some of the changes. Do keep in mind though, it is in Alpha. He could just be trying out stuff to see how it works. If it doesn't work well he'll probably remove it in the next update. Or not, who knows... But it would have been better if he had just reduced the amount of ammo you start out with rather than remove the starting gun entirely.

I can't have a good opinion until I play the new update, but from what I gather the zombies are actually too powerful now and have eagle eye vision. Although I've also heard the zombie and loot spawn rates are bugged and that they will be fixed within a day or two. I'm still reading threads on the forums to get a clearer view about how this update changes the game. Some people seem to love the new additions and others hate them.

75
Other Games / Re: Day Z - A Zombie mod for Arma 2
« on: June 17, 2012, 06:41:36 am »
1.7.1 is now out.


Full changelog:
Spoiler (click to show/hide)


The real question- should I go out in a blaze of glory and purposefully kill my awesome character just to start a new guy for this update?


How common are NATO weapons in the barracks? I've just hiked across Chernarus and checked both of them, never found anything better than my AK74 Kobra, just makarov magazines, chemlights, a winchester and other bits and bobs. I'm kind of miffed, I thought they almost guaranteed to provide decent equipment and I was pooping myself about being picked off by a sniper.

I think the good NATO weapons are very rare. I can't really say much about the spawn rates in barracks, but try checking military tents instead. You might have better luck there, although you won't be finding any suppressed weapons.

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