entspeak
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Everything posted by entspeak
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Early on Rocket mentioned that he wanted to have the ability to board up places as safe houses, back when he was first introducing the apartments in Cherno. He has since mentioned it again as recently as one of his drop-ins on Sacriel's stream. The ability to board up windows and doors is planned. He has also said they will not be doing basebuilding like it's done in Epoch and Origins. My hope is that, in addition to traditional tents, they add the ability to craft a makeshift tent - much like crafting the improvised backpack. Just need tarp, rope and a few sticks. And I hope they add caches, like what appeared in the mod. And that they add simple things like garbage bags, cardboard boxes to store stuff in. Then, you can take over a small house somewhere and keep your stuff in bags in a back room. Or keep them in your tent.
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Rolling Update Rev - 0.43.116251
entspeak replied to Hicks_206 (DayZ)'s topic in News & Announcements
The zombies will be going through walls for some time... it's a slow fix as they have to path for every building. The only building that was made to work well with the zeds at release was the hospital... others have been updated since, I think, but not nearly all of them. As for how to deal with them with melee, anything less than an axe will only piss them off. You may get lucky with a one shot to the head, but mostly, you will knock them down - which will give you a chance to run, to be sure. I started off as a new spawn today in Bere and managed to get to the NEAF after searching through the lower part of Bere and Khelm without a weapon... well, I found a machete... so, yeah, a good can opener. I navigate around zeds and I go slowly... and, yes, I play on high pop servers... but I also play hardcore and I don't sprint around town like a nutcase, so I don't get spotted easily by other players. I went through the lumber mill without alerting any of the 5 zeds there, the lower section of Bere and aggro'd one, but lost it and went through Khelm and the NEAF with not so much as a chase. So many people simply sprint everywhere and wonder why they are chased by a ton of zeds... that's why... you run, you make more noise. You go by windows standing straight up, they will see you. This is not to say I never aggro zeds; but it's usually in an open field... and they see me from a distance, so I lose them easily. As for killing them, the best way is to charge them and swing... if you don't have the timing right, they go by you and you get a little distance and charge them again. -
Rolling Update Rev - 0.43.116251
entspeak replied to Hicks_206 (DayZ)'s topic in News & Announcements
Had my first play of the new build and I like the new zombie speed. I am much more cautious around them. I've also found I can still sneak around some in towns. In fields, well... I do my best, but they do see quite a distance, but they're easily dispatched with an axe. They definitely are a bit more frightening. The only thing that bothers me is that they seem to be able to hit you at times from a good distance away. This was also an issue with the mod, but it had to be that way otherwise, they'd never hit you because they couldn't move and hit at the same time - and I thought the zeds in SA were different from those in the mod in this regard. I managed to work my way through a small town without alerting any zeds... also made it through the NEAF without alerting them. Waiting to see how it is in other places. Another thing I noticed in this build... the green on the axe, the SKS and the sporter is a lighter color than it is on the Mosin - even though it's the same can. I hope they can make the green for these weapons the same color it is for the Mosin... it looks really weird as is. Would also love a camo variant of the sporter. -
This requires a different render engine... the one their using won't do dynamic shadows. This has been a complaint forever and the issue exists in Arma 2 & 3, as well. Hopefully, it'll happen because they keep saying how night is an important aspect of the game and this is one of the biggest problems with night, but... we'll just have to wait and see.
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There are threads about communication over direct and the exploitation of TS. But, I couldn't find a topic about this specific solution... if there is, I missed it. It would be fantastic if DayZ SA integrated ACRE or put something like it into the game. It definitely should be a server option and not mandatory for everyone. But, there are people who love to play the game for it's immersion and this adds to that tremendously. The advantages of ACRE is that it incorporates TS into the game and if you speak on TS, it is heard in-game. Long range communication is not possible without a radio. You can adjust how far your voice is heard in-game from a whisper to a shout. If you want to see it in action, take a look at pretty much any Shack Tactical video (though, Dslyecxi is a favorite of mine). It's really amazing and definitely adds to gameplay. Now, there are ways around it, obviously, and you can't force everyone to use TS, but it would be a great option for server admins to have. So, if you enjoy that level of immersion, you would be able to find a server with that enabled. If you don't, then that would be a server you wouldn't want to play on. Now, we could wait until DayZ is moddable, but it would be much better if it was a game feature.
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Integration of ACRE as an option for server admins.
entspeak replied to entspeak's topic in Suggestions
I disagree. But, there's no point going round and round with it. It's a suggestion, it's possible and it would greatly enhance the game. The rest is up to Rocket and BI. -
One of the benefits of the craftable backpack is it's lower profile, but that comes at a price (space)... well... two prices because it can be hard to find the components sometimes. I agree that we don't need a bigger one.
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It's missing the graphic representation of the body... maybe not a big deal for those who play regular... but, for those who play hardcore, it's nice having that in the current UI. I don't see the point of the center section (except the two hands, which I like).
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Integration of ACRE as an option for server admins.
entspeak replied to entspeak's topic in Suggestions
Yes, ACRE would only be integrated if the devs of ACRE agree to it. Integration would also probably involve being paid for the work. However, even if the devs of ACRE don't have an interest in allowing BI to integrate ACRE, this doesn't prevent BI from developing it's own version of ACRE. Besides, ACRE doesn't work with newer versions of TS, so a new plugin would have to be created anyway. Read: I claim to know something - disclaimer: I actually don't know what I'm talking about. Okay, that said... you are right, it would still be possible (though not easy) to get around it. Of course, if a squad of dicks wants to hop on an ACRE enabled server and spend the time coming up with an exploit, then they are simply showing themselves to be the dicks they are. Nothing in the world will stop a dick from being a dick. But, it wouldn't be easy to workaround... not without being noticed by a server admin... because, as I said, you'd still have to be on the server's TS and have your mic connected and unmuted. The vast majority of people aren't going to waste their time doing a complex workaround... they'll just go play on a server where it's not enabled... much easier. -
Integration of ACRE as an option for server admins.
entspeak replied to entspeak's topic in Suggestions
ACRE currently works with Arma 2 and Arma 3. I don't know if anyone got it working with the mod version of DayZ. Yes, those server admins who enable it would have to have their own TS server. Many servers have their own TS server already that they invite players to join. -
Depends on what they're sick with. Schizophrenia and some bipolar disorders have been linked to infection by the parasite Toxoplasma gondii. And, if you watch how things like Cordyceps fungi actually work in the real world (Cordyceps served as the inspiration for the infection in The Last of Us), it's frightening what parasitic infections could cause people to do.
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Integration of ACRE as an option for server admins.
entspeak replied to entspeak's topic in Suggestions
Again, this is not about forcing people to use it if they don't want to. It's about letting server admins turn it on for their communities. Obviously, having functionality built into the game is better than a mod. As for using TS on your phone in this situation, sure, but you'd still have to join the server's TS on your computer because ACRE has two components the in-game functionality and a TS plugin. Server admins would be able to easily see who wasn't on their server's TS and kick anyone not connected to ACRE. You could also try to work around it by connecting to TS on your computer mic, mute it, and then connect to TS on your phone; but, if your mic isn't connected or you mute it, server admins could see that, too. In fact, if it's built into the game, you might get an error if you join that particular server without using the server's TS. Obviously, it's intended for those people who wish to have that type of immersion in their gameplay, but can be turned off for those communities of players that don't want it. And the enhancement to the game is tremendous... the 3D positional audio, for example, is infinitely better than what exists currently with direct chat. This is a way to solve TS exploitation for those people who wish to play in that environment and have that level of immersion. For those who don't... play on a server that doesn't have it enabled. It's like choosing to play regular vs. hardcore... you don't have to play hardcore if you don't want to. -
The Advantage of Voice... should be turned against them
entspeak replied to Replifice's topic in Suggestions
I think this would have to be an admin preference. My hope is that, at some point, ACRE will be be supported as a mod of DayZ SA. There are definitely groups who have the discipline to make use of in-game communications to create more immersion (Shack Tactical, is a good example). Unfortunately, you can't force people to use in-game comms. I don't think it amounts to malware if you simply leave direct open as a feature, but, as has been pointed out, it's easy to get around if you have the right hardware. In the end, it comes down to playing with a community interested in that level of immersion. Once modding is allowed, I'm sure there will be some server out there that will put ACRE in. -
We Are Coming! International Rescue Unit!
entspeak replied to gordonhong's topic in Server Advertisement
Can servers on the public hive prevent people from shooting other people? Is that a bannable or kickable offense on a public server? -
Well, given the distance is direct chat, you can certainly go 40m away so it won't bother you. Or handle it Ole West style and shut him up for drawing attention to the area.And this won't disable the ability to mute the mic on the computer... just means if you're using it in a third party app, you're going to hear it in-game... which is as it should be.
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Well, gee... the indicators aren't enough? You ate something poisonous and you got sick... you didn't take care of it... how did you die, I wonder? There are also indicators for heart attack, and bleeding out. If you don't know why you died when you bled out, then you aren't paying attention. The point is, you have to pay attention. The only way your not going to know how you died in terms of gameplay (bugs aside) is if you're the victim of a headshot. So, in the case where you suddenly die with no clue as to how it happened... how did you die? You must've been the victim of a headshot. Deductive reasoning at its finest. So, why do we need messages to tell us something we should already know? I think that it's pretty idiotic that people claim they don't know what killed them (bugs aside). So, the only time I think it's okay to wonder is when you are in the middle of nowhere or in a building by yourself and away from the windows and you just suddenly die... then it's likely a bug, so you know what killed you in that case, too. In virtually every other instance, why you died is pretty clear if you're paying attention.
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I like the idea of having direct permanently on. That would be amazing.
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Pending Changelog: Experimental Branch: 0.42.116002
entspeak replied to rocket's topic in News & Announcements
To you, I say... ugh. Yes, he took your money by saying publicly that people probably shouldn't buy it... what a clever trick to get all those initial sales. -
Pending Changelog: Experimental Branch: 0.42.116002
entspeak replied to rocket's topic in News & Announcements
What? BP isn't "bringing out content"; they are using content that already exists in Arma 3. It's a mod of an existing game and it primarily uses that game's content. Much of the other functionality is ported code taken or adapted from the DayZ (the mod). You keep talking as though BP has built something from scratch, but they haven't. DayZ is a standalone game and not a mod of Arma 3. -
I like the idea of having a more complex reload. Also, it should take a little longer to reload mags with ammo. Right now, it's drag and drop, instant refill. It should take more time.
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I don't agree with this suggestion. If you pay attention to your health status, you'll know why you died if you starve or get sick. If you get headshot from a sniper, you wouldn't know in real life what happened, either. There's no need for a message to tell you why you died.
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Pending Changelog: Experimental Branch: 0.42.116002
entspeak replied to rocket's topic in News & Announcements
Breaking Point is built on top of work done over the last couple of years by other developers... it's built on the DayZ mod code - it's a mod of a mod. The BP devs didn't start from scratch and as the BP mod developed they continued to update with DayZ code. Then they ported that code to Arma 3. You can't reasonably compare the two processes. -
Pending Changelog: Experimental Branch: 0.42.116002
entspeak replied to rocket's topic in News & Announcements
They have never called them weekly updates, they've called it weekly server maintenance... when there are updates they tend to do them during this period. They still do the weekly server maintenance even if there are no updates. -
I've started this thread in response to discussion in the changelog thread so that the conversation can be more focused and on topic. My opinion is that players shouldn't be able to post on changelog threads. They should only be updated by the devs with information about the build. Relegate player comments about the game to other forums. It would be nice to have a central place to get information about a particular build without all the added noise. I do agree with comments about how additions to the changelog are handled. It can be difficult to tell what's been added with the current "living document" system when new additions aren't clearly identified. Of course, if you lock the thread such that only devs can post, you can put new additions in new posts - or do both... then you'll have an item on the first page and you could see the date it was added by browsing or searching the thread. IIRC, r4z0r49 started doing something like this with the pending mod updates and it made it much easier to see what was being added or fixed in test builds. When it comes time for stable release, the additions can be compiled into one complete changelog. As for the information given on twitter, reddit or anywhere else, there will always be diverse sources for that kind of information - people get interviewed, or someone appears on someone else's gaming stream. The information is available if you search for it, but just don't expect it to be spoon fed to you. The amount of open discussion by the devs for this game is more than you get with most others - it's a bonus... enjoy that for what it is.
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Pending Changelog: Experimental Branch: 0.42.116002
entspeak replied to rocket's topic in News & Announcements
Not anytime soon. They haven't fixed the bugs in the experimental branch yet.