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26 NeutralAbout thoxon
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Why do you need ingame displays for sneezing, vomiting..etc? To me, those things should be audio/visual and not displayed on the hud.
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Devblog details on engine architecture for DayZ
thoxon replied to rocket's topic in Mod Announcements & Info
So with that said Rocket, how many players per server do you expect to have with the standalone? Based on the new architecture. -
New Standalone Screenshots released
thoxon replied to mattlightfoot's topic in Mod Announcements & Info
For some reason, I'm getting this half life 2 vibe from the interiors. It has this source engine feel to it. And, that's a good thing. Can't wait to see what it all looks like when the artist tweak the graphics even more, and it can be seen on very high settings. I'm a graphics whore, what can I say. Additionaly, what gets me most excited about enterable buildings, is the possibility of clearing larger buildings in the main cities. I'm hoping some of the larger buildings, like the international hotel in Cherno, can be fully enterable all the way to the top. This could make way for some amazing indoor firefights, and the ability to clear each floor of zombies all the way to the top. And, until we get player created bases, having the ability to fortify buildings such as the hotel, could make for some great player driven content. -
New Standalone Screenshots released
thoxon replied to mattlightfoot's topic in Mod Announcements & Info
For some reason, I'm getting this half life 2 vibe from the interiors. It has this source engine feel to it. And, that's a good thing. Can't wait to see what it all looks like when the artist tweak the graphics even more, and it can be seen on very high settings. I'm a graphics whore, what can I say. Additionaly, what gets me most excited about enterable buildings, is the possibility of clearing larger buildings in the main cities. I'm hoping some of the larger buildings, like the international hotel in Cherno, can be fully enterable all the way to the top. This could make way for some amazing indoor firefights, and the ability to clear each floor of zombies all the way to the top. And, until we get player created bases, having the ability to fortify buildings such as the hotel, could make for some great player driven content. -
Consolidated Weapons/Equipment suggestions
thoxon replied to rocket's topic in Mod Announcements & Info
Rocekt, I'm wondering with the new inventory system if you are going to change how we interact with the enviroment through the middle mouse button. i.e...how we sort through loot, apply blood transfusions,..etc. It's one of the biggest turn offs for the friends that I've tried to get into this game. And even for myself, a dayz hipster so to speak, I think it should be changed as well. It can be very janky when trying to pick up a backpack when it's surrounded by other items. It's pretty cumbersome. -
Just follow Rocket on Reddit if your interested in his chatter. He posts on there much more frequently then on here.
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Just follow Rocket on Reddit if your interested in his chatter. He posts on there much more frequently then on here.
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Rocket has said in past interviews that he wants security systems, hydroponics, and air conditioning for the underground bases. So, there goes your no electricity theory.
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Rocket has said in past interviews that he wants security systems, hydroponics, and air conditioning for the underground bases. So, there goes your no electricity theory.
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With the implimentation of underground bases in the stand alone, I thought it would be cool to if everybody needed a key card to access it. Simply wondering around and looking for a hatch in the woods shouldn't be all that is required to get you into someone's underground base (This is pretty much how tent cities are found and exploited now). I propose a key card system. Every player who creates an underground base has their own unique key card. In order to gain access to their base, you must obtain their key card by killing and looting their body. After so, you will have (for arguments sake) 24 hours to discover the hatch to their base, and loot it's resources. After 24 hours, the key card is reset back to it's owner. The original creater of the underground base can make copies of the key card for their friends or clan mates. So, each clan member will have access to the base, and the responsibility of holding onto the key card for dear life. What do you guys think? Edit. key cards should also be stamped with server i.d.'s, so you know which server their base is on.
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Sigh...i was hoping the stand alone would be as pretty as arma 3, but it dosent sound like thats going to be the case.
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I see no point playing the mod, once the standalone releases.
thoxon posted a topic in DayZ Mod General Discussion
Rocket has already stated that there are some major flaws with the mod that will never be fixed. Hence, the priority to switch to a new engine. So what exactly are they going to be updating side by side with the mod when the stand alone comes out? They can't fix the major problems that frustrate people the most with mod. i.e... hackers, server hoopers, dupping, vehicle hording, infected behavior. The standalone is going to be launch with same map as the mod, but much better. So, there's no reason to want to go back to chernarus for old times sake. The new engine is going to be with more optimized with better animations, graphics, physics...etc. Admins will migrate their servers over to the standalone once it releases. Leading to a major decrease in server availability for the mod. New dayz players are going to purchase the standalone as it's going to cost less at launch, then it will to buy Combined operations now for the mod. I don't foresee a sceanrio where the mod population dosen't drop off drastically. -
I see no point playing the mod, once the standalone releases.
thoxon posted a topic in DayZ Mod General Discussion
Rocket has already stated that there are some major flaws with the mod that will never be fixed. Hence, the priority to switch to a new engine. So what exactly are they going to be updating side by side with the mod when the stand alone comes out? They can't fix the major problems that frustrate people the most with mod. i.e... hackers, server hoopers, dupping, vehicle hording, infected behavior. The standalone is going to be launch with same map as the mod, but much better. So, there's no reason to want to go back to chernarus for old times sake. The new engine is going to be with more optimized with better animations, graphics, physics...etc. Admins will migrate their servers over to the standalone once it releases. Leading to a major decrease in server availability for the mod. New dayz players are going to purchase the standalone as it's going to cost less at launch, then it will to buy Combined operations now for the mod. I don't forsee a sceanrio where the mod population dosen't drop off drastically. -
I will be heartbroken if the standalone graphics aren't on par with arma 3.
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I don't think there is any need for the whistling. Trained dogs rely on hand signals, not whistling for commands.