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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.
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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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Yeah, i'm pretty much a bad a**.
[email protected] replied to methr1k2dop3's topic in DayZ Mod Suggestions
Why do you have to be rewarded? That's what I really fail to understand. If you don't care about dying then you're missing the point. Giving you a trophy/medal/pat on the back for surviving won't fix that because you're still not getting the point of the game. Achievements and rewards would just be a cop-out. And a real disappointment. -
Remove gamma and brightness settings
[email protected] replied to RollingLizard1's topic in DayZ Mod Suggestions
Dammit Smash, I was just in the middle of writing a big-ass paragraph when the "new reply" popped up. :lol: -
Yeah, i'm pretty much a bad a**.
[email protected] replied to methr1k2dop3's topic in DayZ Mod Suggestions
But the "right way" is impossible to define. Everyone has their own take on it. The point is to explore and basically do whatever you want within the bounds of the game. Yeah, pure KoS sort of defeats the purpose, but having folks avoid all player-contact so they can get a "high-score" would be just as shitty. Sharing your accomplishments should be about telling the stories, not copy/pasting the stats. -
Yeah, i'm pretty much a bad a**.
[email protected] replied to methr1k2dop3's topic in DayZ Mod Suggestions
Honestly, I wouldn't want to see anything of the sort. As soon as you include social "stat-sharing", making it a tool for bragging rights, you devalue the basic anti-game feeling of DayZ. When you record stats, you just engourage grinders, farmers and stat-whores. I was under the impression that the journal (for SA) was going to perform some of the things you mention. But that would end on death (I assume). The length of time you've survived is only important while you're still alive. Or immediately after you die. -
[Mod/SA] - Common Melee weapons
[email protected] replied to Draco122's topic in DayZ Mod Suggestions
Just hit them with the bat, pointy-end up. Real men don't use hammers. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
The Q+A sessions I've read/watched are fine for a quick overview or progress update, but it'd be good for the general mood to hear what the plans are with the things so many people "hate". Hopefully, after the expo-rush calms down, we'll get some indication, via devblog, of how close the animation and handling is to what Rocket is aiming for. I seriously doubt what we've been shown is ideal, by anyone's standards. If we get a dev's opinion, on a scale of 1 to 10, how on-target features such as inventory, animation and zed-behaviour are, it ought to put some folks minds to rest. In my time as a sparky, I found that explaining "the mess is just a means to an end" eases concern significantly when folks freak out about holes in the floor, for example. You wouldn't want to live in a house with bare plasterboard because it's ugly as fuck, but you need something sturdy to hang your fancy, bonny wallpaper on. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
It's not even specific to alpha testing games. It's like nobody has ever done anything, ever. Things require planning. If you're painting something, you'll sketch it first. If you're building a house, you'll put up a scaffold. If the same critics who spout "Stop repeating the 'it's an ALPHA' excuse" realised and understood "it's an ALPHA", folks wouldn't have to repeat it constantly. EDIT: As a general rule, if you see a feature you don't like, find out what the intentions of said feature are before you start outright bitching about it. -
[Mod/SA] - Common Melee weapons
[email protected] replied to Draco122's topic in DayZ Mod Suggestions
Broomstick * Garden-Fork * Shovel *common in sheds and gardens all over the world. Sock full of rocks/batteries/pool-balls/coins *good use of the new crafting mechanics Bolt-cutters (as a club, not a "cutter") *could also be a tool, for breaking chains/padlocks etc. Basically anything. It seems that Rocket wants as many options as possible for every feature. I wouldn't rule anything out. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
I want a chance of seeing a DayZMod "survivor" skin for a Zed, too.Like an Easter-Egg sort of thing. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
I feel like I should add, what I dislike about the ArmA movement is the constant feeling that characters lack any kind of agility. Given the drastic difference in the E3 video, I assume they're going to extremes initially so they can dial things back to find a reasonable compromise. At least, I hope that's the idea. -
It's "an" not "a' RAZ0R
[email protected] replied to Kebab Remover's topic in DayZ Mod General Discussion
You maked an mistake. -
in SA we start the game with a weapon?
[email protected] replied to itamar (DayZ)'s topic in DayZ Mod General Discussion
I start the game AS a weapon. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
Considering they've spent ~6 months rewriting the engine to MMO-mode (something absolutely VITAL which nobody will EVER notice, because it's invisible), I think they're showing a decent amount of progress. Nobody is being shy about things being buggy and broken. You get it as-is. No bullshit. -
*BUZZZ* What is, not how you play Jeopardy?
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E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
He's saving the REALLY impressive stuff for a private showing.Deluxe member access only. So I hear. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
I feel precisely the opposite way.With the handling of ArmA in DayZ, I've always felt disconnection from the character. The "weight" you mention always felt sluggish, unresponsive and robotic. Not what I want from a high-tension experience. When a "holy fuck" moment strikes, I want my character to feel flighty and jittery. To me that seems like more natural behaviour. Giving us the ability to change our minds and react on the fly to instances of unexpected danger is really the way to go. I'm ok with ArmA handling in ArmA, because it's a more measured, "military" way of doing things. Even then, there are some actions and "follow-through" animations that just bug the crap out of me. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
Very nicely said, Fraggle. I'm sure folks understand that they have to temper their expectations. As Vindicator pointed out, the best thing they could show us is potential. And as far as I'm concerned, they have. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
If it shares some functions with ArmA 2 or ArmA 3, you should be able to double-click or right-click respectively. EDIT: I'm waiting to see if we can designate a default storage slot. Eg. If I want things to automatically go in my backpack, not my pockets, I'd like to be able to select that. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
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E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
It looks like the twitches are due to the lack of transition between animations. Since it appears actions can now be interrupted. (No more standing still for 30 seconds to throw a grenade, I hope) I honestly don't know how that's possible to fix without a massive overhaul of the way the engine handles animation. It would need a sort of mini "ragdoll" between actions, wouldn't it? Like GTA 4. I don't get what you mean about the gunplay, but the crosshair sucks. No argument here. @ Inception. Hang your head. Dirty bird. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
It's going to be extremely bloody useful, when you've got pockets (storage slots) in every item of clothing, to know where you put a particular item.Sometimes, you're just in a bit of a rush. -
Linking FPS/Ping To Difficulty
[email protected] replied to Zetal's topic in DayZ Mod General Discussion
In my experience, there's a certain range of folks who'd rather complain about a "problem" than overcome it. I don't like to doubt what I'm told, but I do tend to seek confirmation myself. When I can't prove somebody else's suspicions, I usually just shrug it off. -
Linking FPS/Ping To Difficulty
[email protected] replied to Zetal's topic in DayZ Mod General Discussion
I agree. And I have to say, it's very kind of you to give folks the benefit of the doubt. I just assume that everyone sucks at dodging Zeds. :lol: -
Linking FPS/Ping To Difficulty
[email protected] replied to Zetal's topic in DayZ Mod General Discussion
Very strange. It's the kind of thing I probably wouldn't notice in passing. I reckon it'd need a wee bit of dedicated investigation. -
E3 and our attendance
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
I just realised, I interchange "Zee" and "Zed" depending on the context. Even in everyday speech. Not even in relation to zombies. Strange. You might have just given me a complex.