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
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Everything posted by Private Evans
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DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
...what if he is roaming the streets of Whitechapel at night....fuck ...I am scared now.... -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
Does this include a small bottle of sparkling wine ?? -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
I am also sure Todd Howard will not be the one presenting Fallout 4 ! He will leave this to one of his assistants while he is sitting at beth studios writing scripts for super mutants and placing spawnpoints on the map... oh my god :rolleyes: ..Rocket is one one the project leads of DayZ ( afaik together with Marek) and also part of the Arma 3 developer team..of course he has to go to every big game show PS: ...while his team is working on the game... -
regarding crafting in the SA
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Community Food and Drink Textures!
Private Evans replied to [email protected]'s topic in DayZ Mod Suggestions
I really like your stuff and I am glad to finally see the russian touch added :). Hopefully this will make it into the game some day (did you contact Matt ?). cheers :beans: -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
Rocket isn't the man who is doing the textures, modells, animations,codewriting, landscape modelling etc etc etc in his team atm. This means going off to Pax, Mount Everest or Mars colonies does not really effect the pace of SA development, In case of any problems his lads can contact him using this new thing called world wide web. As someone mentioned here before, events like the Pax or E3 are part of the business and as a creative director Rocket is defenetely in charge of marketing and stuff...however I still think communication shoud be more centralized. PS: We should all releax, I am pretty sure SA will not be out before June :) -
Petition to add the Mosin Nagant to Day Z
Private Evans replied to Kophka's topic in DayZ Mod Suggestions
signed :) (+1 for more russian and soviet aera weapons) -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
in this case... Reading the same weak-minded posts about relase dates, dev blogs lacking quality etc again and again, really starts to ruin the whole comunity thing for me more and more. I think it would be better for Dean to stop making regulary devblogs and instead provide just a few screenshots, an official trailer and some interviews from time to time ( like all the other publishers do). The masses are simply to dumb to handle such a close and authentic way of communication.Testing should also not be done public and only by people who know what they are doing (like Arma and DayZ veterans, mods and modders). Last but not least I think we really need an official BI/DayZ/SA forum, which should be the the first place to search for information and anouncements and to meet the devs. Alpha feedback could be handled there as well the same way as they do with Arma 3. :( -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
...this little piggy had devblog ...and this little piggy had none ... btw anyone else waiting for Amnesia 2 "A Machine for Pigs" ?? -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
Then austrian rabble that is.... -
Community Food and Drink Textures!
Private Evans replied to [email protected]'s topic in DayZ Mod Suggestions
this is such a good idea...you have my beans :beans: -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
I think Cloverfield was influenced too by the sophisticated camera work of Dean and Matt -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
have a look here for a possible summer look http://www.armaholic.com/forums.php?m=posts&q=10119 -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
Sorry but this is nonsense..they would not have to build a complete huge map from the scratch like they did with chernarus, but only to change the look of it...trees, rocks, roads, landscape textures, grass and buildings for example would only need new textures not new models and we are talking just about a few hundred textures. Of course it would also require more stuff like new sounds, new weather etc but I think this could easily be done within a few months and would not require a full team workinh on it all the time.... For me this seems to be the fastest way to add a new experience to the the game without creating new maps which indeed takes a long time... just my thoughts -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
a game developing studio should be able to create a complete new set of textures...if you have a look at the arma resources (textures) we are not talking about jillions of textures... :P -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
The same goes for summer and spring ( the current map is autumn)...changing the seasons could be handled serverside (updating the game for the season)... -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
I don't think changing Chernarus into a winter map would be too difficult..basically you just have to go through all the textues and replace them with winter textures and add snowfall and stuff ( mainly textures as well).. -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
the problem is that most people are simply not able to imagine how a finished product will look like if they just see some basics....take the zombie pathfinding for example....in the vid we can only see a human male model following the player using the standart running animation which does not look very impressing.....just try to imagine how this will look like using the new mocaped zombie animations, the new skeleton and the new zombie skins..... the same goes for many other things too... just my two cents -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
honestly I think swimming underwater should be implemented as well as more ships and boats...having the sea mainly for watching nice sunsets is such a waste of resources...adding loot spawns ( like crashed planes or shipwrecks) , fishing and maybe even scuba diving ( very rare gear) would be a nice addition... -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
hmmm crashed planes or helis...shipwrecks... -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
strange...why is every Warz player joining us called Otis ? . -
DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
.... I am playing I44 on the 82. airborne server which is absolutely epic... -
Since many people are day dreaming and posting about base building but mostly do not provide concrete ideas how it really could work ingame I would like to show you a simple way of building bases in 3 easy steps... As joe mcentire suggested somewhere else before, we could use predefined places/structures (new areas placed by the devs for this pupose only) for building camps and bases. Places that are protected by static walls, fences or barricades anyway like prisons, small military camps factories or farms. Of course such structures would need an entrance.that can be closed somehow, I would suggest to use large vehicles or gates that can be pushed to block the entrance ( like the prison fence gates in The Walking Dead). This vehicles could be used for this purpose only of course.. Pushing these vehicles/gates should work only from inside the walls. This way opening or closing the gates of the camp would always require at least one player inside the base.and since blocking the entrance would take a while, other players could could take the chance to attack the gate and get in. Barbwire, sandbags, tank and bear traps could be used to fortify this places even more. Inside this bases players could build their tents, campfires and park their vehicles. Of course structures should provide a water supply but not any loot spawns. Since such bases would use only stuff that is used in the everywhere ingame this would not have any bad impact on the performance !!! Before a group of players could use such a structure as their base they would have to wipe out all the zeds there, which should be a very hard task of course. Only a well armed group should be able to do this. As soon as all zombies in this area are killed the base status turns to safe (simple script ). Zombies will stop spawning and the gate can be closed. From here on nothing fancy is required to run the base. The Players just have to make sure that there is at least always one player inside the camp to open and close the gate. This means also, at least one member of the group has to be able to respawn inside the camp. If no player activity is recognized by the game inside the base for a longer timeframe ( let's say for example 12 hours) zeds would start spawning again and the vehicle/gate blocking the entrance would revert back to its original position (base status not safe) simulating that the base was not guarded for a longer time and overun by zeds again. To make sure that no server hoppers spawn inside the camp a simple game mechanic or script could be added that only allows players to spawn inside the camp that have saved on the same server. 3 easy steps : 1. Create a new small area on the map (lets say a farm for example) including some buildings surrounded by walls and fences flodded by zeds. 2. Make sure this place has only one entrance and somekind of gate (or vehicle) that can be pushed (forwards and backwards) to close and open this entrance. 3. Create a simple script that does something like this : if number of zeds in predefined area > 0 set base status = 0 (not safe) if base status = 0 (not safe) set zed spawn points = activated & gate = deactivated (can not be pushed, reverts to its original position) if number of zeds in predefined area = 0 set base status = 1 (safe) if base status is 1 (safe) set zed spawn points = deactivated & gate = activated (gate can be pushed) if base status = 1 (safe) & number of players in predefined area > 0 set owner status = 1 (guarded) if base status = 1 (safe) & number of players in predefined area = 0 set owner status to 0 (not guarded) if base status = 1 (safe) & owner status = 0 (not guarded) set timer = 0 (game hours) if base status = 1 (safe) & owner status = 0 (not guarded) & timer = 12 (game hours) set base status = 0 (not safe) game checks if player has saved on the same server and inside a safe camp ...if not player is spawned at the coast ( to prevent server hopping) that's it...the basic idea at least.... PS: I never looked into arma scripts so I used something simple ( similar to the scripts used in TES or Fallout) to show what I mean....
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DayZ Developer Blog 8th March
Private Evans replied to mattlightfoot's topic in Mod Announcements & Info
thirst text message " you would kill for a chilled bottle of crimean sparkling wine" -
On the very basest level of logic, if you have created a large enough community to achieve complex goals such as, hosting a protected trading zone, you should have enough members that "safe" bases are not really needed. Timer/ownership scripts are also not necessary, and in context (authentic anti-game, remember) don't make sense. I think no clan or group can manage to guard a camp or base 24/7 ....this is absolutely nonsense. I am also pretty sure that the instanced underground bases will work in a similar way. Edit : What you call trivial looked very good to me in "The walking Dead"..they went into the prison, killed the zombies and locked the gates....It is much more unrealistic that a group of survivors would start building a base, instead.they would look for the right building or structure and try to overtake it. .