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gesundheitk

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Everything posted by gesundheitk

  1. gesundheitk

    DayZ Developer Blog 7th September 2013

    I think we should see a devblog that shows things like rain. I heard there was upgrades to the weather system, right? That'd be pretty sweet.
  2. gesundheitk

    DayZ Developer Blog 7th September 2013

    He said the damage values were pretty crazy, and it was just for showcase purposes. I think we all can agree the damage was a little more than you would expect, lol. Anyone think that the loading of the bullets into the magazine should take a bit more time?
  3. gesundheitk

    DayZ Developer Blog 7th September 2013

    That brings to the topic of starting with different colored clothing: call me crazy, but I can see people wanting to change their shirt because they spawned with some kind of color they didn't want/disliked. Personally, I think we should have the option to choose what kind of colored clothing we spawn with, maybe? Such as the way we choose our gender.
  4. gesundheitk

    DayZ Developer Blog 7th September 2013

    I think there are a couple things I saw that I think should be addressed a bit: The transition of the camera from standing still to moving forward seems to immediately jolt a bit. I would like it better if there was a smoother transition, rather than immediately jump from one angle to the next. It may help a bit with movement.There appears to be a bit of alias on the inventory screen. Not sure if that's just optimization or whatnot, but I think if it's fixed as alias is quite a bugger to me, I'd be happy. It's not a huge problem, hell, it may even be ignored, but it's just the little things that make it better. Probably something that would be fixed with the release of the standalone. The texture also appear of less quality than on the character in the inventory screen; I'm sure it's optimization, and if there's an option to make it better, it'd be really convenient. It took me a while to realize he was playing on lower settings. Ignore this comment.I think there should more than just three states. I'm guessing only three states were shown due to damage values, but I also think that there should be several textures, such as say 7 or 8, that shows the decaying process a bit more accurately rather than just seeming as if it suddenly pops to one state from the next. Maybe there is something we just don't see, but if this true, then maybe this suggestion should be noted.Something I've noticed; is there any shorts in the game? Obviously, the player will be influenced by the environment, and say, for instance, it's a really hot day outside. All they can really do is take off their shirt, or pants and reveal their briefs/undershirt. If there was things such as cargo shorts, or basketball shorts - just something to put on - it could make the difference in the character. As I said, maybe they're just not showing it to us.I still think the problem persists where the connection of the player just doesn't seem as nice as it could be where we can't see any glimpse of the weapon we are holding. Granted, I don't want it in my face all the time (like, if I'm standing still and I have my weapon down, then obviously I won't see it), but when I'm moving in a game and I don't see my gun in front of me, I just don't feel as if it's really a player anymore. In ArmA 3, you can see a glimpse of the barrel moving around, and in my opinion, that was good enough for me. If anything, I view that as the best option. Just something I'd like the developers to consider.I think the zoom that we have in ArmA was not as nice as it is in ArmA 3 currently. What I mean is that, when rocket zooms in to see the environment like a person normally would see it, it takes the usual 1 second from ArmA 2. In ArmA 3, it takes around a quarter of a second rather than a second. I think I like this way better; maybe an option in the Settings, maybe?The option of being able to just click the arrow to slide it into your inventory, I think, should still be there for people who prefer to play that way. Granted, I don't play like that, but there may be some people who would still like the option of doing that. Maybe I said too much, and I'm sure there are people that will disagree with me (after all, this is opinionated feedback for a pre-alpha), but I think some of these points should at least be addressed/touched upon. E: Added a new point, crossed out one section. 9/7/2013, 4:48PM E: Added another new point. 9/7/2013, 4:53PM
  5. gesundheitk

    BEARDS!

    Thought I'd bump this topic since this was an interesting idea and I hope it didn't slip past rocket's list of things to add to DayZ. I don't know about you, but if there is also a razor in game, I'd probably make this my character:
  6. I wonder, is that how the inventory screen going to stay? Or is there going to be a art design team going to make it have its own 'style' of some sort. Frankly, the only thing I liked about WarZ was the art behind the design of the inventory and whatnot; wouldn't be surprised if they stole it though. E: fixed a grammar error, 9/7/2013 12:55PM
  7. gesundheitk

    *DAYZ SA SKIN SUGGESTIONS*

  8. gesundheitk

    My custom key bindings.

    The down & right arrow key got 9s! Shit's getting serious now, dawg.
  9. gesundheitk

    POLL: Dayz SA 1st person only

    There are mirrors all over the place for us to see our clothing. Besides, we're connected to our body, so we feel much lax when it comes to clothing. You can't really compare less than 90 degree vision to 160-200 anyways.
  10. Know what? Screw this thread. BOOBIES I'm out :(
  11. That's not the best comparison I've seen. Rollercoasters are intended for your stomach to churn, turn, and make you feel like you have no limitation of gravity. DayZ is a game about trying to survive an apocalypse, and making your stomach organs isn't eaten by Infected. I don't see the connection there.
  12. gesundheitk

    POLL: Dayz SA 1st person only

    This poll is kind of... unbalanced. It says 'if you will play DayZ if 1st person only', not 'Do you think Third person should be disabled in Dayz?', obviously, I will give my opinion on the matter, but this is not groundbreaking enough to where I will stop playing DayZ and I expect other people to feel the same.
  13. I hate to throw myself into this argument, but just because the majority wants something, it doesn't mean that it is the correct thing to do. If that was the case and rocket went through with removing third person altogether, it won't be long before another problem gets removed because the majority doesn't want it. I'm not an ArmA veteran, but immediately saying people that want third person are just newbies and people who only want first person are experienced ArmA players is a pretty far-out comparison. My solution is that when one gets close to a wall, the camera will start to pan in smoothly to the other side, still retaining the same level of field of view, but not allowing people's camera side to be viewed over the wall. I can picture it in my head, but it's hard to make a concept of it. I'd imagine there would be some coding issues and whatnot, but I believe that with enough dedication, it can be done; maybe not the first week the alpha is released, but it can be done to some extent. Personally, I love third person for when I'm walking around and wanting to get a feel for my character and his surroundings, and how he/she is reacting. When I'm in a firefight, most of the time I switch over to first person since I feel it's a much more accurate way of engaging enemies. But, most of the time, I just don't feel connected to my character in first person. I believe I touched on this earlier, but when I am in ArmA 3, and I can see the weapon moving in front of me, it helps give me a sense of direction. It made me not actually want to switch over to third person. If rocket & the team can accomplish this feeling of connection with my character when moving, I think my use of third person would drop tremendously. Speaking of debates, are we still on for crosshairs being removed in standalone? I personally enjoyed that idea. However, in all the videos, I still see crosshairs and whatnot.
  14. gesundheitk

    How to get fully geared in Dayz in under 2 minutes

    Why do you put the stereotypes onto 13 and 14 year olds? I seriously doubt the community of people DMing and killing on sight is just based around young teens just starting puberty. I know grown men in their 30s who do that shit.
  15. gesundheitk

    So, we killed Gooogle today.

    I just want to be part of this thread so I could say I knew Goo0gle before he was banned. Any way the wind blows...
  16. Personally, I'd be fine with removing third person so long as I can still feel connected to my character. What I love about ArmA 3 is that when you're moving, you can see the gun in your foresight, which in turn, allows you to feel more connected and move better, or at least that's how I feel. I rarely use third person in ArmA 3 because of this. I can live without being able to see my weapon in front of me, but, in ArmA 2, it was sort of a nuisance that always made me want to switch to third person. I also have to agree with rocket on running with third person. It feels more open, and connected, seeing how I can see all of my character's movements and such.
  17. Guess so. Maybe it would save them money? Who knows.
  18. Why don't they just reschedule the move to an even bigger office then?
  19. Also, I think I might like it better if we had some UI rather than the game saying "You feel like having a drinky", or "you're bleeding". While I don't want the UI to take over the entire screen and look like a halo helmet, it still seems like a better choice to have a clean UI than a textbox stating how you feel.
  20. I think some things I'm concerned about are the walking and running animations. I have a feeling they are placeholder, but they just don't seem as 'in-depth' as the ArmA 3 animations were that they had originally. I have a feeling those animations are just there so they can start implementing the new skeleton without having to switch out the animations later... if that makes sense.
  21. How to Hack in DayZ: 1. Download DayZ and play. 2. Pick up a hatchet. 3. Reload the hatchet. 4. You now have 100,000 hacks.
  22. gesundheitk

    DayZ Developer Blog 3rd August 2013

    Do you not see the 'loljk'? /troll'd
  23. gesundheitk

    DayZ Developer Blog 3rd August 2013

    Just a couple of points I'd make about some issues I saw during the devblog. Not trying to be a negative nelly, but I want DayZ to be the best it can be, so... yeah. - I noticed some first-person problems, such as when he tried to look behind him while crouching and jogging, he looked inside his shirt. Also, when he would look down into his pants, his arms and rifle would be implemented past his legs, just a problem I'm sure the devs are aware of, but you never know. - Animations are looking decent and useful, but they seem to not be so good with transitions. I honestly think the transitions of the animations can make them look so much nicer than what they are if done correctly. - It might be because he was in a multiplayer lobby, and the server did not have the best specs to uphold the new game/players, but the framerate seemed a little choppy. I also noticed the game was close to virtually max settings, so that could also be the problem. - Ivan says 'uhh' a lot; fire him. lol jk
  24. gesundheitk

    Where are all the devblogs?

    I know I am a little late to the party, but I think the only thing that became a nuisance to me was that we were assured that devblogs would come weekly, and while I realized that the devblog-weekly thing will not last very long, there wasn't a point where we had been told that the devblog is no longer weekly apart from now which I believe is a wee-late, but it's better late than never. Just keep at the game and make sure it's good, try not to worry about the little details too much; or, if you want to, just hire a volunteer assistant who will kiss butt all day and write the devblogs for you!
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