Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

  • Content Count

    2774
  • Joined

  • Last visited

Everything posted by [email protected]

  1. SA already has a "pick up item" function as well as the gear-menu method. It's shown in a few of the E3 demo vids. EDIT: You wouldn't be able to just spam the action-button. You'd still have to target the individual items. It looked like you could also use items without them being in your inventory. So spamming "use" might end up with you eating beans instead of picking them up, depending on what's the default action.
  2. I still reckon if somebody wants to be associated with badly drawn chodes, they should be allowed. TTP is a fact, but if you walk around with a bell-end on your jacket, are you the joker or the joke? Protecting folks from obscenity isn't a good enough reason to disallow it IMO. The game's full of violence and suffering. Is the risk of seeing a spraypainted willy really too much to handle?
  3. I'm hoping we get at least the same amount of customisation as the ArmA games. More even. Having F1-12 and number keys locked always annoyed me. (not much of a problem since we won't have NPC commands) 3 buttons for 3 stances never really suited me either. I've been using Ctrl to crouch, Shift+Ctrl to prone. A toggle-crouch would be spot-on for me.
  4. I still remember being amazed by using the mouse to aim in Duke Nukem 3D.
  5. If you need somebody to run a bike over your arm, for that fashionable cut-sleeve look, give me a shout.
  6. I notice you've both put Left Ctrl as raise/lower weapon. (I know your example's from a while back, Cole) We're going to have stance-adjust similar to ArmA3 IIRC (briefly mentioned at E3), so I assume LCtrl will be default-bound to that. We have to wait and see whether or not we have a seperate "grenade" key, among other things. Quite a lot of little changes between ArmA2 and 3. I agree with the folks who are saying to custom-bind your keys, but sensible defaults are still necessary. It makes sense to make them make sense. If that makes any sense.
  7. I pretty well covered my point about being able to move before during and after the action. I'm not here to debate wartime safety. If you think about it as going from one extreme to the other, this violent departure from ArmA2/DayZmod handling gives the devs the perfect opportunity to test the water and find a nice way to work one system towards the other. RE: "weight". I'd like to see some literal weight added to movement and handling, in line with encumberance and inventory content. Early days still, but I thought I'd put it out there. I much prefer the movement-style in the E3 build Running animations looked ever so slightly "floaty". That's my main concern. Is that because of the actual animation, or does it just need tweaking? I don't know these things. It'd be nice to hear the Dev's take on it. EDIT: (Spelling)
  8. Yeah, he kind of glossed over it a couple of times before.I guess we can just pretend every gun has the same rails on it, but supressors have to be done by caliber or it's just daft.
  9. Rocket has said they may have taken it too far, but I like the way the movement scheme is headed. This seems like more of a straight-up complaint than a suggestion (which I didn't expect from you, of all people) and I attribute that to the "alien" animations, compared to what we're used to. The grenade problem lies with BI's insistance on cycling an entire animation, resetting to neutral, THEN being allowed to continue. If I throw ANYTHING. A grenade, an apple, a feckin' cinder-block! I can move freely; immediately before, during and IMMEDIATELY after. In ArmA 2, a lightly thrown grenade can land at your feet (I've done it a couple of times), leaving you forced to wait until it kills you because the animation is unnecessarily drawn out. The same goes for weapon-drawing, vaulting and moving from prone/crouch/standing positions. Now, I realise us gamers spend a lot of time on our asses, but I know for a fact I don't move like drunk Robocop when the heat is on. Agility and dexterity are needed.
  10. Sorry, didn't realise you were typing. I added a bit of explaining to the post above. It's just one of those things that grates on me. You know how it is. I'd still like to see more options on how to wear your clothes, like a backwards baseball cap or rolled-up sleeves. But painted on skulls and diamante smiley faces (I know, that's not what you're suggesting. Don't worry) just aren't my cup of tea.
  11. I suggested the uploaded image-file because that's already supported by ArmA and since real-time freehand painting onto in-game textures is VERY unlikely to ever happen, it's a decent compromise. If all that's available is generic adornments, then it's not as interesting an idea as I thought from the outset. I'd make use of it if it were available, but it I wouldn't consider it to be actually worth development time. Sometimes it pays to think practically. If your *.PNG can only be an alpha-mask, then in-game spraypaint, of whatever colour you find, could be used to add your custom image. That way it would only be one colour, but it could be done in any colour of paint that is found in the game. EDIT: To explain more. It's just a personal thing with me, but I don't consider preset, generic decorations to be "customisation" options. Usually, in other games, it would be under the guise of "freedom" or "individuality", but to me it always just feels cheap. They could put 10. 50. Even 100 to choose from. And it would still piss me off every time I saw one.
  12. Says who?We have no idea what kind of content will be added 2/4/6 months down the line. The scope of the project, I think, is bigger than we can see right now. Disregarding bugs that will inevitably arise, content-wise DayZ will have a LOT to offer, even while it's still under heavy development.
  13. That sounds like a reasonable assumption, but it's still best to not get your hopes up.Whatever happens, it (open alpha) won't start until Rocket's happy with the state of the build. And his opinion of it could be changing every day for all we know.
  14. I'm sure if the boys get stuck Marek will stroll in, swinging his dick, and save the day.EDIT: OUTSOURCING! We've heard gummy talk the talk. All our programming needs will be dealt with, no problem. ;)
  15. And the fact that you can view your player model in the gear menu means I can still check out my cool threads. :thumbsup:
  16. Same here actually. EDIT: To clarify: If there are official servers that are always First Person then I'm fine with it since that's what I will always play on. As far as I'm aware all that's been said is BOTH are being equally developed at the moment, with no decision made as to which will be the final choice.It's another thing that playtesting will have to figure out. I'm starting to sway away from 3dp myself.
  17. In that scenario the guy fumbling his mags is more likely to be of the "deathmatcher" persuasion than the old veteran survivor.EDIT: Mind you, book-cover judging and all that.
  18. I thought the font was awesome.Highlight of E3
  19. Probably not the best idea.Unless you kidnap folks a couple of weeks in advance and test them to make sure they don't have any diseases. I figure this sort of thing will cross most folks minds at some point. It would be even better if certain ways of wearing clothes had different effects. A jacket will keep you warmer if it's buttoned up, but it might make you a bit more rigid (less manoeuvrable). A hood would keep the rain off you but hinder your hearing and obstruct some of your vision. I'm not too sure of how decals, transfers and painted-on designs would work, but I like the idea. Maybe just make a *.PNG you can upload and drag and drop it onto your clothing in game? Anyhoo. Beans. :emptycan: EDIT: Beans removed, not as a slight against you (don't take offence), I just can't show support for an idea I don't really like the sound of.
  20. It just seems to me like folk want to complain for the sake of complaining. At this early stage any criticism is redundant. The "needs more work" list currently consists of one item; EVERYTHING.
  21. Are we talking Mod or SA? If it's the mod, it doesn't bother me either way, since there's an icon to let you know how healthy you are and it's easily fixed by bloodbag or food anyway. In the standalone we won't have a HUD, so the slightest hint of desaturation will signify being at less than tip-top condition. We'll need that indication.
  22. I'm not trying to convince you otherwise, I'm telling you my honest opinion. Don't assume that just because I'm the only person saying this I'm the only one who thinks it.
  23. See, the animations themselves, it thought were really well done. The thing that I noticed was the gliding over terrain while running.I don't even understand why it looked unnatural, I just know it did. Something wasn't right. I feel like I'm repreating myself. I go now. @ Comrade Reznikov. Nice one. :thumbsup:
  24. Challenge is its own reward. DayZ lets you meet or avoid challenges at your leisure and tackle them as you see fit. As far as I'm concerned, seeking constant reassurance and gratification is pretty pathetic. Looking for direction and guidance in a wide-open sandbox is just ridiculous.
×