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Everything posted by Shag
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Never played a server with more than the standard vehicle count, I'd imagine a 500 vehicle server is just devoid of any atmosphere. Why not just play Arma?
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cpu count doesnt really mean proper multi core utilisation. Vast majority of load still sits on one core, the other cores run scripts etc. not properly balanced at all
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Gutting animal, agro everything, trough walls, aka everything inside 200m+ radius
Shag replied to gernia's topic in DayZ Mod General Discussion
they smell fresh blood! -
I go out of my way to find servers with no crosshairs anyway, so please lose them. Regarding climbing ladders etc, it is no harder without crosshairs, but I wouldn't like to try this without the arrows for help. This is not attached to the crosshairs at the moment, I see them on No CH servers.
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*List* TOO Much Realism Is Bad (Please help me add on)
Shag replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
dont agree with half of your suggestions so lets just leave it up to the devs for now. im sure univerally unpopular stuff will get reworked or removed -
cold war infantry weapons from the 70s and 80s would be best, plus local type weapons. if this were an unstable eastern european country, those local type weapons would again be, old soviet type weapons from the 70s and 80s.
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The first footage of SA the zeds will be same crap they are now. It will change, but first footage will be too soon.
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Take On Helicopters (DayZ SA) flying adjustments!
Shag replied to finkone's topic in DayZ Mod Suggestions
I think it may have been the harder lessons, couldn't fly through the hoops. -
Take On Helicopters (DayZ SA) flying adjustments!
Shag replied to finkone's topic in DayZ Mod Suggestions
I can see people not only stealing choppers but also kidnapping the chopper's pilot as well in order to make their escape - which is only a good thing :) I have ToH and am failing badly when it comes to the most basic flying lessons - hehe -
This mechanic is already one of the pillars of DayZ. Not really through any imposed developed mechanic, but by natural consequence. The high risk areas of the map are those that have high loot reward. The NW airfield for example, there bandits lie in ambush for those who need better equipment. There are also moves afoot to add more risk/reward mechanics, like the introduction of disease. It will become riskier and riskier to enter highly populated areas of the map. Are the devs missing a trick in other areas of gameplay? Where else can hard choices be forced onto the player? 1. Lighting a fire gives heat and the ability to cook food. You can see the fire from 100 meters, but really the smoke should be visible from much further. With higher visibility, you need to think, can I light a fire here? I'm freezing/hungry but I saw a squad 5 mins ago.... The flip side, lighting a fire as a lure for bandits? Do I investigate that smoke or is it just a trap? 2. Storage should disappear when you die. You should not be able to die, then go back and re-arm at a tent, it destroys perma death, especially when you don't have any built up skills/levels to lose. My happiest time playing dayz was before I started using a camp, where dieing caused real pain. This is tricky when you have groups who share storage, perhaps when the clan mechanic is working you can have tents linked to clans. When the clan goes down the tent disappears. Either way, the game absolutely has to bring back perma death for it to become a challenge again. There has to be a risk to taking risks, if you get my meaning, otherwise no emotional attachment to gameplay anymore. 3. Zeds. What a joke. There is no risk to aggroing them, so everybody just runs past them. They pose no risk at all anymore. I'm sure there are plenty more... but every feature the devs should ask, what risks can I add to this to force some kind of trade off. Nothing should be a win win no brainer.
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Agreed on the fuel causing smoke, but lets not forget this is eastern europe, it rains almost every day from what i can make out, and you don't have a load of covered firewood. I would guess a lot of the wood you burn will be damp to some degree. Tents are already destructible with explosives or vehicles, and many already destroy them on sight. And yes, the reward for killing zeds should be survival people, come on! As for tents/vehicles despawing, I firmly believe that perma death is utterly necessary to bring back the emotional connection with death, you've all got it too easy. I preferred it back when tents didn't work (was almost impossible to errect one) and when you died you knew about it. Had much more fun back then.
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I have to admit I thought the initial release was going to be the mod made into a game with some new security to stop the hackers (scripts not acceptable from clients anymore) but you guys have already achieved quite a bit more. This is on top of the major architecture change, and the (hopeful) ability to have many many more zombies and players in game at once. Pants officially peed!
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A not-announcement announcement for the forums!
Shag replied to rocket's topic in Mod Announcements & Info
We understand and appreciate the ethics behind the game - people are inpatient and are excited for the standalone. I'm one who has stopped playing so much in anticipation for it. I'm alos one who would prefer to wait for a better product than some rushed piece of shit. I feel I trust the Dayz team and BIS. I also trust that the standalone is not the end and it will only get better and better. Happy new year and get back to work :D -
Slow run bug.. needs to be at top of things to fix.
Shag replied to Thetalon's topic in DayZ Mod General Discussion
slow run bug is their machine isnt fast enough to run dayz - HDD isn't up to scratch. wont be fixed -
Maybe they should make the night absolutely pitch black again and remove thermals and nvgs. the only way you get any light is by torch and chem/flares. messing with the gamma then makes no difference. Maybe Rocket was right before we nagged him to change it.
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Go. Play arma if you want to get all military sim.
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cool - stopped playing while waiting for standalone, get it right and see you all in the new year (if it slips that far).
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Feedback on status of infectious diseases in DayZ
Shag replied to rocket's topic in DayZ Mod Suggestions
cos you get hazmat suits in after the apocalypse... there may be gas masks in military installations, but most of the diseases mentioned are blood and water transmitted. and nobody will be having a poo meter where you have to evacuate your bowels every 10 hours, it will be simulated that heavily used areas will have more human waste and therefore have more potential for infection. -
For the standalone; please make the zombies a challenge
Shag replied to KetchupOnTheDog's topic in DayZ Mod Suggestions
I think everyone agrees zeds should play a larger part in the game. they're a mior annoyance at the moment. I like the idea of a zombie lifecycle, so that they are more un predictable. it also means that zeds won't despawn but rather die, which all adds to the believability. Also stops zeds in a town = player logic which kinda ruins things, and zeds spawning in a town straight after being killed. -
It all sounds very like blackadder goes forth, running around with a mate called 'stiffy'... where's 'drippy' and 'strangely brown'?
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How about when you die, rather than some cooldown period where you can't play the game, you die and can't play on the server you died on for a set amount of time? The set amount of time could be linked into how long your tent/vehicles persist until they are found or just despawn. Advantages: - You kill a guy on a server, they can't spring back to location and try and kill you (breaks the immersion - you killed this guy already, how does he know you're position). - Provides the perma death mechanic which currently disappeared due to ease of resupply, and a real deterent to being too risky. - Doesn't mean you can't play Dayz for x amount of time, just log into another server, there are many. Thoughts?
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hmm everyone seems agreed so far. i think it is simple, easy to understand, intuitive (I'm dead in this world until everything I own despawns) and provides incentives to live. groups either take the loss of one of their group, or move off that server to another.
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Feedback on status of infectious diseases in DayZ
Shag replied to rocket's topic in DayZ Mod Suggestions
This sounds very interesting and will provide a big challenge to survive late game. It also may create a few suicidal characters who figure they're dead anyway so may as well go out with a bang. Are there any plans to make fire smoke more of a give away to position, there could be some nice survival decisions going around like, light a fire and boil this water I desperately need or stay hidden from that group I just saw. Will be cool wondering what that sympton is I've just got, just fly or something worse.... -
no brainer - zeds must be harder. thats why there's nothing to do. too easy to get loot, avoid zeds and survive the elements. rocket sounds like he agrees.
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When is the standalone actually coming out?
Shag replied to xenomta's topic in DayZ Mod General Discussion
Must be a hell of a development sprint at the moment. Still Christmas is a natural point to take a few weeks off, and come back refreshed and full of ideas. If any of the dev team read this, plz plz plz take time to play the game during your downtime (on public servers with everyone else), makes a huge difference I think to the direction you'll take following initial release.