Jump to content
Spartans Home

Phisher~SPARTA~

4-Game Moderators
  • Posts

    357
  • Joined

  • Last visited

Everything posted by Phisher~SPARTA~

  1. Obviously not an actual replacement for DayZ - but it looks pretty sweet! Here is some background info: http://www.ign.com/articles/2013/06/10/the-division-inside-the-tom-clancy-mmo-shooter What happens when Rainbow Six fails, when the Ghosts aren’t enough, or when the Splinter Cells are gone? Tom Clancy's The Division, announced at Ubisoft’s E3 2013 press conference, is an online, open-world action-RPG that approaches the Clancyverse in a new way -- one where a dissolved government, anarchistic society, and rampant pandemic play into your story as an American sleeper agent. In development at Ubisoft Massive, a studio using its own Snowdrop engine, the Xbox One and PlayStation 4 third-person multiplayer shooter aims to serve two genres: the single-player action game, the the massively multiplayer online RPG. David Polfeldt, managing director at Massive, says “We wanted a lighter game than [World of Warcraft]. I’m not calling [The Division] an MMO,” although he’s aware of the similarities. The Division will not, however, feature classes. “We allow you to progress through the skill tree as you refer,” Polfeldt explains. In addition, you can respec your skills at any time, or on the fly. You’ll be able to jump between custom-built classes on the fly with the touch of a button. Though it’s a role-playing game first and foremost, The Division also draws from the hardcore survivalism of Day Z or The Last of Us -- when your sleeper agent awakens, their belongings include just three days of food, water, and supplies. After that, you’re on your own for ammo and weapons, scouring logical locations for the right things. Need ammo? Check the police station -- but odds are its occupied by gangs that run rampant throughout the city. Maybe they’re thugs, desperate scavengers, or the KKK. “ The Division also draws from the hardcore survivalism of Day Z or The Last of Us. Amid the failing of government and rising societal chaos, The Division introduces another element to make matters worse for you and whatever crew you decide to roll with: a man-made pandemic that has “very, very sinister” ramifications on the underlying (and unspecified) story of you trying to restore order. The methods of how you do that vary -- mainline quests will take you to specific places, but in the open New York City, you can opt to help citizens in need, or under attack by those nasty gangs. On the action side of things, Polfeldt calls The Division a “light shooter,” an RPG that makes you “work for it” without the inconvenience of under-the-hood die rolls shattering the trademark Clancy realism. The Division is also deliberately unforgiving in its difficulty -- skilled players can come out of tough scenarios unscathed, but it won’t scale to accommodate someone silly enough to brave a bad situation by themselves. This being Ubisoft, of course, The Division has a companion app -- but like Watch Dogs’, it isn’t just a wasteful gimmick. Players using their mobile devices can control drones to spot enemies and assess a combat situation. That drone has its own distinct upgrade progression, too. Polfeldt, a recent victim of a Skyrim obsession, aims to drive players to explore, discover, and take in a different kind of shooter in ways console gamers aren’t used to. Gadgets, stealth, upgrades, and a persistent multiplayer world should bring the Tom Clancy universe to life in ways the good-but-predictable Ghost Recon: Future Soldier and long-absent Rainbow 6: Patriots never could. IGN will have more on Tom Clancy's The Division when we see more of it first hand at E3 this week.
  2. Hmm im out of town this weekend. Wonder how I can get this to work. Do I just have to login to my account? If so I could just do a remote-login.
  3. I could have kept it a secret while you guys wonder why I always find the highest %.
  4. Well this should save some time: http://www.reddit.com/r/firefall/comments/1fgxkc/tip_finding_the_mineral_epicentre/
  5. I'll get this installed when I get home and join!
  6. Thank you good sirs! Gonna enjoy the new Star Trek with my lady friend.
  7. Apparently Hacking is now becoming extremely common in ARMA 3 (as expected): Just making sure everyone keeps an eye out if we have any public servers. Having a hack free semi-private server is a guaranteed way to keep people playing.
  8. I have the game downloaded on my PC at home (via remote desktop). I could try playing it at work, though it would just be a stuttering image... almost worth it.
  9. Everything should be delivered today (except the SSD of course). So I think I am going to build it all tonight just so I know everything is in working order. Probably put a couple games on there and then just format it again on Monday night and change the boot drive to the SSD. A bit of a pain in the ass but I don't have the patience to wait until Monday to fire it up. EDIT: Better solution. Going to just go buy an SSD tonight and return the one that gets shipped. So should be good to go later tonight!
  10. Another article: http://www.rockpapershotgun.com/2013/02/28/czech-out-bohemia-talk-arma-3-alpha/ Screenshots after the jump. Quote : RPS: Can you explain your decision to make Arma 3 a Steam exclusive? I had always seen Bohemia as fiercely independent, with you developing your own sales platform and so on. What changed? Are you admitting to defeat to the Valve empire? Joris: Most of the reasoning is covered in our development blog. To sum it up: we took an honest look at where we were, weighed up all of our options, and decided on this as the best way forward for Arma 3. I believe it?s important to keep in mind that any benefit to us as developer, should be a benefit to players. Making the setup process smoother, having updates be more frequent and distributed quicker, being able to deliver mods and other user-generated content easier, and freeing up time for us to support important things like the SDK. They will all unlock Arma 3′s potential and longevity. The requirement from ourselves to release in 2013 is not just a business decision; this is important for the team as well. You cannot keep a team motivated for years and it?s hard to keep the technology state-of-the-art. We don?t see this move as becoming less independent. Rather, to remain independent we need to be pragmatic and use existing solutions where appropriate. We have to accept we cannot do everything on our own. Arma 3 will still sell via our sales platform Store.bistudio.com, and other platforms, but every game does run through Steam. As a Project Lead I want to release the best game on time, as a designer I want to release the best platform to tinker with, and as a gamer I want to release the best game to explore and have memorable experiences in. So far our decision is helping to achieve these ambitious goals, as seen by our Alpha release now. RPS: The presentation of Arma 3 seems far slicker than in previous games ? was this designed to address criticism of your previous games? Do you think Bohemia had earned a reputation for technical brilliance without production polish? Was that deserved? Joris: Yes, I believe the criticism was deserved. This was one of the things myself, co-creative director Jay Crowe, and the team really wanted to improve for Arma 3. We?re trying to make the setup experience and first play session smoother. In a way our biggest strength is our biggest weakness: the sandbox. In my opinion such game experience cannot be perfect and bug-free. There are too many variables, combinations and situations to ever test for. But since we love the openness so much, we accept these imperfections. It?s our job to detect the edge cases that pull players out from their immersion and solve them. RPS: Can you talk a bit about the content in the alpha ? why did you choose to show these elements? What are you most proud of? Joris: I really enjoy the infantry showcase, because it is a benchmark for our design vision. The scenario is quite simple, but every play-through has little differences. Sometimes I get suppressed by an auto-rifleman, see tracers fly right over my head and hear the bullets pop. You genuinely do not want to get hit, because you know the consequences are brutal. Another time you?ll have outsmarted the same patrol using a well-placed under-barrel grenade, and the survivors are forced into completely different tactics. Ignore them, and they may come back to flank you ten minutes later. The point is: when we deliver a good enough sandbox for our infantry supported by vehicles, the scenarios themselves should not have to rely on heavy scripting. The content will not only grow during the Alpha and Beta programs, but the full game is significantly buffed. RPS: Arma 3 seems to have had a troubled development, not least thanks to the situation with Martin and Ivan, but what particular design and technical challenges did you face? What problems have you had to address as development proceeded? Joris: One problem stems from growing as a development team. People tend to think more people automatically means you can do more, but it?s very hard to effectively manage a large team. This is further complicated when you?re working across several physical locations. Many of our previous games had been made primarily in one location, with support from other studios. Now we have core development spread over two offices. Quickly storming a room next door is harder when that room is hundreds of kilometers away. We?re still learning how to deal with this effectively. The second main issue is the balance between idealism and pragmatism. We want to do ?all of the things?, but can only feasibly do so much. Early on we tried to add too many new technologies and features, not realizing we would not have the resources to finish them properly. We had to be honest with ourselves, dial back down our desires, re-focus our vision and make sure we can release a game. Having a solid Arma 3 platform and expanding it over time is ultimately beneficial to us all. RPS: Can you tell us a bit about how you?re expect the alpha and beta tests to go? What?s the roadmap from here? Joris: These early-access and test programs are really exciting for us. Particularly the ability to fully mod the Alpha is something quite unique in the current industry. Many of the games are even moving away from modding the final game. I can?t wait to see what our community comes up with before the full game is released. By doing this they will also help us test features we would otherwise not explore in our planned content (we do not currently plan to test attaching bleachers and turrets to vehicles to create a battle bus for example). Next to that, we are still able to react to some of the feedback and change parts of the game.
  11. Video to come out March 4th: http://www.armaholic.com/page.php?id=18678 New screenshots there too. ------- Dslyecxi announced on dslyecxi.com he will release a video showing the Arma 3 Alpha version coming monday. Accompanied by this teasing news he also released 3 new Arma 3 screenshots. Quote dslyecxi : I’ll be releasing the first of my Arma3 videos on my Youtube channel this Monday, March 4th, at 6pm central standard time. It’s been long in the making, and if you’re planning to play the Arma3 alpha, you won’t want to miss it! It’s the first video of a new era – that of A3 – and I’m quite proud of it. I hope you enjoy it once it’s out. New screenshots there too. ------ If clearing a building can actually be done like the images from that link, and without running into walls/other players I will be super happy.
  12. Hah, I copy pasted from that guys build. Here is where I am at (with everything from Newegg) PCPartPicker part list: http://pcpartpicker.com/p/Gaq9 Price breakdown by merchant: http://pcpartpicker.com/p/Gaq9/by_merchant/ Benchmarks: http://pcpartpicker.com/p/Gaq9/benchmarks/ CPU: Intel Core i7-3770 3.4GHz Quad-Core Processor ($290.98 @ Newegg) Motherboard: ASRock Z75 Pro3 ATX LGA1155 Motherboard ($84.55 @ Newegg) Memory: G.Skill Ripjaws X Series 16GB (2 x 8GB) DDR3-1333 Memory ($89.99 @ Newegg) Storage: Seagate Barracuda 2TB 3.5" 7200RPM Internal Hard Drive ($104.99 @ Newegg) Storage: Plextor M5S Series 128GB 2.5" Solid State Disk ($119.99 @ Newegg) Video Card: EVGA GeForce GTX 670 2GB Video Card ($380.04 @ Newegg) Case: Corsair 500R White ATX Mid Tower Case ($99.99 @ Newegg) Power Supply: SeaSonic 620W 80 PLUS Bronze Certified ATX12V / EPS12V Power Supply ($100.17 @ Newegg) Optical Drive: LG GH24NS72 DVD/CD Writer Operating System: Microsoft Windows 7 Home Premium SP1 (OEM) (64-bit) ($99.99 @ Newegg) Total: $1370.69 (Prices include shipping, taxes, and discounts when available.) (Generated by PCPartPicker 2013-02-26 16:18 EST-0500)
  13. Yea I am finding some good resources on reddit, here is a good example:
  14. I checked out digital storm (where I think jedi went). They are great rigs, but I don't got the $$ for those right now.
  15. Here is more info that breaks it down: http://www.armaholic.com/page.php?id=18655 That supporter edition might be a good deal depending on how many dlc's they are expecting to release. At 15-25 a pop only a couple of them and you are saving money.
  16. Alright, so with the news that ARMA 3 (alpha) will be playable soon it is time to get a new gaming PC. I'm at work and don't have my current PC specs on me but the machine is almost 4 years old so I don't think it is worth upgrading. I'm not a build-it-yourself guy so I prefer a pre-built rig. EDIT: New build below Any thoughts, other recommendations? I am looking between $1,000 and $1,250 and already have a PC monitor that will do the trick.
  17. New patch coming out, pretty big - looking forward to seeing how this affects the zombies: http://dayzmod.com/forum/index.php?/topic/103845-rolling-changelog-for-community-builds/ * DayZ 1.7.6 - PreRelease Info Community Change log: * [NEW] - Added a 2 minite delay to new zeds spawning once MaxLocal zeds fall's below the acceptable level. * [NEW] - Added new sfx for chopping wood. * [NEW] - Started Update for Cherno intro. (map intro) * [NEW] - Zed attraction, this will draw zeds to loiter closer to players over time. * [NEW] - BAF_L85A2_RIS_SUSAT - (Heilcrash - HeliCrash_No50s) * [NEW] - Crossbow Quiver added - 6 arrow mag size. * [NEW] - WoodenArrow added 6 arrows can be turned into a quiver. * [NEW] - WoodenArrow can be picked up after use. * [NEW] - 20% of breaking WoodenArrow when firing it. * [NEW] - Crowbar now attaches to toolbelt. * [NEW] - Added Anti teleport script. Reported to server's RPT log * [NEW] - New models by JoeysLucky22: - (Soda) Long's Island Iced Tea (Clayton, moderator) - (Soda) Dr. Wasteland (Dr. wasteland, legend) - (Soda) Mikhail Made Lemonade (-=PA=-Mikhail, moderator) - (Soda) LVG Root Beer (LVG, moderator) - (Soda) Mountain Green - (Soda) mZLY yZLY (mZLY, moderator) - (Soda) R4Z0R soda (R4Z0R, moderator) - (Soda) Smasht (Smasht, moderator) - (Beer) Rabbitman (Rabbitman, moderator) - (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy) - (Can) Chef Boneboy Ravioli (Boneboys) - (Can) Curgon's Chicken Noodle Soup (Curgon) - (Can) Demon Groves Green Beans (DemonGroover) - (Can) FraggleOs (Fraggle) - (Can) Griff Black Beans (Griff) - (Can) Herpy Dooves Canned Muffins (DerpyHooves) - (Can) Orlok Mixed Fruit (orlok) - (Can) Powell's New England Clam Chowder (Powell) - (Can) Unlabeled Can - (Can) Tyler's Kidney Beans - (Can) Conrad's Whole Kernel Corn * [NEW] - New models by Elvaron: - New melee weapon: Machete - (Farm - Hunting) - New Food: Pack of pistachios - New Food: MRE military rations (Military Loot) - New junk loot - Model for Compass instead of green pouch in loot pile - 2rnd shells for pellet and slugshot shotgun ammunition (no more 8 bullets shown on ground when it's actually 2 bullets) - New models and textures for FoodBaconRaw and FoodBaconCooked. - Model and textures for Quiver. * [uPDATED] - BoltsSteel replaced with WoodenArrows. * [uPDATED] - BAF_L85A2_RIS_Holo Removed from crash site's added to Military tables * [uPDATED] - loot weighted array generation fixed. * [uPDATED] - Updated logout system to check radius of zeds from 50 meters to 35 meters (30 sec count) * [uPDATED] - Player range on logout to 6 meters. (30 Sec count) * [uPDATED] - Max Range of targats 120 meters down from 300 meters. (this should help long range agro, This is zeds max target range). * [uPDATED] - AI behavour updated to try making them zigzag less. * [uPDATED] - Added push bikes to the zeds pull from vehilce list. * [uPDATED] - Epeen key moved to Custom Controls - Use action key 20 (No default key needs setting up) * [uPDATED] - Zeds Targets array modified * [uPDATED] - Weapon fire sounds divided by 2 (This will help us settle zeds hearing a little more) (107_DZ Zed pull range 450 meters / 2 = 225 meters (capped 120 meters aboue for now)) * [uPDATED] - Max local zeds per client now fixed at 40 zeds, Global at 40 +10 foreach player within 400 meters and total 500 zeds max. * [uPDATED] - Added some czech language * [uPDATED] - Updated zed attraction to dead players from 50 meters to 20 meters. * [uPDATED] - Players will now drop empty cans after consumption to nearest lootpile or creates new one. * [uPDATED] - Updated Infection to cough, shake camera and loose blood. * [uPDATED] - Updated russian string tables. * [uPDATED] - Backpack Spawns should now see higher grade backpacks more. * [uPDATED] - Deer stands has it's own loot table (Hunting). * [FIXED] - Zeds talk, lowed to 80 meters down from 200 meters this will stop any zeds targeting for sight/noise outside of this radius * [FIXED] - CookedBeef StringTables now added. * [FIXED] - Spanish, French StringTables updated. * [FIXED] - logout timers updated from sleep 3 to sleep 1 this should now fix long logout timers. * [FIXED] - Zeds should no longer walk though all objects. (Some objects can still be walked thought) * [FIXED] - Updated refuel to attract zeds. (3-6 Meters) * [FIXED] - EH's updated to work with bettleye filters. * [FIXED] - Ammo counts now fixed on dc. * [FIXED] - Zeds will no longer magically hit players just becuase there within 3 meters. ( Zeds can no longer dmg without running the attack animations. (running into zeds will no longer dmg the player)) * [FIXED] - Fixed some base class's for vehicles reporting issues with crew * [FIXED] - You can now logout with a broke leg. * [FIXED] - Temperature icon should not disappear anymore. * [FIXED] - Humanity should now work increase again. * [FIXED] - Chemlights and flares now work again. * [FIXED] - time is now set on startup. * [FIXED] - Hatchet and crowbar don't require reload anymore. * [FIXED] - Hatchet and crowbar no longer overwrite each other. * [FIXED] - Explot when converting Mags into other mags (Example - DMR to M24 then back) * [FIXED] - Blood particles not shown for player. * [FIXED] - Hide body animation not shown for player. Combat Roll * [Fixed] - No longer posiable to combat roll with broken leg * [Fixed] - Added 4 sec delay to multiple rolls. * [Fixed] - No longer possible to combat roll over player created objects (tents, sandbags so on) * [Fixed] - No longer combat roll in buildings. * [REMOVED] - Chase combat logging systems removed. (Removed due to ealry warning of agro) * [REMOVED] - Debriefing window has started to be cleaned up. (blank box on dc) * [REMOVED] - BearTrap Due to issues with the trap still staying active after removal. * [REMOVED] - Removed DZ_Patrol_Pack_EP1 Due to us no longer planing to remove backpacks from new spawns. * [REMOVED] - Rmoved all chance based systems for sight and sound from zeds they will now only agro if in view or your makeing noise. Should allow more freedom to move. * [NOT FIXED] - Zombies attacking tho objects (This wont be anything we can fix without a massive fps cost).
  18. No internet @ home for a few days.

  19. I own the series on Steam. Loved the singleplayer campaign - would be fun to try out multiplayer with you guys
  20. Yea I can't stand that motion blur, at some point your just creating a drinking simulator - and we don't need help with that.
  21. http://www.youtube.com/watch?feature=player_embedded&v=x_SKBJaJBcI#! If you can stand Rocket's lovely accent, you'll see some new lighting, clothing, interior features that should also be present in Arma 3. DayZ Standalone is supposedly more an Arma 2.5 engine.
×
×
  • Create New...