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Everything posted by Karmaterror
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Yey, finally it hits :D Looks good, still looks like some old mod style issues with doors and walls, sure those will get ironed out though. Houses with just one door just became a threat again :)
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New nights.....NO! :) The torchlight does disperse, it only tiny if its right up against a wall or object. OK so we would get a bit of residual light escaping from around it, but still useable light would only be that small if I held my mag light 1 inch from a wall. Maybe an easy fix would be to make night pitch again, but add a much wider beam to the flashlight at a much lower brightness to give that effect of light escaping the main beam. Kinda like the glow from the gas lamp but orientated vertical instead of horizontal. Add a few that get less bright to make it look smoother maybe. I think dynamic lighting will help loads because I think the light actually bounces off surfaces properly with that (so other surfaces can pick it up). That would naturally create the residual light from the torch, if that works bring back pitch black nights....pleeeeease. When chemlights come in I want that whole zombies just emerging from the void into my little circle of light...awesome scary stuff :)
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Why would you leave the North-east corner? Ever?
Karmaterror replied to maninthewall's topic in General Discussion
Ahhh I see you just want uber lootz handed to ya with 0 effort.....many games for that....this isn't that game ;) -
Why would you leave the North-east corner? Ever?
Karmaterror replied to maninthewall's topic in General Discussion
Man, a dev just told you why the spawns are there. You are a tester atm and they want as many of us as poss up north testing out the new map locations. Towards end of development they will probs be more spread out in a way that benefits gameplay. Simples :) Beyond that Electro is miles from player spawns, get to Berezino if you want to meet a lot of people, that place is the new wild wild west (or east lol). Whats wrong with an hours run to the one of the best loot site on the map. We shouldn't be spawning anywhere near mill loot ever, the game is about survival....so surviving to a place where you can get top tier loot should be a challenge eventually. The mod had it structured great....NWA only place to get most big guns, and slower run speed. Now there is mill loot everywhere, no need to go to Balota to gear :) PS even in mod could go from Electro to Devils in 27mins....dunno how its takin an hour to get to Balota from a spawn :P -
Why would you leave the North-east corner? Ever?
Karmaterror replied to maninthewall's topic in General Discussion
To me the feeling of isolation is a big part of dayz, being alone but seeing the player list fill starts the tension building. You know any one of those players could be in the same town as you at any time. It feeds the paranoia....the "what was that" or "did I just hear..." stuff starts happening. For me 50 people per server would be fine. OK so atm with no basebuilding or camping it seems quiet. But I played a server with 75 players on the mod and at least 25 of them were camp hunting. That ment you couldn't keep a campsite up for more than a day or two. And the cost was just like a battlefield map. To me ya should feel lonely in the apocalypse, not bumping into someone every 2 mins. It should be an event...."OMG another person....I hope they friendly" sorta thing. If I want to bump into players all the time, and get into a firefight in every town il go play some wasteland on A2, better ballistics there for PvP anyways. I want dayz to have that desolate, abandoned feel to most towns :) -
There is no point.....that is the point :)
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Question about the certainty of this game
Karmaterror replied to TomatoSupra's topic in General Discussion
Read my other post....the timeline for dayz is completely different to most games, funds allocation sorta came after launch, so the results will be delayed due to planning, hiring, training, deligation ect ect -
Question about the certainty of this game
Karmaterror replied to TomatoSupra's topic in General Discussion
The more I read the more it does just sound like another thread moaning that they going too slow, and money should = progress. Don't forget it was only a month after it was released that they knew how much they would even have to work with. Then give some time to plan and allocate those funds. So 5-6 months on and we are hearing that the navmesh for zombies is coming, theres one big thing that's directly due to them making use of the funds. More would be the renderer work going on. Now 5 months to make a navmesh for a map like chernarus is pretty good pace, not to mention that the studio they took over would have to be trained in the new engine. Companies like EA could churn something out quickly sure....with a fixed initial budget and a solid plan going in, but dayz didn't follow that process :) -
Haha been there before... Now is the time to put all your gear on the line and try to make contact with people. Once you have been geared like this a few times it will become more stale, the fun is often in the actual gearing up from a fresh spawn :)
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This is what makes dayz great, there are loads of types of players...heroes, bandits, medics, suvivalists....everything. To this I say, why was a hero skin put into the mod? If that were the case then why not just have the bandit skin? I think that the designers did intend for both styles to be used from the start, its just one type is insanely high risk. And as it stands in the SA now...no reward ;) I agree that without PvP it wouldn't sell, that creates the tension for survivalists and traders. Without the constant threat of a bandit where would be the thrill. Personally im a survivalist/basebuilder, well waiting for basebuilding lol. Im hardly ever looking for a firefight, just let them happen naturally, or play the avoidance game if I spot first. What id enjoy more is banding together with someone I met and starting a camp that will grow over the weeks, until someone finally finds it and I have two options... 1, Play the pissed off survivalist and go searching for my stolen gear, intent on killing these mofos that stole it...PvP option 2, Start over from scratch..Survival option We need PvP and PvP driven squads, but friendly players and other types like basebuilders are crucial to the game. Without them KoSers wouldn't have some stationary targets as they have a chat on the road, Bandits wouldn't have people to dupe into a robbery, camp hunters would have nothing to hunt ect ect :)
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What are good game mechanics/ features from other games that work in dayz ?
Karmaterror replied to gibonez's topic in General Discussion
Bash/shove with rifle - Left 4 Dead Pipe bombs - Left 4 Dead (work same way drawing zombies) Broken down, Craftable ammo - Fallout New Vegas Specific places to make certain items (like benches) - Skyrim That's all I got for now. Never tried Red Orchestra, looks like a good system though. The mask thing for sure, imagine the restriction in view from the current mask with those two eye holes lol PS No need remove 3pp for it, just some will miss out on the cool effects :) -
Hahahah Had a very similar one in the mod.. Guy shoots at us, we return fire and kill him... "gonna chk his body guys"... "hes getting up!"... "that's m.."... You are dead Facepalm doesn't even come close lol
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Question about the certainty of this game
Karmaterror replied to TomatoSupra's topic in General Discussion
Isn't that the life cycle of any product, in any market, anywhere. They are in the game to make money lol :) You could say that by releasing now they actually lost sales due to all the bugs(that created negative word of mouth). Iv got friends that love the mod but haven't touched SA yet, dispite my efforts to talk them into it. Theres still a big untapped market that just wants a finished game, not an alpha. That alone would be motivation for them to finish, but like I said, I cant see BiS tarnishing there rep by dumping/branding it complete before its finished :) -
Question about the certainty of this game
Karmaterror replied to TomatoSupra's topic in General Discussion
Frosti nailed it.. Only thing I would add is that if you look into Bohimia's past you will see that they do finish games, and support them years after release. As much as I want Dean there "yelling at the CEO" for things to be done right, I have this funny feeling when he does leave we will see things moving a lot faster. Maybe im wrong, its just a gut feeling. However I have complete faith that Bohimia will not only finish it, but be giving us extras and DLC's years after release :) -
New movement system?....Character movement? Went completely under my radar that one lol
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lol, so now we need someone on overwatch just to go fishing....man the apocalypse is a harsh place :)
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That's all good, but we may not need modders to achieve that (well ok the headshot bit, because of the infected not zombie lore) but the rest will be handled by the devs. So modders would spend all that time ramping up zombies ect, only to have the devs counter with there zed AI and numbers increase package. I think we just need to let them finish it, because at this stage we cant even tell what will be required by the modders. The devs already want scalable time in so day night wont need to be a mod, zed numbers wont need to be a mod, cars and trucks wont need to be a mod....Cant decorate a house till its built :) Private hives will be great aswell, for all the reasons we already know. I don't disagree with anything in your post, just feel that now isn't the time for modders to do there thing.
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Signed - Karma :) I miss it aswell, some great campsites up there.
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Maybe they are testing the placement of crashsites by luring players there with grenades and M4's Maybe testing the number of CS needed Maybe trying to force more PvP zones, for more gun feedback It could be anything, but im sure there will be a reason for this. Even if that reson is to maintain at least some sort of rarity for the plethora of players that don't understand what the alpha is. Theres posts every day saying how the game is shit, well...an omelette would be shit aswell if I cracked and whisked the eggs, then serverd that on a plate. But they unleash there judgement on an unfinished product anyways. Imagine if they had made grenades super easy to find, would be so many posts complaining that its turning into CoD or BF or whatever :)
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OK this is a skills suggestion, lot of debate about it at the moment and i thought maybe there could be a twist to it. The basic idea is that you there would be lots and lots of different skills, These wouldn't effect any physical attributes but effect the degree you can interact with the world around you. Gaining a Skill Gaining a skill would be done trough studying a book you found. This would take having the book open in game for at least 30mins. It wouldnt have to be all done in one go either. 5mins here 5 mins there would build the skill...see below. Skill Degridation Once you read the book the skill will show up in your inventory in a new tab. It could either have each skill in green like the hunger, and have it slowly fade to red, then disappear. Or have 2 lists, one listing the skill one titled something like "retention". Retention is how much of what you read you remember. Here's the twist with this idea, Each skill would slowly degrade over the course of 1 week. I carn't decide weather that should apply even if you aren't logged in, but im leaning that way. That gives you a reward for surviving but maintains you having to loot and care for your character. If there were books for pretty much everything then your "knowledge" inventory tab, for want of a better word would be a living breathing thing. Constantly loosing knowledge over time, and having to "brush up" on a subject all the time. Loosing a Skill With something like this you could actually forget how to do things, and maybe you lent the book to a friend because its rare. Now you need to loot another or wait your turn. There could be a prompt like the food system, "I carnt remember how to do this" Conclusion In conclusion I think having them degrade could add skills to Dayz in a way that holds true to the survival type nature of the game. It would give a reward for surviving a long time as your knowledge grew, but keep you constantly hungry for more. All the time struggling, along trying to remember everything you already learned. People could post screenshots comparing survivors brain power....aswell as the gear they carry :)
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Cheeky bump.....as I have no new ideas but wouldn't mind discussing this one a bit more :) Iv changed my thinking on it a bit, I now think the skills shouldn't even be visible to the player. Then its a player skill to remember what they have, or have not studied :)
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need help making a Computer for DayZ Mod
Karmaterror replied to jamiefry123456's topic in General Discussion
Hi there Get yourself on Gumtree and check round for 2nd hand machines. Picked mine up there for 350, from someone who had built it for gaming but must have been more into consoles. Specs were AMD 6 core 3.4ghz R7770 1gb 8gb corsair ram 250gb SSD Maybe I got lucky but I saw a few comparable rigs at around the same price. You might be able to scrape together a build off amazon or something for around that price. Just try and save on things like the case, power supply ext.....can save here and there by not putting a disk drive, especially if most of your games will be digital copies (like dayz). Don't forget aswell that you will need a monitor, and I don't think you could do both on that budget. But I would suggest just hooking up your PC to any HD TV. Much nicer than playing on a tiny monitor and only costs as much as a DVI>HDMI cable (or just HDMI if your card has a HDMI output) Anyways hope that helps, would defo give gumtree a look though, some real bargins to be had there :) -
1) yes They need to finish the game first, so the files edited my modders don't change in the next patch and constantly break the mods. Its on the roadmap though have no fear :)
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In the mod a tent was something like... 10 weapon slots 50 Item slots 5 toolbelt slots However there was only one size. From the leaked pics there was a tent_medium so hopefully in SA there will me different sized ones. Also there was a "rest" context menu in the mod that didn't do anything much, so maybe wel get that feature with them. Im hoping weather and zombies can destroy tents under the right conditions, then theres more to worry about than just players. Well hidden mod camps could last a good while :)
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This has got me so confused.....1st he says new engine.....then that its actually just a culmination of all the work they have already done (and were planning on), so needs a new name.....now its a whole new engine again. Man some continuity in statements would be nice lol Its always been based on ToH, that's nothing new, so how exactly is it different from what they began working on so long ago? Is it not just an extension of the work they were already doing? EG - in the vid.... Interviewer "is this starting over from scratch?" Dean "No"