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tpenn
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Everything posted by tpenn
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I don't think they should be slow moving or "classical" (while we're at it can we all agree these are INFECTED zombies and not at all the classical "walking dead" type?) However as I pointed out in a suggestion thread earlier, the current animations and movements of the infected make them ridiculously hard to hit as they're way too fast and sporadic. Even slowing them down by 10% but with the important ability of allowing them to attack while running would make them even more deadly and believable than they are now, but not nearly as "frustrating". although it's from a game with a much more arcade-y feel, the one thing they got absolutely realistic and right were the common infected. (also the first minute of is a good explanation by one of the devs/)
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+1, though for most things I prefer git. I was actually thinking of writing a quick update program that checks for the latest filenames, but you're right, version control already does that job, I'm just not sure how many players would understand how to use it (but for those of us who do, including the devs, it'd make life easier both for uploading and downloading updates). I can host both a git and svn server with git and http protocols for the non-svm'ers, then setup push-enabled ssh accounts for the devs, and pull-enabled from http for everyone else. (I also have unlimited bandwidth and storage).
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If we're stuck with a realtime daytime cycle (for now) we should also be running a realtime food cycle, as it is now it's disproportionate. in-game, we eat something like 6-8 times a day and drink 10-15, when realistically speaking, if we're going to be running at a realtime cycle we'd only ever need to eat maybe once or twice every other day and drink once or twice a day and we'd still be able to manage. Of the two systems, shortened cycles always makes more sense for a game, and my hunch is that the only reason we don't have this for time is because (for now) it's probably 200% easier just to read the local time off the server instead of having to develop a proportional cycle. In either case, whether this is a long-term decision (I hope not) or short-term, ca we have the FOOD cycle adjusted appropriately to match whatever the time cycle is? (on a second point, the food cycle should pause or drastically slow while not logged in, it's unreasonable to expect players to log in on a daily basis just to satiate their character!)
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it did sound like a code-expensive feature and I mentioned in OP that's probably why it isn't implemented' date=' but how about a simple time *offset*, so instead of scaling, the reference time is just offset by a fixed amount, allowing day/night cyces in-game to more closely follow the work/play cycles of most players. But... the thread did get a little off-focus, the suggestion in OP was: Can we scale the food cycle to match the time cycle? I'd love both cycles scaled, *but* if it's not yet possible or too difficult, I think it becomes easier to accept a realtime day/night cycle if time-dependent activities like eating and drinking also were scaled appropriately. As someone put it, with full-length days the rate at which we are consuming food and water is "Nutty Professor style eating"!
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Except just is used as a comparative' date=' as in after being shot: "Oh don't worry it [u']just grazed you", implying not that there isn't danger but rather there are much more important things to worry about. As you quoted, you can yell all of that out while being chased by a zombie for over 30 seconds, it's scary and intense, but in comparison to the current and incessant "PVP" situation you'll be lucky to get off even an "Oh sh-" most of the time before you even realize what's happened. Clearly zombies have become just the sideshow in this circus act. So yeah, "it's just a zombie" pretty much sums up the current DayZ experience pithily and well, quite sadly really.
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well I'm also in agreement with the damage thing, unless we're going up against Freddy Kreuger's next of kin, it's ridiculous that most of the infected attacks cause bleeding at all. They should cause bruising at best, fatigue, disorientation, concussion, or slow you down, requiring morphine and pain killers to "heal". a bleed injury requiring bandages should be relatively rare (especially given how little skin is exposed on the model) and would only happen when the player goes down and the teeth come out or on being shot.
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"Oh nvm, it's just a zombie" That about sums it up. Sentiments like that is what I've heard increasingly in the last few days on at least the US servers. Along with incessant side-chat chatter about who's shooting whom, where and with what. The entire theme, reason d'etre of DayZ has eroded right before our eyes. When the "Z"s in DayZ have become about as noteworthy as that fuzzy brown bunny that skirts about the grassy knolls, it's time to examine the direction the mod is heading into (and if it's towards PVP, well there are a lot better PVP experiences out there without the petty distraction of zombie bunnies and food cycles). Don't let DayZ become a mod about insignificant bunnies. Make it a mod about surviving the bunny apocalypse.
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In terms of incentive, Night time should offer the advantage that since there's no light, infected must rely entirely on sound. As-is now, if you alert an infected day or night, you're pretty much boned. But realistically I don't see how it's possible that I fire a shot, alert an infected, and 10 seconds later after silently moving positions that poor-sighted infected magically knows exactly where I am in the pitch black of night when I can't even see the pair of shoes on my own feet. Fix that bit of ridiculousness and night-time excursions suddenly have a viable reason to exist.
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It's completely doable in a few hours by a skilled mapper, PRiMe explains here: http://dayzmod.com/forum/showthread.php?tid=47
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Perhaps you should have took the time to Check Ships Destroyed in Jita, you would have realized the irony that is your argument: PVP systems such as the one I proposed don't prevent PVP, if anything they encourage it in a better way. I didn't have a single one, but I spent a lot of time in lowsec drinking tears of failpirates and sharing hearty laughs with them about the gross misconceptions of risk in sea-of-blues, super-cap happy land that is null/wormbear space. yeah, but the "risks of the game" aren't the same. Ask yourself why there is a large initial interest in this mod if there already exist many others for PVP? Why make an entire separate mod, assets, if they're just a sideshow? While you may think the intent of this mod to be more than just another PVP shooter is subjective, I'll simply look upwards and point at the sign on the entrance, that it reads "DayZ". not "DayPVP". Day. Z. Z
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Let me guess, you're some sort of failpirate, suicide ganker or gatecamper? I don't play anymore, when I did I was the type who'd probably bait and outsmart you all without stooping down to your level. In any matter, where got "arena"s from was your idea not mine, if you go back and actually read what I said no where did I say limit PVP to arenas, and if you knew how EVE was played you'd know PVP isn't done that way there either. There is ALWAYS risk inherent, but yet there isn't ALWAYS killing as this mod's pvp is turning into. Secondly consider that EVE is largely designed around PVP with environment and NPC elements merely a distraction, whereas this mod is the complete opposite: environment and zombies are the center-stage, PVP is there simply to add the dimension of surviving (but surviving PVP is not the core element). You can still have ever-present PVP risk without having ALWAYs present PVP.
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I agree, I don't want realtime cycles for anything, but WHILE we do have realtime cycles they should be consistent is what I'm suggesting (since eating/drinking is part of a day cycle then it should match the daytime cycle)
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The current sound system is a huge detriment to the game atm, it doesn't matter if an infected or player or gunshot is 50 metres away or 5 metres away they all sound right next to you in your ear, and everything beyond 100 metres is multiplexed up into the "sounds like its coming from 1k out" range. There are no finer gradients to sound with the default arma sound engine. +1 to better sound being 2nd priority at least in beta.
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make NVGs run on hard-to-obtain batteries, thus forcing conservation of when they are used. problem solved.
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So let's make it happen?
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The problem with PVP in this SURVIVAL mod is the bulk of it isn't for survival at all, it's pure asshattery. Such PVP is non-sensical and realistically would only occur in the most socio-pathic 1 or 2 oddball delinquent survivors, so why it seems rampant on many servers is a testament to the current problem. Types of PVP that actually make sense for this mod would be vying over a camp site or rare items however currently resources aren't limited or unique enough to justify killing over. Types of PVP that people complain about: the sniper sitting on a roof with NVG goggles pew-pewing for the sake of pew pew. That just ruins the game, those people need to just go play counterstrike if that's all they're after.
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Same problem, in futility I can also attest that attempting to quiet the annoying "YOU ARE MISSING MOD CBA_MAIN" by actually downloading and installing CBA does absolutely nothing (for this bug that is, at least it does shut up that text on join, maybe next bug I'll try to figure out the damn CfgGlasses annoyance).
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Add map markers to the stats saved persistently with the character. So many times you'll marker your last known position, or the location of your tent, places of interest, only to log and come back to an empty map. Possibly limit markers to say 3-5 for each char to limit server resources.
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Infected movement & animations (realism, blending required)
tpenn posted a topic in DayZ Mod Suggestions
It's still early in alpha, but can we make improving infected movement and animations high-priority? Currently they are insanely difficult to believe: Movement: from a complete stop, they accelerate to full dash in under zero seconds, zip and zig-zag all over the place improbable for not only (ex-)humans but any Newtonian body and overall just seem faster and more agile than their bodies should allow (but the last one might just be a result of the previous problems) Animations: I'm sure the team is aware of this: there is seems to be no animation blending. Each animation must finish playing before the other stops. I'm not sure if this is a limit of the engine? Anyways it makes efficient killing that much harder as often you'll have no idea if you've hit something until after the current Run etc animation finishes. These two items currently are the only two that require major-beyond-believable suspension of disbelief. -
the obvious point I'm maybe reading as a subtext here is having groups solve the problem of hour-long rendevous's. If the groups are exploit-resistant (i.e. no group-hopping), a spawn system can be made where-by group members can respawn in some proximity to their group. certain rules would apply like: - must be member for # minutes - # minutes between spawn-on-group is available again - cannot spawn-on-group in certain areas or within proximity of other players/entities - can only join a new group every # minutes
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Why dont Americans use American servers?
tpenn replied to Maximilian (DayZ)'s topic in DayZ Mod General Discussion
I have to give it to the euro's on being player-for-player an all-around more civilized and less douche-y playerbase, it's why I played there, although I'm finding US3/4 to be leaps ahead of NYC and US1,2 cruft. That being said, the real problem here I believe is the chasing Daylight thing. Expect this to be the player's "solution" to the problem of unplayable day/night cycles until the devs fix it so it's more reasonable (oddly enough if the same logic were applied to food cycles as is for day/night, we'd never need to eat for days at a time and this thing of getting thirsty every few hours, well that'd be tripled at least) -
Server Standardization and Synchronization
tpenn replied to bigmanshawn's topic in DayZ Mod Suggestions
I'd also like to add to this servers should all be set to VETERAN mode. This is a realistic survival experience, it's a tragedy when you hop on some servers (I'm looking at YOU NYC & US1,2) running lolcrosshairs call of doody turdperson