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Very Ape

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Everything posted by Very Ape

  1. Zombie animations are looking sharp!
  2. Very Ape

    Modify your clothing to be a bad-ass.

    My suggestion has nothing to do with survivors customizing their clothing with third-party software. I don't like that idea too much; as much as it'd be cool, it would be unfair, because you'd be able to simply camouflage yourself. You should have to find everything. Everything would be done in-game. If I find a scarf, I can wear it around my neck or obscure my face with it. If I find paint and a helmet, I can draw threatening symbols on it.
  3. No. They did not. Those articles were speculating.
  4. When it was to be released before Christmas, it was meant to be only the mod repackaged as a game. I, and anyone with any sense, should be glad they missed that date in favor of developing a real game. The entire project changed, that's what happened. That's the only release date they've ever given. They never said anything about March, or even THIS MONTH.
  5. Very Ape

    Modify your clothing to be a bad-ass.

    Why the hell not?!
  6. Yeah, I'm glad they're scrapping the humanity system (I think). I'd like to see ways to craft clothing into something more menacing. People going around with face-scarves and with skulls painted (by themselves!) on their motorcycle helmets will be known as the bandits they undoubtedly are, while more friendly players will opt for regular clothing. Don't say that the bandits won't paint skulls on their clothing in order to dupe people; they will. It's just too bad-ass for any bandit to pass up.
  7. You put my feelings into words; it's the weight of your character that does it for me, and has always appealed to me in Arma. I also hope they do something about the speed of the character in standalone. It seems a bit too quick in that video.
  8. I'm glad that the game is being released in tiers. People who take issue with bugs inherent to games in the alpha stage of development will be able to wait til later stages of development to make their choice.
  9. And they're enterable! No longer are they just big blocks to hide around; players will have to loot every, single house they can to find gear. I really, really am excited to have to sift through hundreds of buildings in order to find the scattered loot, instead of it being concentrated in a few select buildings. It will make looting feel more immersive, and scavenging becomes a bigger task. Imagine looking through the many rooms of those houses with aggro! It's possible in the mod because loot is concentrated in tiny little piles. Now, beware of zombies!
  10. Very Ape

    Petition for Mountain Dew on SA Game

    I don't want PepsiCo in my *favorite* game, or any other kind of product placement. It's fine in the mod, but in a standalone game, no. http://en.wikipedia....onmental_record
  11. I'm referring to the layout of the new areas and buildings, and the fact that they're enterable. The towns feel more authentic; it's not quite shown as well in this video, though. I'll certainly be spending much more time in Vybor than I did in the mod. I couldn't care less about graphics.
  12. It's just that; the cover system. It makes firefights ridiculously easy, and often non-dependent on actual tactics. Nowhere near the anxiety-inducing firefights of Arma.
  13. In the trailer, when the map zooms out, it's clearly smaller than it looks. I would hope that they'd recreate the entirety of NYC, but it's unlikely. Don't get your hopes up. They're different games. The Division goes nowhere near recreating the intensity of firefights in Arma and DayZ; they're gamey, like in Gears of War. I still do, however, look forward to playing it-- but not as any replacement to DayZ, because I acknowledge that they're different games with clearly very different ideas. DayZ's looking great, I really look forward to playing it-- Thank you devs!
  14. I cannot comprehend why people are complaining. I see great-looking urban environments, with enterable buildings that make towns feel like more than just a cluster of giant blocks to hide around. I see improved animations on an improved character model. The survivor's holding his weapon more casually than before (notice the walking and surrender animations). Being knocked down is a great feature, and being unbalanced by zombie hits makes it really feel like you're being hit. I see a much more intuitive inventory system. I don't see what makes it ugly, or why that would even matter; it's easy to use. Such buildings, especially in Chernarus, aren't usually well implemented. The sheer amount of enterable buildings added must have taken quite a bit of work, and certainly help enhance the sense of immersion. The scope of these new additions certainly surpass, by far, any attempts made by modders on Chernarus.
  15. I like the surrender animation. I hope, though, that it's easy to break into a run while performing the animation. Some players might take this as; "Kill me!"
  16. DayZRP has been doing it well enough for quite awhile. While this does add a lot more player interaction, faction wars and depth to the game; it's not my cup of tea either.
  17. Very Ape

    Underground Bases....?

    I have, on private servers deemed 'hardcore' by most. You won't find many dedicated players on public deathmatch servers.
  18. Very Ape

    Underground Bases....?

    I don't like the idea. I like the idea of having tools at your disposal which could be used to build a base. Tank traps, wire fencing kits... They're not explicitly in place for players to 'build a base' but oftentimes survivors come together and make the coolest things. I think underground bases would defeat the point of players coming together to build these cool-ass 'trading posts' and whatnot, something that would have even more potential to occur in the standalone.
  19. Very Ape

    Mud

    I'd love this. In the rain, people would think twice about driving off-road if they have a sedan or something like that.
  20. No, what he said was perfectly applicable.
  21. I like this suggestion. Used in conjunction with tank traps, wire fencing kits and other such items that could be added to the game, base-building would be a-okay.
  22. Very Ape

    SA: start out 'sickly'

    I think the curve is a bit different. Overcoming the initial sickness is something that would, I think, be done rather quickly. At the same rate as any other illness or wounds you could contract, really, unlike leveling up which is usually present throughout the lifespan of the character. This would simply make the experience of dying a bit more daunting, regardless of how much gear you've got stashed.
  23. Very Ape

    [DAYZ SA] - ultimate Q&A

    What kind of character progression other than gear/clothing will we be seeing? Both aesthetic (such as beards, tattoos, scars) and practical (such as starting out sickly).
  24. Very Ape

    SA: start out 'sickly'

    Sorry for bumping an old topic, but this suggestion is really damn good. I hope it gets more support. It'd be nice to see people being attached to their characters themselves, and not just the gear they're carrying. This would also partially solve the problem of people sprinting across miles of terrain to get back into a firefight, or to loot their own corpses. They'll have to tend to themselves right off the bat, which will 'delay' them from long travels.
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