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
[email protected]
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Everything posted by [email protected]
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No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
No, he didn't.He said it won't substantially suddenly improve. You quoted the statment yourself. And now you're either entirely oblivious to how stupid you're making youself look, or you're trolling. EDIT: Also, DILLI(w)GAF? :huh: -
^ Eaten by a Grue
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That's the spirit!
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VG247 - May 2013 - Interview with Rocket
[email protected] replied to SmashT's topic in Mod Announcements & Info
It's the little things such as this, which seem insignificant at a glance, that will bring DayZ into its own.Take the WIP inventory, for example; Compared to ArmA, the gear menu is looking a LOT less weapon oriented. These are the definitive steps towards a fully-fledged DayZ. -
Hit the nail on the head.To be fair, for hosts and admins I think it comes down to a mistaken belief that you have to appeal to as many people as possible. +1 to make DayZSA a Death message free zone.
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Minecraft XBLA sold over a Million copies (around $20 / £13 a pop) in 5 days. Yeah, Mojang must have been gutted. RE: community. The same happened to the Minecrafters as has happened in this topic. The elitists didn't like it, but they couldn't give a factual or sensible reason why. In reality they don't like it because they like to think they're superior. The "PC master race" essentially consists of gamers (folks who play on PC) taking credit for other's work. Like sports-fans with their "We kicked your ass", who were never even on the field. When you yourself innovate and create more powerful computing hardware, THEN you can boast. Until you do, you're just a consumer like everyone else. EDIT: That might warrant a move to the "ranting" thread. Sorry, but constantly hearing about how "console gamers are immature", as a childish act of one upmanship, really grates on me.
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My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
I'd ask Rocket about that if I were you, but I'm fairly certain DayZ was never intended to appeal to casual (non-hardcore) gamers. I understand what you're suggesting, and why, but that's not the direction I'd want SA to head. I can't speak for anyone else, but I'm fairly certain I'm not alone on this one. Considering you keep pushing your own system and your own preferences, you really ought to stop using the word "need" so much. If you really "need" these events and objectives (and the admin-tools to control them, if need be) the DayZMod will still be here. If enough people share your ideals, this will be easily accomplished. -
Yeah, a slight fuckup could be pretty serious in certain circumstances. I've always had alternate profiles for flying/driving whenever I end up using a gamepad. Switching on the fly, as needed. Console versions of games use that quite often. Speaking of. That's another drawback. PS/Xbox games very rarely get custom controller configuration. Occasionally you'll get half a dozen or so profiles to pick from, but I'm pretty picky about how my games handle.
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No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
As well as that, I mean like quicker access to stuff that isn't buried, for example.I'm sure there's suggestion topics about it. It makes sense. If you have painkillers at the bottom of your bag, under all your other stuff, it's going to take you longer to get to them. You should be able to just fill your bag as you come across items, by just throwing them in. Or you could take your time so important items are more readily accessible in case of emergency. -
Minimum GFX settings PLEASE! - FAO Rocket
[email protected] replied to irzero's topic in DayZ Mod Suggestions
"Why don't you just make 10 louder?""But... This one goes up to 11." I get what you're saying, but that was a herp-derp way to put it. ^_^ ArmA2 is 4/5 years old. It's safe to assume graphical quality, LoD and optimisation in the SA will be better than the mod. The devs are well aware of the grass-drawing and ATOC issues. -
DayZ is being developed solely as a PC game. It's not going to be multi-platform ready until it's out of beta and ready for a port. It'd be easy enough to map an eject/dismount button. You can map an 8-direction D-pad as modifiers. (giving you 9 times as many buttons) All it takes is a little bit of thought. EDIT: Obviously a console port won't be using xpadder ( ^_^) but you can do this for the mod (or any PC game) easily. EDIT2: Think I read your post wrong. Fixed it a bit.
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My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
Even within the examples you give, I have a different opinion.A scripted Helicopter crash would allude to their being survivors other than the players, without showing them. I might be OK with this, provided it's a VERY rare occurrence and not the focus of the game. An AI controlled bandit-camp, however, I don't want to see. Any AI beyond just Zeds, to me, would be nothing but interference in a game based around, among other things, social interaction. The moment you add objectives, missions and AI controlled survivors, it cheapens the DayZ sensation into a run of the mill "game". Even risking becoming sub-par. It should remain a rich and suspenseful, non-restrictive, player-driven experience, as much as possible. -
@ All. You don't NEED a keyboard. ArmA NPC commands and Radio communication will NEED the buttons on the keyboard. Everything else is easily possible with a gamepad. DayZ has hardly any functions used (compared to ArmA), it's easy enough to map to a PS/Xbox pad. Use Xpadder (you have to buy it), or something similar and free (Google it). As long as your gamepad program supports modifier combinations, you're golden. EDIT: A wee bit of advice, for if you go down that route. It's quite confusing to start with, and it's tempting to ask for folks advice on the "best" controller mappings. Don't. You're better off setting everything to suit yourself.
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Minimum GFX settings PLEASE! - FAO Rocket
[email protected] replied to irzero's topic in DayZ Mod Suggestions
Hardware HAS to get to a point where it's no longer supported, but locking settings isn't the answer in all cases. Gamma/Max view distance yes, but texture/object detail etc. have to be tuned per machine. Look at ATOC in ArmA3 before you start judging this stuff. The foliage transparency doesn't have anywhere near as much advantage-giving difference as ArmA2. Every time I see this topic, or one similar, I just see a lot of fuss about nothing. -
My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
*3rd attempt* Thank you, Clumzy, for pointing that out. I am fail at doing keyboard. -
No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
FAO Zeppa Stick a BWWWAAAAAAAANG in any DayZ trailer for a surefire hit. -
No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
I see it as a hint that you're able to be instantly aware of where you've stored a particular item as opposed to an actual quick-equip bar. If the different length animations are properly implemented, it'll be like knowing you have a bandage in a certain pocket, so you don't have to search through all your stuff. @CapricornOne Inventory management should be like a minigame. Or at least complicated enough that certain organisational tricks can give you an advantage, like in reality. -
My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
Literally EVERY SINGLE THING you just said, could and should be done by players.That's the entire point. -
I didn't see an "equip" slot for it. Maybe it's still in-development.
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Will items always just spawn loose at spawn points or are there plans to also have loot spawn inside containers in the world? (inventory menus, like tents or car storage in the mod)
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My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
If you give folks the opportunity to change things to suit themselves, they will. More popular does not mean better. -
My two cents about endgame and NPC's
[email protected] replied to theszerdi's topic in DayZ Mod Suggestions
Folks reasoning for including AI NPCs often revolves around a supposed lack of options, activities or player interaction. The way I've watched DayZ unfold leads me to believe the failing lies with players' attitudes, not the core game design. Lack of imagination and fear of other players are the real issue here. That's why folks drift into deathmatch mode and why KOS is so common. Adding NPCs to provide "end-game" or "objectives", or whatever you want to call it, would just be painting over the cracks. I think a lot of folks believe they like DayZ, when really they just don't. Nobody needs to go mental about that. It's just the way things look from where I'm standing. -
Hip Fire Too Good on Snipers
[email protected] replied to Rick the Survivor's topic in DayZ Mod General Discussion
Aaaaah, Science.I you're wearing a lab-coat, it must be true. As folks have already pointed out, the rifle stays shouldered whether you're using optics or not. Hip-fire doesn't exist in ArmA/DayZ. The problem IMO is the accuracy of shots to crosshairs after several shots and at unnatural range (considering you don't even have to look down the sights once). In DayZ it's worse because in my mind we're supposed to be average Joe civillians. Not feckin' SAS. Honestly, I don't like that fact that there are crosshairs at all, but I can just play on servers without them, so I don't really care. -
Body types, Food Benefits! (For DayZ Standalone)
[email protected] replied to Corporate's topic in DayZ Mod Suggestions
With the way the medical system sounds like it's headed, this isn't too much of a stretch. Nutritional deficiencies and imbalanced intakes can leave you seriously out of whack, and Rocket knows this better than most. His Burmese survival training experience sounds like absolute hell. Making things brutal and getting into all the gory details in depth seems to be the basic aim for DayZ in every respect. Obviously concessions will have to be made somewhere along the line, but diet and body maintenance isn't something that should be simply glossed over. -
Body types, Food Benefits! (For DayZ Standalone)
[email protected] replied to Corporate's topic in DayZ Mod Suggestions
I like the basic idea, but if this is to be included, number crunching (stats and bars) should be avoided at all costs. Food quality and nutrition, if done sensibly, should be a hidden factor of character progression so as to avoid feeling like a maths puzzle. Besides reading the labels on your canned foods, a thought out diet should be an educated guess at best. Your character's condition would tell you whether you're keeping on top of things or not. All buffs, debuffs and statistics should remain behind the scenes. Unknowable by players. Activity and general wellbeing should be major influences on the character's metabolic rate, increasing their needs, affecting their abilities and healing their body accordingly. I'd also like to see a variety of drugs, drink and medication included. Some folks don't like the idea of smoking in game, for example. But these things are a fact of life and worth representation IMO.