entspeak
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Everything posted by entspeak
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Suggestion: the game does not tell you whether or not you are "Dead" or "Unconscious"
entspeak replied to cheeseburger8's topic in Suggestions
Or maybe you dream when you're unconscious. A purely client side surreal experience that you slip into when unconscious... a mini-game that you can be torn from at any moment by either waking up or dying. Then once modding is allowed, modders could come up with their own unconsciousness scenarios. -
Suggestion: the game does not tell you whether or not you are "Dead" or "Unconscious"
entspeak replied to cheeseburger8's topic in Suggestions
I don't like an idea that will give an unconscious person the ability to know what's going on around him. I think that you give the player a choice... wait and see if you'll come around and not lose your stuff, or respawn and risk losing it all. Now, most people will likely choose to respawn, but that's their choice. What's most important is that other players can't tell if you're dead by simply looking at you. Which, at the moment, they can. They should have to use the check pulse function. But, in my opinion, not knowing if you're unconscious or dead doesn't add to realism, because the entire experience of being unconscious or dead is outside the "authentic" aspect of game experience as it is. In real life, it's not that you don't know which you are... it's that you are unaware of anything at all. -
Where do you find long scopes in 0.50?
entspeak replied to Isis (DayZ)'s topic in General Discussion
I found one in the upstairs room in the pub. -
It is a very disturbing feature. I remember the responses when it was added to the DayZ 2017 mod. It would be nice to have messages for the first time you do it, but... how would it track that? As I understand it, so long as you avoid the brain and spinal cord... the way you'd get sick from eating human flesh would be if the person you skinned was sick. Prions (the cause of Kuru - or laughing sickness) tend to concentrate in the brain and spinal cord - so, maybe only a slight chance of getting sick from cooked human flesh. It would be nice to have a sanity mechanic (I know 2017 for Arma 3 is working on something like this), but that may be much farther down the road. But, you'd be surprised how disturbing it is to skin a human being even in a game like this.
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I hope they do stashes like they have in the mod. Smaller space, but easier to hide because it's a hole in the ground. In the mod, I'd have people raid my tent, but never find my nearby stash.
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Somethings are just your experience and will require you to adapt. I'm not overheating at all. Of course, I've got an Ushanka hat, a biker jacket (or a raincoat when it rains), a wetbag, cargo pants, gloves and hiking boots. I've not overheated yet in .50. Sounds more like you should adjust your movement and your clothing. I've only come across one Longhorn since they were put into the game... doesn't mean they aren't around, just means I didn't come across them. Also found and discarded a bandana that I could put on my face just a day ago - had to select to change the head one into a face one first. I haven't come across a tent in a while, but they may just be rare - and that's a good thing. If they weren't rare, we'd have stockpiles of weapons in the hills. I've also not had a problem with dehydration... you're probably having it because you're overheating. You can no longer sprint around in heavy gear without consequence... that's a good thing. Yeah, zombies are still not ideal (see my post above), but... there aren't that many of them. Yeah, they need to be fixed - just be thankful you don't have tons of them bearing down on you. Some of your experiences are likely legitimate bugs. Others are a part of an evolution of the game. Players will have to adapt to those.
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What needs the most tweaking is how they deal with losing line of sight - they don't lose it quick enough. Currently, they don't lose line of sight at all when you're in close proximity. You can weave through and around buildings and they will simply know where you are. And, if a zed spots me from a few hundred meters away, fine... but, if I've lost line of sight with him as he closes that distance, he shouldn't know where I am - tucked away behind a completely different building. He shouldn't run right to me. If I go in a building, he shouldn't follow me around the building on the outside when I'm upstairs unless I'm making a ton of noise.What they should do when they lose line of sight is continue running to the point at which LoS was lost and then do their creepy look around, then slowly hunt for the thing they saw - eventually giving up. Currently, the mod handles LOS better, in my opinion. I do also feel that their senses are a bit super-human at the moment. I'll hear a zed aggro, turn and have to wait a few seconds before I can even see it. The problem is that, we the players have things like foliage, leaves, bushes that we can't see through perfectly. The zeds don't have that issue, so their sight should be dumbed down a little to compensate for the fact that they are computer simulations.
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Ah, okay. Logged back into the server I was on and still had my stuff, so... Just noticed something... Is the ability to "add" things to extra clothing in your pack a new feature or has that been around for a while. Is clothing treated like a container now?
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Was there a wipe? This may be the one time I say, "God I hope so," because I like the kit I just gathered... much more than my previous stuff. I'll be slightly disappointed if, the next time I log in, I am back where I was before in Stable... lol. edit: Oop, just read the above post. Not looking good for my first Longhorn.
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Merci. :)
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Now, I just have to wait for servers to update. There are currently 2 open that I can see. *edit: Weird. I downloaded a 1 GB update. And now, it's downloading another 1.2 GB update.
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I've always done a lot of walking rather than running. People actually notice you less if you're walking - a fast moving object catches the eye - and zeds don't hear you as easily, in my experience. That said, I can't wait for them to get the data they need to see how this feature is working so that they can start balancing the time.
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Player frustration is par for the course with the experimental branch - the devs know this; they've said as much countless times in response to complaints. If the object is to gather data on a feature... well, 1/10th the speed slows down that data gathering. It will likely be balanced later. Players will just have to walk off their frustration - no matter how many pairs of shoes it takes. ;)
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Degrading shoes was one of the features mentioned well before the game was even released. You have to remember that experimental is where they will be testing these features on a large scale, so, it is likely that the rate is set to see how well the mechanic works - much like the spamming rain, cold/hot messages and the ease with which you got sick as a result when that feature first came out in experimental. Now, be good guinea pigs and wear down those shoes! ;)
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Experimental Branch: 0.49 Discussion
entspeak replied to haknslash's topic in PC Experimental Updates
It seems some clothes are more likely to overheat you. I had on low hiking boots, a flat cap, brown hunter pants, black gloves and a biker's jacket and had no problems with overheating. The minute I swapped into my rain coat, however, I started sweating... in the rain... remove it and you get too cold, put it on for protection and you get too hot. So, perhaps it needs a little tweaking. But, if you're wearing a wool coat or a down jacket... you can't really complain too much, imo. I hope they incorporate movement speed into the mechanic, so that if you're walking, you aren't overheating as quickly as you would if you were running. -
Experimental Branch: 0.48 Discussion
entspeak replied to Super_Duty's topic in PC Experimental Updates
I had this issue in .47, but when I played .48 today, this wasn't happening in any of the buildings I went into, including a couple of hunter stands. -
Experimental Branch: 0.48 Discussion
entspeak replied to Super_Duty's topic in PC Experimental Updates
I agree about melee... still had an issue with my axe hitting a zed when it was right in front of me. -
Experimental Branch: 0.48 Discussion
entspeak replied to Super_Duty's topic in PC Experimental Updates
Can you pull the bolts from the zeds, yet? I like the crossbow, but until they make it so you can craft bolts or you can pull bolts from the dead, it's not practical, IMO. On a different note, did I miss something or can you no longer crouch and lean? When I hit Q or E when crouched I stand up and then lean. -
Berries and apples. Takes time, but you can survive that way until you find some food. No need to starve.
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nevermind.
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Just because something can exist in that particular world, doesn't mean it should be in the game. Heck, one could argue that, realistically, there could be some missiles and jets around. Surely, zombies haven't eaten all the planes. Does that mean they should be in the game? It's a fallacious argument - that because something would likely exist in the world of the game, that it should be included in the game. As far as abundance of riot gear and military gear, you've seen the size of these bases, yes? How many soldiers are you thinking they housed? How much military gear did they really need to keep those fairly small bases/camps running before they were overrun by infected? Riot gear, I'll give you that... but that would've been smoke grenades or tear gas. If they want to limit grenade launchers to flares and smoke grenades, then I'd change my mind about them. Even adding tear gas would be a cool feature.
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Having a global loot economy for the hives will be a great way to make rare things really rare. On public servers, server admins will not be able to simply restart to get high powered weapons because the loot respawn and chance of spawning a rare weapon will be done by a central server and will depend on what's available in the entire hive at that moment. So, for example, if 1 sniper rifle can spawn in the hive and there is one in a loot pile on some server, no other server will be able to spawn one - no matter how many times they restart. That will give the notion of rarity some meaning. Right now, there will be a bit of a free for all because they want to test the various weapons - which means making them at least a bit more readily available. We'll have to wait and see how they handle high powered weapons once they get the global loot economy working. Of course, a global loot economy means nothing on a private hive, but admins farming their server by restarts is outside the control of the devs - you just have to decide if a server with unfair admins is a private community you want to play in. Personally, I think GL's are OP in SA - lots of power, little risk. But I'm not necessarily against the idea of grenades or other small explosives so long as they are extremely rare or are difficult to craft... With those, you run the risk of hurting yourself.
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Does the smoke go high into the air? Or is it the same steam like smoke from the mod? I always thought smoke from a fire should go above the tree line so it could be seen from a distance.
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IIRC, damage is based on ammo, not weapon, so it won't be more powerful than the Mosin, but will definitely be more powerful than the M4 - that's not a bug.
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If it's nerfed, I hope they make it so that the crossbow doesn't take a lot of backpack space - like the sawed off shotty.