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Everything posted by Karmaterror
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Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
Karmaterror replied to Rags!'s topic in General Discussion
I rimerily play 3pp servers but tend to stick to 1pp for a few reasons. The already mentioned targeting issues with the crosshair (bullet goes high or low exaggerated at short ranges). I feel having players around with access to 3pp amps up the challenge 10x. That being said when im running through the woods to get to my next location its really nice to flick to 3pp, take in the scenery, admire the gear moving around with the toon as he runs along. I could see an over the shoulder working but my experience with them has always been that they feel very restricted and awkward. I have heard a lot of "fixes" like 4th wall, camera position ect. But i feel people just have to accept that these types of advantages just come with a 3pp view. Some how some way players would find a way for a shoulder cam to be used as a periscope, maybe over the shoulder cures people on rooftops but corners could still be done I guess. At the end of the day I think that people looking over/ around stuff is just something that goes hand in hand with a 3pp view. A lot of the fixes make it even more unrealistic that the view itself is. If you want to play dyz on the hardest setting that is a 3pp enabled server where you restrict to 1st as a personal rule. Its good that that environment can be provided....just as its good that a full 1pp or full 3pp environment is catered for. This is something I have loved about dayz since the mod days....it brings players together. I had friends that hated FPS games, wouldn't touch BF, COD, anything like that. They were very sceptical when they found out it was an army sim but giving them that view and the way the mod was constructed even they could enjoy a game that was technically waaaaay outside there comfort zone. All of a sudden we have players from many different gaming backgrounds all thrown in together using the settings they prefer :) -
Its 2 "cut outs" of chernarus done in a summer pallet, bright, lush greens ect. One is the NWA area, the other is the coast. Except its done as a river (as it is IRL), I really think instead of adding so many new towns they should add that landmass and build there. It would open up a brand spanking new area for us to explore and add all the cool scenarios that come with a river. Went on a little sightseeing tour :) Map Cherno Electro Approach Electro Electro seemed pretty much the same, but Cherno was stripped of a lot of industrial buildings making it look much less like a big city. The big patch of trees in the middle was a nice change. I kinda liked the vibe of it as a sprawling town, would like to see a couple done like that in the SA :)
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That your choice....your choosing to "disadvantage" yourself....which is debatable. Hell I might even use the system to purposely disadvantage myself for that run, to add some challenge. But as I said in last post, a high loot location spawn has its drawbacks.... Increased possibility of player traffic = KOS Many will have same idea and good loot could be gone Its not all as black and white as high loot area = win....its still a risk reward equation :)
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Buy a beanbag chair.....sit 1-2feet from yourTV....instant win:) Then just stash the beanbag away when not playing. Well that was my solution, but due to same small txt issue(especially on steam messages) I swapped my tvs over and now game on a 720p because its easier on the eyes :)
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A walled garden....maybe....but often full of random intruders and rabid dogs :)
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What advantage....they wanted to pick a spawn...I didn't....we both got exactly what we wanted. Maybe I do want them to have a (precieved) advantage. By picking a spawn near a high loot location you instantly increase you chance of death, and run the risk of the area being stripped of most valuable items. Whereas a random spawn that puts you in a town no one ever chooses could lead to fresh loot, a chance to get basic gear and start pushing north/east away from player hotspots. Every spawn has advantages/disadvantages, alls a system like this really does is let the player decide how they want to approach there next run, instead of the game dictating it by spawn location. Isnt that what dean wants....not to force a gameplay style, but let players decide? Does it really matter where you spawn, once you are in the game world then you are open to any and all threats that apply to all players :)
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Just curious....would you then say dayz died as an idea months (maybe overa year) ago when the mod let us do just that? Maybe like the mod it could be another server setting, but if not for people who don't want to take advantage could always just hit "random"....or "Chernarus" as in the old days
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Pure guess....spray your rags with disinfectant before applying them maybe? There are other med items than charcoal tabs but iv never been infected so haven't explored it much
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That's brilliant! So needs an animation....I wanna see a starving survivor brutaly beating a can of beans on the floor :)
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Id say give it a bit longer, I got over 1500mod hours but have yet to break the 100hr mark on SA/ Iv installed and uninstalled countless times to test out new features when they arrive but its still a very hollow experience compared with the mod. As others have said it is coming along nicely, and I have no doubt it will outshine the mod in every way when its finished, but that's a ways away atm. Best bet wait till Jan....with any luck will be at least one vehicle in and (I hope) persistence aswell, two key dayz features:)
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Well it does work in the mod, and I could actually see it working well in the SA. It would let the PvPers congregate at the usual spots, Electro, Cherno, Berezino. Whilst at the same time letting the friendly/hermit players choose a spawn off the beaten track and try to avoid the costal bloodbath. Also would let the guys that want to play together do so quicker. And if they implemented it like the mod then there would be a random button in the middle for people who want to play "properly" :P All in all solves a few problems, maybe it creates a few aswell but I honestly can see this working if done right. EDIT.....no spawns away from the cost IMO tho ;)
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Strap 2 main weapons on your backback with rope
Karmaterror replied to Replifice's topic in Suggestions
I say let us keep anything anywhere but just add a weight system....sure you COULD carry 6 weapons and thousands of rounds of ammo with the slots you have.....but CAN your toon handle that? Will he make it a few hundred metres and see his hydration drop a colour code. Maybe make it so the more hydrated and energised (also depending on blood and HP) effcts the negative side of it. Strapping stuff to your pack is a good one, long as it takes a good 10 secs or more (with an animation) to unstrap it and place it on the ground. A similar thing would be to allow guns that can to be disassembled and placed in your pack, reassemble IMO should take longer that unstrapping it.....say 10 sec to unstrap.....15-20 to reassemble :) -
This is a great idea, would have to find some old music with open rights or a big chunk of the money they make would go on royalties. Still all for this idea, could have creepy stuff in aswell like a selection of childrens nursery rhymes ......but the tapes stretched over time and they all come out a little distorted and creepy sounding :)
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Game would be fun if they had a smaller boundry
Karmaterror replied to Frost20's topic in Suggestions
Shrinking the map would not give an accurate test of server performance under strain...strain of loot in every building and (at least a few) zombies in every town. This would increase the players you meet, but would be pretty useless from a testing point of view. Also they have to see what is a reasonable amount of player on the map with its intended size, if they shrunk it now then they would get no data on say....% of players making it all the way north, death locations to track player migration, and a plethora of other things. The maps size is one of the best points about dayz IMO, the game isn't meant to be a CqC shooter forcing combat within minuets. Playerscan do what they want, and there needs to be room to facilitate hermits being able to recede into the woods never to be seen by another player for months. It already caters for PvPers as combat can break out at any time anywhere. If you want encounter after encounter and to meet loads of people every time you play....sorry to say....dayz might not be the game for you. Its goal to be authentic precludes that ever being the case, as I say to everyone.....tedious long distance travel will always be a big part of dayz.....as it would be IRL :) -
Dayz Auto Run - [Application]
Karmaterror replied to assassin_ukg's topic in DayZ Mod General Discussion
Gonna give this a try this evening, used to use steam overlay method but since the gamespy shutdown that dosent seem to work anymore. If I remember il post the name of SA's task manager entry aswell.....but man....why you not got it yet....buy it! now! :) -
Sure :)
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This^ I still got a wax treated coat, and its as good as any new style one. I didn't know they made packs the same way....but now I want one to go with my coat :D
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OP...... MELEE WEAPONS MAN! :) Anyways as im sure has been said, the zombies are a WIP they will probs get better then worse then better then worse for a long time to come. They aren't at the stage of development yet for polishing things up (increasing zombie count, fixing bugs ect) maily because its only about halfway through projected development time. What you are testing now is a stage most games go through, but consumers rarely see. When they hit beta and decide they have all features in, then they can start applying fixes, confident that they are adding no new feature later that could potentially break the fix....doubling the work as the fix needs doing again. Remember this game technically isn't even slated to be complete till almost 2016. That estimate dosent even factor in the overwhelming success they experienced with the alpha leading to massive expansion of there plans. Now as for you zombie problem.....you don't need bullets to deal with zombies. In fact don't even use bullets on zeds when you do have them. If you get into that habit now then when numbers do go up, and they start behaving properly a single shot in a big town should e enough to get you killed. Get into the habit early of melee for zombies....guns for players. That way when zeds do improve you will be slicing through cities stealthily looting, while the nabs that found there first pistol and decided to "test it out" become zombie food :D
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I actually like the idea of fabricating things from scratch, a pushbike would be a good starter project. Maybe if instead of a wrench you had to find a workshop....with a welder (and have a hacksaw) to fabricate the frame. There could be many workshops around the map, but like heli crashsites only say 5 welders would spawn in some of the say 20 workshops on the map. Maybe you cant attach the wheels right away. First you have to use a drill to prepare the frame, then they can go on. They could let us fabricate lots of things at different sites with different materials :)
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I don't see this as high priority, but then again im not a gun nut so as long as it looks and sounds like its rel life counterpart im happy. Rain iinside buildings is a grapics option....shadows if I remember right. Try turning them up a bit and should stop :)
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This COULD be exploitable like the old thing from the mod where you hover your crosshair and "survivor" pops up next to it, or "uh-1h" out in the woods. I could find a bush couple hundred meters from town, slowly move my cursor over the town, and when I get the message "I have no idea who that is" I know someone is down there. Kind of a spotting aid. I liked the idea of a handshake to establish a team, just don't know what would be good benefits of being in one that wouldn't interfere with gameplay much. Friendly fire should always be a big concern IMO, something you have to manage by knowing where your teammates are and planning/communicating well These moments need to stay ingame.... "hes dead....im going to loot the body"......"hes getting back up".....*you are dead*...."oh was that you?" :facepalm:
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This is good, I remember the chimneys put out smoke in arma with ambient civs on. Maybe they could use that for knocking up a test version :)
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Dayz has always been a niche game, I think a lot were drawn in by you tube videos of thrilling engagements....but not the hours of gameplay that led to that. It went as far as to earn the "antigame" reputation for its realism. Nothing is "a mess"....well maybe the way some approach the game. If you spend more than 20mins respawning for a better spawn its illogical. The map can be traversed in under 30 mins,, by traveling and looting specific POI's you can beat your target location with some basic gear in under 1/4 of a 2 hour play session. Traveling and looting is a much more effective use of the time than respawning over and over. At first the map can seem daunting, like respawn is the only viable way to make the distance. But stick it out and you will be surprised how much more efficient looting towards each other is. Also vehicles will come along soon enough, there will be the possibility of hitching a ride, hijacking a car, finding one and letting the guys loot industrial spawns as the converge. Basically if you are spending an hour trying to get a better spawn your wasting your time, you could have met your friend, then another, then another in that amount of time :)
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Best Idea Ever....where's the thread for this :thumbsup: :beans:
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I kinda like that (if you don't do a suicide) it could potentially be a night or 2 of play just to meet your friend. I just saw a post from gibonz that had a brilliant phrase in it...."lives per hour" we so need something like this. It would pretty much abolish that respawn for spawn mentality. More it would throw the emphasis of the game right back onto survival, and allow us to keep random selected respawn points :)