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Everything posted by ZedsDeadBaby
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Battleye... I'm thinking it's not good
ZedsDeadBaby replied to InvisiMan2013's topic in General Discussion
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pros/cons Dayz standalone/Arma 3 or diffrent game engine all together?
ZedsDeadBaby replied to TeamGunner's topic in General Discussion
"Start from scratch." Right. Three words that don't belong anywhere near a software project of this magnitude at this level. Not going to happen. DayZ has an engine of its own now. It's the DayZ engine now. No more debates about ARMA 2 or ARMA 3. -
DayZ is NOT fun for new players, which makes me worried.
ZedsDeadBaby replied to Murakamo's topic in General Discussion
Well, it is. So, sorry? The game is supposed to be punishing, brutal and unforgiving to new players. If that's how it feels already then we know it's on the right track. -
What random events would you like to see?
ZedsDeadBaby replied to Roshi (DayZ)'s topic in General Discussion
Some of my ideas here. I like the idea of random stashes or small bunkers in the wilderness. Places where early survivors tried to hunker down before eventually succumbing to the infection themselves. Crashes vehicles of all sorts - grocer/food deliveries, ambulances/medical trucks, construction supply truck (like this bad-ass one here), just normal civilian vehicles, etc. Various packs of zombies not tied to loot locations, just random roaming packs. Even small ones with 3-5 zombies would make running through the forests much more interesting, and make it harder to conceal your location effectively as you travel. It would also make silent weapons and melee weapons much more useful to kill quietly as you're traveling and don't want to be constantly announcing your location. -
Lets talk Hero's, Bandits, and Humanity
ZedsDeadBaby replied to Alpha Cowboy's topic in General Discussion
Of course you do, because that makes you comfortable and helps you feel safe. Which is exactly the opposite of what you should feel when playing DayZ. So, no. -
No, he's not. To OP, obviously the item condition functionality is not complete. I really doubt he would have implemented item conditions in order to do absolutely nothing with them, so I really don't think you need to "suggest" that item condition mean something. It's obviously going to eventually.
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Server owners restarting server to rollback their deaths...
ZedsDeadBaby replied to Lowbi's topic in General Discussion
Not only are you immortal, you can basically spawn new loot whenever you want. So recipe for success for a team of ~5 or so, occupy each military base, loot it out, restart server repeat for happiness. If you want to get really sassy, kick anyone else off until you're fully geared so you're in no danger. I really hope to see more restrictions on server owners in the SA. It got out of hand in the mod. -
You're so cute sometimes.
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In my opinion, the current compass is an example of over-design.
ZedsDeadBaby posted a topic in General Discussion
It is a little bit ridiculous. What was wrong with the old compass functionality? If I was jogging through the woods and needed a compass often to keep my bearings, I would hang it from my vest or keep it easily accessible in my vest pocket so I could pull up, glance at it in a second and continue on my way. The current implementation is insane. Imagining the real-world equivalent of the current in-game compass is almost laughable. I've basically got to cradle the thing like some kind of wounded animal and tilt my head at all sorts of odd angles just to get some idea of my bearings. I get it - rocket hates HUDs (for some reason), but just like the over-design of the hunger and thirst messages which are markedly less informative and effective than the original icons while also being basically just as distracting, this system is needlessly complex. I would really like to see the old compass functionality - or something very similar return - and a similar treatment with items to come in the future which would be used "at a glance" like a watch or certain GPS devices.- 135 replies
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Let's talk about Perma Death (No Bug talk)
ZedsDeadBaby replied to rezinsky's topic in General Discussion
If that was going to happen, it would have happened in June of 2012. -
So? That's the reason people spawn on the coast. They're supposed to be easy to find. This makes the coast a scary, dangerous and volatile and it quickly teaches beachsprouts that step #1 in any long survival story is always the same: successfully get your ass off the coast. People need to understand that most games start off nice and easy and hold people's hand in the "first level" to teach them how to play the game. DayZ is the opposite. The hardest day in any survival story is Day #1. It's supposed to be that way. It's meant to turn the model on its head. The game starts off brutal, lonely, scary and dangerous so people go "Holy shit!" and get their asses kicked a few times (maybe a few dozen if they're slow learners).
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Why Mouse Acceleration and Responsiveness desperately needs Fixing
ZedsDeadBaby replied to 27 others's topic in General Discussion
That was a really long post to describe something you can do by holding down ALT. Which, incidentally, also demonstrates that they have no problem achieving "smooth, responsive" mouse movements. But, that's not how human bodies actually move, so when it comes time to actually turn around, you're going to have to do so at a normal human speed, not like the super-human military assault robots from Counterstrike. -
It actually doesn't at all, which is funny, right? It's currently a lot more fun and interesting to be naked on the beach than it is to be geared up and wandering the wilderness doing absolutely fucking nothing. But if you want to be happy about your situation, I won't blame you.
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Pssh. I've been alive since like 17 DEC with about 100 hours played. It's not a big deal, man. Enjoy the experience from beginning to end, not any one survivor story. They will all seem short eventually.
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Can confirm, completely new spawn. How exciting! If I wasn't impotent, I bet I would have an erection.
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I like this, too. I think Dean experimented with something like this in the mod, because every once in awhile you would find an oddly powerful item in an otherwise mundane place, so I think there were some sneaky 1-2% spawn rates hanging around at times, here and there, which made it seem more exciting but at the same time it was so ridiculously rare that it almost didn't matter. Might as well have been a myth. I think this feeling will improve as the item list grows; there will simply be so many items available in the game that it will naturally feel more varied because finding any one thing will become more difficult as the item list grows. That said, it's also true that it would be nice if "spawn points" weren't so uniform. DayZDB is an amazing resource and a great site, but the fact that they can map the entirety of Chernarus down to which item types will appear where is kind of lame. If spawn piles were instead internally variant - sometimes military, sometimes residential, sometimes commercial, etc. and the balance just kind of shifted depending on the type of building the game might be more exciting. Then again, they have to be careful. Part of the point of concentrating military loot in very specific places is that it draws people together and causes interactions, and that's something you have to be sure you're encouraging when you only have 40 players in 144km2.. That's a scary average of only one player every 3.6km2.
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Why, Mr. teufel937, are you trying to seduce me? *swoons*
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I thought the same thing, but then, okay? It doesn't make any sense for a crashed blackhawk to randomly disappear either; or for a wrecked truck or Humvee to vanish, or for dead bodies to disintegrate, or (frankly) for loot to re-appear at all. Is the distinction then that surface objects are permitted to behave as if they exist in a transient, temporarily present dimension while things terrestrial and subterranean must adhere to a "one universe" rule, for some reason? I talked myself out of the worry. Yes, it feels strange for there to be a stationary object in one place one day and potentially a different place the next, or not in the same place on a different server, but I don't know. I think if you can suspend disbelief long enough to buy that all of these other things are apparently transient, then it's not so hard maybe to accept a hole in the ground might move? One thing I imagined is that dug-out, man-made bunkers might make more sense than rock and steel. At least then you could tell yourself that the ones which exist were dug recently, while ones that disappear collapse in upon themselves and are kind of "re-absorbed" by the surrounding earth and plant material.
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Lets make it a little easier for the Devs
ZedsDeadBaby replied to chris_heyward's topic in General Discussion
Here's my priority list: 1) Loot spawning. Like it or not, the prime determinant in whether or not you stay alive is items. In order to get accurate metrics and have people live long enough to test a wide variety of scenarios often, it's important the loot distribution system is figured out. 2) Zombie spawning. Hugely important, but #2 because I think it's unfair to ask players to survive 5-10x more zombies in the game that also happen to re-spawn without giving them an appropriate amount of tools and weapons to deal with the threat. 3) Character integrity. Yes, it's Alpha and nobody should get too attached to their character, but the fact that server network hiccups can apparently randomly delete players should be of some concern fundamentally. Not just on a "I didn't want to lose my stuff!" level but on a basic kind of "The game shouldn't do stuff like that!" level. At the very least, flag servers in the server list if they haven't yet been white-listed and can't access the hive so we know not to play on them yet. 4) Collision and player integrity. Come on. Joke's over. Stop killing people for climbing ladders. New in the Standalone is the frequent and infuriating experience of phasing through walls into dead-zones and no man's lands in building interiors. Worst of all, it's laughably easy to "accidentally" step through the wall of a 2 or 3 story building and end your survival story by teleporting through 3 feet of concrete into a deadly fall. This problem is worrisome not in that you might die, but in that it really deals with a fundamental aspect of the game engine. Collisions should work. They just should. If you can't make "If A runs into B, stop A" work, then a lot of other things are probably going to fail as a result. -
Mods! Can we have a suggestions thread please?
ZedsDeadBaby replied to combatcomm1's topic in General Discussion
We need a forum, not a thread. (Maybe that's what you meant)? -
I think the answer is to diversify fall damage. It's not that a 6-7 foot fall wouldn't be dangerous, but it probably wouldn't kill you. The game needs varying levels of injury from bruise to sprain to crack to fracture, each conferring slightly more severe levels of immobility and requiring more time and medical attention to cure. It seems extreme in the game right now, but the alternative would also be silly. If you walk off the edge of a 1-story building you're not just going to dust yourself off and say "Fuck me!" when you hit the sidewalk.
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It's really not effective. You can distill your piss, but you can't drink it directly and stay effectively hydrated. It's called waste for a reason. Your kidneys use a ton of calories and (fresh) water working to filter the stuff out of your body that you get rid of with piss. Yes, you will temporarily get some water back, but the net result will be that you die sooner.
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The game needs to come out for PC before it comes out for console, and that's not going to happen for another year I bet. Console release maybe Christmas 2015. If you're lucky.
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Also: Hardware supply truck. Matches, hammers, wrenches, nails (?), wood, wire, sand bags. Stuff for building basic structures (once they're in).
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Charging people money to help you "make" a game....
ZedsDeadBaby replied to jBrick's topic in General Discussion
Oh, you don't say? Sherlock fucking Holmes over here figured out that the thread in which he's bitching about an Alpha being an Alpha and buying a game the lead developer specifically told him not to buy unless all he wanted to do was participate in making the game is turning out to not be as productive as he had planned. Someone call the Boston fucking Globe because I bet everyone else here thought this was going to turn into an almost legendary exchange of ideas between brilliant minds. The best of our generation. A thread for the ages. That's what I expected to happen after you decided to get up in arms about literally doing something that you completely and freely chose to do. Nobody asked you to spend $30 to help develop the game. You decided you wanted to do it, and then for some completely unknown reason immediately turned around and decided you're a fucking idiot for doing so. Don't you think you should have gone over this in your head before making the purchase? If this wasn't something you wanted to do, why did you do it? You're like a goddamn puppy chasing his tail. "My brain told me this was going to be bacon but it turns out it just tastes like dirt and also vaguely of my ass!" Holy shit.