Pulverizer
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Everything posted by Pulverizer
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That wasn't my "argument". I just feel that it's the developer/artist's right to be compensated n times when n people enjoy the work, much like a ticket to a show, instead of getting paid once per x people circulating a single copy of the work. ---------- Post added at 01:49 AM ---------- Previous post was at 01:48 AM ---------- How is it a scam when people willingly agree to it, perfectly understanding the conditions? It's not like they try to hide it.
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Humans aren't perfectly logical beings so you are asking for the impossible, and frankly I haven't given enough thought to it to write an essay on the subject from every possible perspective. But in a nutshell "immaterial property" sums up my views what shouldn't be resellable for the reason in the original quote you edited.
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Actually you can chance your player name that's visible to others in Steam. What you can't change is the login/username. It's a very complicated matter, not black and white. But I wouldn't sell an used tabletop game, music CD or book. I would totally download a car though.
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Yes, you can replace games/movies with "immaterial property".
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I didn't mean that you would keep playing after selling a game, but for some services you use gamespy accounts etc, so you can't resell the single game unless you created invidual accounts for each. You could create invidual Steam accounts too for each game. That's pretty much the equivalent of selling any non-steam multiplayer game that is already tied to an account. Personally I think selling used games is wrong. It means that 100 people could play a single copy, while the developer only gets paid once for creating the intellectual property. It's like legal piracy.
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Yeah, I know. When I'm old I will tell stories about them days to my grandchildren with a tear in my eye. The game was so exciting and fun back then, I didn't even mind the waiting.
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In many cases you don't really own immaterial property such as a game anyway, even when you buy it on physical media. You merely buy the licence to use it like any other software. If the licence doesn't allow you to resell it, then that's the way it is. For example many games only allow you to activate a licence key once for a multiplayer account. If you resell such game without the info, the buyer can't get into mp.
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Yes but you see I haven't even visited this forum, and don't have any interest to. I'm happy playing vanilla but if there were some cool-looking mods I could just install on Steam maybe I'd give them a try and really see what's all the rage.
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(IMHO) JIP did pretty much destroy public co-op and replace it with some mini-rpg game with endless respawns. So that's really the perfect example on how an improvement can have a large negative impact. The whining has only stopped because there just isn't any point in it after the damage has been done.
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Sure. But the thing is if I were a new player: -I already have Steam and I trust and like it -I don't know if there are mods for Arma. I guess there must be because I get kicked from some servers but I can't be arsed to search from where to get them or to install them by hand -I haven't ever even heard about those other solutions and I really wouldn't want to install some unofficial weird software programmed by some dude in his bedroom anyway
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That might be the mod integration, like Red Orchestra: http://store.steampowered.com/app/1280/ Not a huge deal but I think it would be rather convenient if I could just left-click to get the most popular mods like ACE, PR, and CWR and they would stay updated automatically and have their separate server browser. Servers could also use this functionality with HLDS which is available also for Linux. Also it might better expose to the average gamer how much more value is added to Arma by its mods.
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Yeah, it can't possibly be because BIS takes forever to upload patches on Steam and because you can't join Arma2 servers via friends list etc etc. It must be the achievements no one actually gives a shit about :rolleyes: Only pirates and game-reselling communists dislike Steam, it's proven by my magic 8-ball.
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Will we ever have a real "city" in the ArmA Series?
Pulverizer replied to NKato's topic in ARMA 3 - GENERAL
Have you actually played BF3 multiplayer? It has traditional BF style open ground conquest maps. There are CS/COD style maps too, but that is only by level design, not engine limitations. Also yeah, BF3 doesn't have hitscan weapons, all the Rainbow 6 games I've played do. I can't say anything about the AI because I've not played sp or coop. Gonna give it a try just now, even though it's probably some really boring COD bullshit :) -
Will we ever have a real "city" in the ArmA Series?
Pulverizer replied to NKato's topic in ARMA 3 - GENERAL
You do know the RV engine does not have feelings? No need to go all white knight and defend her honour with misinformed bullshit at every turn. I'm just saying discussing with you would be more productive if you accepted the fact that other engines can be superior to RV engine for certain purposes. -
Will we ever have a real "city" in the ArmA Series?
Pulverizer replied to NKato's topic in ARMA 3 - GENERAL
BF3 maps are a far cry from what the OP is asking, which is the impossible. Well, I dunno, maybe just a TINY "mini-metropol" with every building enterable and destructible would be possible in Frostbite on high-end PCs when you also limited player count to just a few players. Too bad it doesn't support modding to test this out. -
Yeah, you really didn't get it. "Optional" could easily become "practically necessary", and when the process is too convenient it will get abused for really useless stuff. To over-simplify, let's say every host thought it would be funny to have their very own xmas hats addon that is only available via their own auto-dl. Then you either "opt in" auto-downloads, or you "opt out" of all those servers.
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dynamic mission request
Pulverizer replied to darkdexter's topic in OFP : MISSION EDITING & SCRIPTING
Much like those missions, script a bunch of transport missions inside one mission, then iterate in random order. Not really dynamic, but enough to maintain the impression for as long as they start to repeat themselves. Making infantry AI play such mission by itself would be a lot of work. Way too much just to go mostly unnoticed as a mere backdrop for a transport mission. ---------- Post added at 12:19 PM ---------- Previous post was at 12:12 PM ---------- If I were to make such a mission, I would probably modify a crCTI mission to feature transport chopper pilot role. The AI commander already does chopper insertions in it to attack enemy base, not sure if also to take towns. -
I do get Wipman's point about servers forcing useless gimmicky addons on you if it was made almost transparent to a connecting player to download them. It's actually quite annoying in some games, when every other server has their own little balance adjustments, and especially the funny sounds or christmas hats etc. While it's their server and they have the right to run it as they please, it is not their game and a game dev has the right to not make such annoyances "too convenient" to use. I trust BIS to not allow mod and addon switching on the fly though, even if they add some sort of mod downloader.
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You only need one PC. With enough memory and a decent cpu, you can simply run the server (start game exe with parameter -server) on the background plus a few windowed (-window) instances of the game to easily test how it works. ECP should be MP compatible and IIRC GRAA doesn't have complex scripting that would break the game in MP.
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How to know smoke-grenade position?
Pulverizer replied to Aldo15's topic in OFP : MISSION EDITING & SCRIPTING
You can't publicVariable an array without the ol' createUnit trick. There's no error message but it will simply not transmit. Instead, you can publicVariable the X and Y coordinates separately: _p = getpos _nade airstrike_pos_x = _p select 0 airstrike_pos_y = _p select 1 publicVariable "airstrike_pos_x" publicVariable "airstrike_pos_y" Also you can't publish a local variable. Eg: _myVar = 123 publicVariable "myVar" Instead use: _myVar = 123 myVar = _myVar publicVariable "myVar" -
Complicated mod and addon requirement can be seen as a rather effective noob/cheater deterrent. When it takes one hour of work just to join the server, chances are it don't get many asshats who are only in for the quick lulz. Then again, auto-downloads would also be optional to servers and requiring players on teamspeak pretty much has the same effect.
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Arma 3 with 1,000 players online .. possible?
Pulverizer replied to CaptainBravo's topic in ARMA 3 - GENERAL
More accurately, 1.60 has improved lag compensation, so lag isn't as easily noticiable as before. Laws of physics dictate there is no such thing as lag-free on the Internet. That would require faster-than-light communication. -
Indeed. Here's a test: activate once condition: call{player sidechat format["%1",time]; true} onAct: hint "activated" (also a handy way to get something executed every 0.5s when you are too lazy to write a script :))
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It's not really "micro" destruction in Söldner. It's pre-modelled building destruction just like Arma2. It actually has practically limitless map much like Arma2 infinite land, only there's trees too.
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If you are afraid of a trigger wasting precious megahurtzes, you can always deleteVehicle after it served its purpose. This will stop a trigger from evaluating its condition every 0.5s.