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.
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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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DayZ Standalone, Freelook, Third Person
[email protected] replied to DontTrustPubs's topic in DayZ Mod Suggestions
There's no doubt the SA will have "FPV only" servers, just like the mod. That's not to say I support the use of "cover peeking" exploits, just that the choice to avoid them entirely is already there. With the new SA inventory screen (which now shows your own character when you view your gear :thumbsup:) I'd be quite happy playing the game in 1st person. Many wouldn't. There are a lot of other potential solutions to this "issue". You're a bit late to the party for discussing fixes. Search Bar, maybe? P.S. Not to put too fine a point on it, weapons, map design and gameplay were clearly never intended to be balanced. So you can't base your reasoning on that. :P -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
No it's not. They want to release in small bursts so as not to collapse their sever infrastructure with a massive influx of folk. It's going to be buggy to some degree no matter what. @ DazTroyer. SA isn't going to struggle to attract players, but if it doesn't entertain for as long, or as well as you expect, the mod-mods will still be available. Lots of the current versions are heading in directions that SA likely won't be, so particular features aren't necessarily putting them in direct competition, just adding more choice. -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
The impression I get is that when the time comes (a LONG ways off yet) the team will go into "atmosphere mode", and with gusto. Rocket says himself, the boss encourages him to go wild and see what happens. If this is his best chance to build the perfect stress-inducing survival experience, I expect he'll be jumping in with both feet. -
Tents should disappear on death.
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
As Sausageking pointed out, item degradation can provide a semi-solution. I reckon gamey, silly features being used to bolster the authenticity of others is going to become a necessary evil. What it boils down to is; which is more ridiculous? Perma death with retained knowledge, OR a persistent sandbox-world where objects and structures disappear/become inaccessible. Being that no matter what, it's still a game, I can overlook the fact that players know things that their characters shouldn't. It's not ideal, but I'd still prefer that tents/barricades/bases etc (and whatever comes in future DayZ) exist independently of the status of their "owner". (with a despawn timer, starting from the latest interaction) I understand that some folks will use this "tent advantage" to the extreme, but to be honest, when I'm playing, I don't tend to concern myself too much with other player's methods or how they choose to play the game. Another example. In Super Mario Bros. on the NES, you can "warp-zone" from world 1-2 to world 4-1, then from 4-2 to 8-1, bypassing ~90% of the game. I choose not to. :thumbsup: -
DayZ Developer blog 26th April, Video from PAX and our latest "building"
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
It shouldn't be about what you want to have to do, but what is deemed necessary by the boss-man. Visual inspection would add another layer of complexity to the survival/scavenging game and would be a welcome change from the oversimplified UI we have now. At the core, DayZ isn't strictly a "combat game" either, it's a survival game. The less forgiving the better. Characters will still inexplicably have the skill to replace any and all vehicle parts, so it makes sense to add the requirement for the player to diagnose particular problems. You could always just replace EVERYTHING if you can't figure out what's wrong. ^_^ -
Tents should disappear on death.
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
The same could be said for all knowledge of the game world, if you think about it.It's essentially a circular argument. As I said before, it only hurts your own experience if you choose to regear at your tent as opposed to scavenging anew. Let me put it this way. If you encounter another player, you fight, you win. What difference does it make to you what the other guy does beyond that point? They're no longer a direct influence on your game (for the time being). If you encounter this player again, and they've rearmed, it's no different to crossing paths with an entirely different geared-up player. -
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Do we need a mod dedicated to this topic in particular? Pin a badge on me and point the way. Chabowski Calm yer beans. EDIT: Honestly, I don't think I could handle the mod's job. I'd be too inclined to ban everyone just to get some peace and quiet.
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I'm pretty sure your flawed logic and ignorance of the subject matter deny you "winner" status, bud. ;)EDIT: Solid science. :lol: Elle Owe Elle
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Tents should disappear on death.
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
I agree the tent system needs revision, but I'd give tents less storage capacity rather than have ghosts steal your stuff and build forcefields around your previous incarnation's tent. (Basically what is being suggested) Any unnatural restrictions, even if they lend themselves well to the unforgiving, brutal nature of DayZ, go against the authentic basis of most of it's features. Honestly, why all the complaining about it? I'm guessing it's a PvP thing (I don't understand the attraction). If you kill another survivor, and they go an rearm, you still have all your stuff, and anything they had on them. All that's happened is, they've skipped the majority of gameplay. (or prepared beforehand, in which case they DID scavenge all their gear, just earlier on) Skipping the beginnings, by going to a tent to rearm, is only hurting your own experience. When we get dogs in SA, they should have no problem tracking a player all the way back to their stash. Then there's no need for all the crying. If you have a problem, just do something about it. -
I'm not exactly up on my biology either, but I can see what you're getting at. Maybe if the resistant antibodies are constantly working, carried in your blood, then extremely low blood-pressure (but not death) might give the infection enough of a foothold in your system to give you full-blown zombieitis. I think Rocket's brother, the virologist, would be the guy to answer that particular question.
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OK, so, taking your backpedalling into consideration. How are you killing the enzyme? Bullets? Biting? Fire?EDIT: I meant that jokingly, but reading it over, it's a bit insulting. Sorry about that.
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If death causing the infection to take over would turn you into a zed, you'd be a dead zed.A vital point you seem to have overlooked. Just about the only "fact" we've been given about the infected in DayZ is; they're still alive. NOT undead.
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If it were to happen, it'd be a fluke more than anything else. Like the OP says, you can already (intentionally or not) shoot folks guns, it just doesn't have any effect. At all.
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Whether a round will punch a hole in a particular object/surface/material depends on the size and speed of the projectile, as well as what it's made of (or coated in). It's just common sense. In general, a smaller, firmer, higher-velocity round is more likely to puncture compared to a larger, softer, slower-moving round. If a bullet, travelling ~1000 feet per second, hits a gun in your hand and doesn't puncture it, that's a LOT of kinetic energy looking for somewhere to go. It's not necessarily going to throw the gun out of your hand, but it's going to give you a fair "ding" whether or not you're shitting bricks. But forget about that. It wouldn't be totally unrealistic to include it, it's just that there's a good chance it would end up feeling cartoonish.
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Any supersonic round, by definition, is going faster than 330 metres per second. That's velocity enough, I reckon.
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Implementing Skill Bars in SA
[email protected] replied to SoulHunter (DayZ)'s topic in DayZ Mod Suggestions
The way I see it, every action available to players should at least potentially serve a purpose. Most "emotes" don't have any value beyond messing around. Only a certain few, such as waving, pointing maybe a handshake or something like that, would be useful in DayZ. As for HUD, bars and on-screen menus. I'm not keen at all. That pic looks like a perfect example of how bad a GUI can be. -
But if you're wearing a shell-suit or a grass skirt, BEWARE THE FLARE.
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Emotes are all well and good, I just want to be able to point in a direction. It'd help out a lot, since folk's navigation and explanation skills tend to go to pot from time to time. If you think you can turn it into a dance, you're more than welcome to try.
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Penitentiary
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Face up to what you have done.
[email protected] replied to Yoshi1991's topic in DayZ Mod Suggestions
See this topic for further exploration of the idea and better reasoning for the inclusion of perma-identity. It's not a perfect suggestion, but it does go into good detail. The GUID you use is constant, so there are means to keep tabs on individuals if such features are required and introduced. It shouldn't be seen as a tool for butthurt vigilantes, but a way for everyone to have the potential to be memorable and identifiable. An identity should be unique to a player and long-term, used for recognition based on reputation and renown, whether for good or bad actions. No Hero/Bandit skins will mean an increased requirement to judge players individually. Which is good for the game-experience. Recognition simply requires that a player maintain their ID (as is the case in nearly every MMO AFAIK) instead of changing their name and face to hide their intentions and avoid being rumbled. -
BullPups...those sexy....sexy bullpups
[email protected] replied to Rekli's topic in DayZ Mod Suggestions
9 times out of 10 I'll go for realistic features over "coolness". When it affords us more choice and variety in terms of gear, loadouts and playstyles though, I'm more willing to exercise suspension of disbelief.It's a fine line between adding a bit of colour and falling into ridiculousness, but IMO It's not too much of a stretch to put some unlikely items in-game to stop it becoming repetitive and predictable. -
Unless he's also got antiseptic bollocks, I'm not letting my dog lick any open wounds.
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DayZ Developer Blog 15th April Highest one ever
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
Well, apart from all the zeds in SA I reckon my main enemies are render distance and particles, adding fog might just be the lesser of two evils. We'll have to wait and see. -
DayZ Developer Blog 15th April Highest one ever
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
My CPU better hold up, for fog's sake.