mikemhz
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Gamescom - August 2013 - Interviews/Gameplay
mikemhz replied to SmashT's topic in Mod Announcements & Info
OH HELL NO. Don't listen to him Rocket. I love your PR style and everything. People bitching is just like how the CS community reacts to every single major iteration since CS 1.0. All the hostility comes out of love for the game. They care about it and and build expectations out of sheer anticipation of the potential awesomeness. Disappointment is inevitable. Fuck even RL is disappointing a lot of the time. So if people are bitching before they've even played the game, It's a good sign. I just want to play. I really do not mind experiencing copious bugs. If I did, I would not have continued playing DayZ or ArmA3. Just let me run around in Chernarous trying on clothes and shit. The thing about DayZ is the people making their own stories, despite all the bugs. Issues get resolved over time. Meanwhile, I will play. So release the standalone ASAP when the network bubble is functional. If it doesn't meet our standards, we'll read all the change logs and test all the updates. I think you understand that you have something called 'brand loyalty'. The game has had an effect on people's lives and that will never change. Don't let anyone tell you otherwise. -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
mikemhz replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Hey, adding my second friend: Name: L From: UK GUID: d72aab7f01f470d0b5ee9ad613d0cf9f Same as before, low ping, high players, no hackers, close to home -
Free DayZ StandAlone TeamSpeak @ 37.187.195.75 - ZombieWorld.eu -- SA Server is up !!!
mikemhz replied to U.G.N - Jedi Panda's topic in Mod Servers & Private Hives
Name: mikemhz Location: UK GUID: 000b0dfbd0451d92705d277c325a58ac Name: Marcko Location: UK GUID: 9946336a6c8f500a792390c41ca5009d low ping lots of people no hackers, close to home! -
How seasons would help DayZ Game.
mikemhz replied to m.w. vindicator's topic in DayZ Mod Suggestions
1:1 time ... 1:1 seasons. -
Make them slow zombies... easy to escape from... but force you to act all the same.
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Like when you crawl through the brush, you flatten it, players could leave tracks which last a short period of time. A broken spider's web, a shaken bush, some poo, an empty can, spent rounds, tire tracks... e.t.c. Tracking is one of the coolest survival techniques. I would love to see it appear in DayZ. Evasion is what follows on from tracking. Now you can't simply run in a straight line back to your secret location. You have to throw any potential trackers off your scent! Including dogs now apparently! Just realized this thread should be called Trackers Gonna Track.
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Why, you're mighty cynical about this. Clearly this engine needs very real attention put into animation and overall fluidity. Sacriel has pointed out that sniping is extremely difficult because of the way people pop and slide in unpredictable ways. It's not very realistic for a simulator. Seeing as DayZ is now officially a Bohemia Interactive product... they're going to get a lot of stick if they ignore the most glaringly obvious flaw in the game.
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I've never even played Brink. And I understand perfectly well what DayZ is and what kind of work would have to go into implementing these features. I'm still saying it's very important, for reasons of plausibility, to be able to move around the world without constant threat of getting trapped against easily scale-able obstacles, breaking a leg from falling more than 2 meters or not being able to multi-task, ever. See that sticky thread? Think beyond the ArmA 2 engine. I can tell you that if you're behind enemy lines carrying the maximum amount of equipment you can physically carry, then you must drop your large pack and keep only the essentials for getting the fuck out if you are compromised and have to escape on foot. Bravo Two Zero had to do it. But you're being quite petty all the same, it's a fact that a large pack hinders your movement and could cause injury if you land hard. Taking your pack off is the obvious solution. E.g. throw it out of the window before climbing/dropping down after it. Permanent, saved. Stays after you log out. So you can hide it before going on a dangerous mission, or risk dumping it in a tight spot and come back for it later.
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You could collect a hoard of spiders and set them upon some poor bastard using your laser pen.
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Battlefield 3, FIFA. Mirror's Edge, Assassins Creed. Brink. Games that have tried to portray somewhat realistic human movement. --- What I'm getting at is not everybody would break their legs dropping (different from falling) out of a first story window (just roll)*. And nearly everybody would be able to climb on top of a car or even over a wall that is above head height. Maybe you could go as far to say that the vast majority of able bodied people could climb up to a second story window of a house, or up to the top of a tree, if they had to, to survive. And if I was being chased by zombies. I would NEVER stop in my tracks just to sling something over my shoulder (e.g. a rifle). I would unload both my main weapon and my sidearm at a straight run if I had a snarling, bloody, murderous beast chasing me in the dark. NO! FFS DON'T EVER STOP RUNNING! JUMP THAT FENCE! DIVE! ON ALL FOURS! MOVE! It's really the one thing that put me off ArmA in the first place. You're a soldier, an athlete. Get your drills right, sure, but this is a fucking war zone mate, DOUBLE TIME. Yahtzee also mentioned this in his review. *If you're carrying a very heavy pack on your back, things can change dramatically. This is why packs should be permanent, like tents and vehicles, if you drop them. This is common military practice. Making a quick escape and being free to move unhindered and lightweight is a very deep mechanic.
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Do you know that? If the engine works like most others, 'water' is basic geometry given a special texture. The height of that geometry can be altered easily in the map editor. Things like floating debris may well be implemented in the same way boats are. Unless I'm mistaken, that's about as complicated as it gets. The only major problem is flowing water. There are no rivers or streams in Chernarus... which sucks, and requires some fugly geometry with animated textures to represent using polygons.
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Yes. Unless you shoot yourself in the head, or ask somebody to do it for you, your corpse will turn.
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I'm talking big, tarantula-like, stylized spiders... not a black widow in your shoes or under the toilet seat. I mean something you could easily see crawling down a tree trunk or on the wall of a shop... But maybe not so easy to spot in a bush or a shed - just the kind of places you might stumble into unprepared. ...And then it jumps on your face! Muhaha. Sorry arachnophobes.
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Agreed, if zombies are attracted to gunfire. Wildlife should, naturally, also freak out in their own unique way. Maybe just cows could stand around giving zero fucks.
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