Jump to content

repzaj1234

Members
  • Content Count

    125
  • Joined

  • Last visited

Community Reputation

126 Excellent

About repzaj1234

  • Rank
    Survivor

Recent Profile Visitors

3087 profile views
  1. repzaj1234

    Experimental Update 1.15 (Changelog)

    They should just take out the directional hit marker but keep the screen effects tbh. They need to massively improve the quality of screen effects though as they do not look good right now. They should implement screen effects + sound cues for a variety of different situations (Screen effects similar to this + gasping sound cue while in toxic zones without a gas mask, occasional screen effects when nearly dead from hunger/thirst, being shot, being hit by infected, being bit by a wolf/bear, being winded by emptying the stamina bar, while extremely cold/hot etc etc). The dev team should play around in Metro Exodus if they haven't already. That game has the most immersive screen and sound effects I've seen.
  2. repzaj1234

    Stable Update 1.07

    It's nice that food is scarce now in Vanilla but what is up with the health drain rate being universal? It seems like the HP drain rate is the same across every negative status. If you're red thirst or red hunger orvery cold or very hot, the health drain rate feels very very similar. It should take longer to die of starvation than thirst. Keep the food resources scarce but the "desperation" time trying to look for food needs to be longer. I was playing this weekend with two of my cousins (First timers) and I saw them die again and again from hunger even if I told them not to sprint. The duration it takes to die from hunger just seems really fast right now. Longer hunger desperation time and scarcer food should make the game feel more natural. Albeit, this is during the free weekend so there's a lot more players fighting for supplies along the coast but I still feel the duration to die from hunger needs to be longer than what it is now. Nevermind, I just played again today after the free weekend. It's just the additional hunger/thirst penalty when your character is cold that feels like it drains you too fast. It can be nerfed a little bit since you're already at risk of getting a fever/cold when you're cold/wet and your health starts dropping if you've been cold for too long already. Fruits and vegetables needs some rebalancing too. I ate 6 slices of pumpkin and my hunger didn't even reach yellow coming from red (Not blinking red). Their stats need a little buff and to compensate, increase the time it takes for crops to grow to 30m-45m. Fat also needs a calorie stat reduction for balancing purposes as a single slab of fat can keep you fed til NWAF territories.
  3. repzaj1234

    DayZ in 2020

    First off, congrats to Sumrak for the promotion. It puts me at ease knowing the lead of the project will truly turn this game more towards survival and is a passionate fan of the game. The dude loves survival games like The Long Dark which I know he'll use for inspiration to better PvE/Survival in this game. It is sad that the dev team has been cut to post-release support levels when this game clearly isn't on that phase yet. This reality is a kick in the gut for us that truly love DayZ, because this thing is my dream game. Knowing that it won't live up to its true potential is pretty disheartening. I won't bring up the obvious things missing here, but I'm pretty disappointed that there's no mention of improving infected in general. I'm not talking about simply crunking up their spawn values, but making them an actual threat in this game. This is what I've been waiting for, ever since the announcement for DayZ Standalone 7 years ago. Infected being an actual threat will change the feel of this game significantly compared to other survival features/polishing and with the team being this limited in numbers, we're looking for "bang for your buck" changes. What needs to be tweaked? Well, we need to take away the easy way outs against infected. 1. Jumping on top of low hanging objects gives you an instant safe space from infected. Infected should be able to follow you on top of car roofs, dumpsters, low walls, sand crates(?) etc. If improving their climbing AI is too much of a task, give them an upwards swinging attack. 2. Not every building should be an instant safe space from infected. If giving them the ability to break down doors is too much of a task, randomize doors or change certain structures so that some of them have busted doors that can't be opened/closed. 3. Make the initial scream when infected spot you attract other infected from a slightly larger distance. That initial scream is so loud but infected that are only a few feet away don't even bat an eye. The huge spawn radiuses set in the zombie territories file don't help either. The community already knows that hordes and more infected in general isn't a possibility with how server performance is, this will at least make them a threat even with the current low numbers coupled with the tweaks in this list. It will also put more emphasis into sneaky gameplay, utilize sneak 1 shot kills, throwing distractions etc. Makes for more tactical gameplay when dealing with zeds. All I want is for infected to become somewhat of a threat, right now they are just an annoyance. My main gripe with the game was how little zombies actually impacted the game or influenced your gameplay. The devs have given us the tools to handle them in the last few patches, zombie dispersion upon losing visual, 1 hit sneak attacks, melee attacks using firearms and throwing to distract infected. We can handle them being tough.
  4. repzaj1234

    Experimental Update 1.07

    Nooo, why? Is this a planned feature that needs more work? We need ittt
  5. repzaj1234

    Experimental Update 1.07

    There's usually a guy on reddit that combs through the server files for the changes that the devs don't include in the changelogs lol, I'd wait for that post. There's a lot of pleasant surprises not included in changelogs.
  6. repzaj1234

    Experimental Update 1.07

    Can't wait to see it. Props to Derleth for bringing it up before, and thanks for actually listening devs.
  7. repzaj1234

    Experimental Update 1.07

    Hell yes, I've been waiting for Notes for a very long time. I'm pumped.
  8. repzaj1234

    Stable Update 1.06

    "With 2020 around the corner, we are finishing our new roadmap, and we will share our goals, highlight the key updates, and talk a bit about this second year of post-release support, in January." - This announcement should be coming out next week yeah? Running out of days in January. Good news on that fix. Hopefully both the fix and announcement come sometime next week.
  9. repzaj1234

    Stable Update 1.06

    This is B.I.'s best selling game ever, that just got out of alpha literally a year ago after 6? years in development? It would be a damn shame if they abandon it now when it's so close. But eh, at the end of the day they already got their money. I'm just waiting for that roadmap to see if they're going to set the bar low and realistic or if they actually promise on some much awaited features.
  10. Depending on where you're located, in my opinion DayzDownUnder is hands down the best one (That actually has a decent player count) and I've played on many. Hardcore survival/PvE is the most important thing for me in DayZ. They are located in Australia though, I'm on the US west coast and I get 150-170 ping there.
  11. repzaj1234

    Stable Update 1.06

    This might be a question for all you server owners/admins or the devs... just how much does radio broadcasting affect server performance? or does it even affect it at all? Will tripling the range of broadcast have more performance costs because it broadcasts to a wider area? I just find it baffling how extremely underutilized radios are in DayZ. I've had maybe 2 or 3 moments where I heard another soul on the radio in my 400ish hours. They should be more common in police and military areas (you could sneak them inside clothing) with the occasional spawn in residential buildings. Their battery consumption needs to be reduced by more than 50% as most people would opt to use batteries for more useful things. I would love to leave a radio that's on with an empty backpack (preferably with a piece of paper with a notes written inside the backpack).
  12. repzaj1234

    Moving into 2020

    I don't think they'd be a struggle 1v1 even with that 2 second window where you catch your breath after depleting all your stamina. Most infected can be 1 shotted with a precisely timed heavy attack (Which I think only consumes 1/4 of the stamina bar?) or 2-4 light attacks which shouldn't drain your stamina at all. But yeah, I feel like melee PvP would benefit from this more than infected melee combat but will definitely improve both. Tbh I've just kinda resigned with the idea of getting more infected spawns cause high population servers with multiple persistent objects and bases and cars just can't seem to handle it. I think the best way to make infected a threat is to take away all the shortcuts against them. Don't get me wrong, I wish we can just crank up the numbers. I tried. But being completely honest, I think they're going to up the max number of players before they increase infected population. Namalsk supposedly is going to be way smaller than Livonia and Chernarus but with the same amount of infected so I'm excited for that.
  13. repzaj1234

    Moving into 2020

    You hit the nail on the head about server performance limiting what the game can be. Hopefully the devs can improve performance somehow. Good points about infected. My main gripe with them too is melee combat against them is a spamfest and requires no skill (if you choose to do it that way). If you spam the light melee attack on ANY weapon, the infected can't even get an attack off. You get off scratch free as long as you do 1v1 and even though you completely deplete your stamina you can still spam it . If anyone's played Chivalry Medieval Warfare, on that game if you completely deplete your stamina spamming attacks there's a 2 second period where you struggle to catch your breath, your weapons lower and your vision narrows and you can't attack or block. Melee fights would be more drawn out and not complete spamfests. Overencumbered survivors will be at a disadvantage against someone who travels light. Attacks would have to be somewhat timed. Could be a step in the right direction to improving melee combat. Make it happen devs 🙂
  14. repzaj1234

    Moving into 2020

    3 Main threats in DayZ: 1. Other survivors - ✓ 2. Hunger and thirst - ✓ 3. Infected - nope. Last puzzle piece to the PvE dilemma.
  15. repzaj1234

    Moving into 2020

    All I'm waiting for is a melee combat rework and infected polishing. I hope those two are part of your early 2020 goals. Probably 90% of infected kills are done via melee combat. Improving both these aspects will make the game a hell of a lot smoother. - Introduce a blocking sound indicator so it actually feels like you're blocking attacks. - Infected somehow ending up behind you as you attack really needs to get taken care of. - Different melee weapons should have different properties (Sledgehammer having a higher chance of KOing somebody, sharp weapons bleed you out faster) - Infected climbing AI really needs to get improved. They should be able to hop on car hoods and follow you up there or at least have an upwards swinging attack so that jumping on top of low hanging objects isn't an instant safe space from infected anymore. - Give infected the ability to bash doors open after a reasonable amount of time OR if that's too complicated to implement, randomize the doors in buildings so that some buildings have broken doors that can't be interacted with. That way, not every building can be a safe space from infected. DayZ as a survival game is really coming along, hopefully these things are on the priority list for the dev team. Happy holidays!
×