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guyver1

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Everything posted by guyver1

  1. guyver1

    What if we removed the crosshair?

    Soon, hopefully ;)
  2. guyver1

    DayZ MMO

    This has nothing to do with the 'complexity' of the game itself. This is purely about the ability of the engine to instance maps. You also appear to contradict yourself by describing DayZ Standalone as a 'simple MMO' in the same sentence as comparing it to a MMORPG.. Well if the highly complex MMORPG engines can do it (including the Crysis engine for Aeon) then I really dont see any technical challenge either in the engine or server hosting for DayZ SA to be able to accomplish the same things (if the devs want to pursue this avenue)
  3. guyver1

    What if we removed the crosshair?

    No no, I never said you did. I was stating 'why' large reticules were first introduced in FPS'ers on consoles, it was to help gamepad users to aim. The reticule was used in conjunction with software 'autoaim' built in to the games
  4. guyver1

    What if we removed the crosshair?

    Sorry but I cannot stand large reticules in games. It obstructs my view and just annoys the shit out of me. My normal crosshair for the past 13 years or so has been a dot. Console type 'heres a large circle, if your enemy is in this circle, you're going to hit him' reticules were just put in to make aiming easier for console gamepads with the aid of autoaim. This is a PC game, not a console game. I'm all for 'choice', but I would be happy if the devs choice was to remove it DayZ is supposed to be hard and unforgiving, where satisfaction and pleasure comes from hard work and slog, you know, just like in real life...
  5. guyver1

    What if we removed the crosshair?

    Should the Devs personal preferences dictate the options available to everyone? Yes they should, because that's how games are made. At some point, someone's decision is going to dictate how a game mechanic/option/setting is going to affect EVERYONE.......
  6. guyver1

    DayZ MMO

    everyone saying its not possible.... Have you ever actually played a full blown MMO?! They manage very well indeed. I play LOTRO and middle earth is HUGE!
  7. guyver1

    What if we removed the crosshair?

    Yes, remove it 100%
  8. guyver1

    DayZ SA: One Key One Character

    I love this idea. Also, this is par for the course with most MMO's anyway isnt it? One name please :)
  9. Not sure I understand what your trying to say, could you clarify please? In regard the second comment about 'overpowered' and 'noobish' I can only add my own experience from Unreal Tournament. The Redeemer in UT is a tactical Nuclear warhead device. It will pretty much kill everything in its blast radius without fail. It was banned from all competitive servers (both league and public) because it was 'overpowered' and required no skill whatsoever to shoot (it was a FAF device, Fire and Forget) As a result of this 'overpower' you would only find unskilled players camping its spawn location and using it because of the very fact that it was overpowered, hence only 'noobs' would use it. Skilled players would simply agree to ignore it, if for some reason it was turned on on a server. Again, apologies if this is what you were stating anyway, I dont think your reply was particularly clear and I didn't know who exactly you were referring your comments to.
  10. guyver1

    Night time should be toned down

    No, I actually agree with you. I want the authenticity that Rocket is going for and in that respect if its pitch black and you get a flash light shone in your face, you WILL be blinded temporarily. I would like to see this included. any form of light at night should have a temporary effect on your eyes as they readjust to low light vision at night.
  11. guyver1

    Night time should be toned down

    I've experienced the full moon, clear night sky nights, they're fantastic!
  12. guyver1

    Night time should be toned down

    Disagree sorry. I prefer playing at night. I love the intensity of it. some of the best player encounters/firefights I've had have been at night. Nothing ramps up the adrenaline rush and anxiety more than moving around at night.
  13. 1. Zombie spawns Please do away with the zombies only spawn when players are within x meters. Its boring, predictable and not 'authentic' Zombies imho should be 'persistent'. If you come up on a town, building, POI, there should be zombies there ALL the time. Zombies should not be an indication of player presence. If you 'have' to have zombies linked to player location for game engine efficiency etc, then set the zombie spawn distance to something like 2km. Its a zombie apocalypse, there should be zombies everywhere, all the time. I'd also like to see random zombie hordes in forests and out of the way areas to ramp up the risk, fear etc. 2. Zombie types a. slow movers (low metabolism) b. fast movers/runner (high metabolism) how about zombies have some sort of progression. A zombie kills a player and feasts, this zombie increases in stamina, abilities, gets larger, appearance changes This allows us to get zombie variants in a similar fashion to L4D (I DO NOT WANT DAYZ TO TURN INTO L4D) This would give us Zombie with different characteristics, so maybe they could evolve down different paths: a. better sight b. better hearing c. 'spitter' type qualities where they could spit infected blood over a distance d. strength so you get a 'tank' type zombie that requires coordinated play from multiple survivors to take it down. At the moment the zombies dont really offer a challenge as they're all the same. Lets see some variation and in game 'live' evolution. Imagine looking down on elektro or cherno and watching zombies successfully take down a survivor and then watching through your scope/binoc's and actually seeing the zombies morph and change into a better variant! Added from reply below: DachmanX, on 19 January 2013 - 01:54 AM, said: I would really like to see different zombie types in the SA. like you sad, some walks and some runs, but also adding the zombies with different characteristics, however, i would like to point out some notes. 1. Zombies that can hear or se better, how would they be represented? how do you tell the apart? A "spitter" you could recognize by it spitting, drooling or something like that, and the tank by its big body type. I think that zombies should only react to sound at night, and mostly on sight at day. 2. Maybe zombies characteristics should be based on the work they did aswell, for example. an army zombie should have realy protected gear, makeing it the "tank" zombie while firefighters the "exploding type" with the big oxygentank on the back, shot that and he explode, sending infected bodyparts and blod everywhere. and so on. Good points which I like. 1. sound at night - superb point. Sound does travel farther at night. I would love to see sound travel farther at night in the game also (does it do that already??) 2.better hearing and seeing zombies - good point. My only thought on this at the moment is that there would be some sort of animation mechanic whereby the zombie would stop in its tracks and do one of two things Better hearing (enhanced especially at night) if it hears something it tilts its head and maybe hunches down a bit in concentration and starts to tense up in aggression, as a player trying to sneak around this zombie, its on you to watch this zombie very carefully. If the zombie definitely hears something it turns in that direction to get a visual and starts to give off the audible aggression growl and moans. At this point the player must either stop dead and make no sound or risk the aggro and run. Better visuals: Once again the zombie would stop in its tracks and hunch down and look directly at you, the zombies cognitive functions are dulled so the initial processing of information is dulled and slow. Again, its up to the player to pay attention to a zombie that stops moving, the zombie hunches down and tenses up, if it definitely see's you it moves into agressive mode as the cognitive functions fire and it recognises you and starts to aggro growl and moan preparing to attack. If you, the player stops dead, depending on your distance, it will not recogniser you and the cognitive information wont fire and the zombie will losen up and stand up straight again and shamble off. Think of zombies like the T-Rex in Jurassic Park, Very good with moving objects, but not so good with inanimate, non moving objects (depending on distance and stance) Requiring the players to actually pay attention to zombies in this manner can also give visual clues as to the presence of other players in the area. If zombies were persistent or spawned at the 2km mark as i originally stated, your ability to watch zombie behaviour would increase your ability in the big cities to assess player movement in that area.
  14. Good points which I like. 1. sound at night - superb point. Sound does travel farther at night. I would love to see sound travel farther at night in the game also (does it do that already??) 2.better hearing and seeing zombies - good point. My only thought on this at the moment is that there would be some sort of animation mechanic whereby the zombie would stop in its tracks and do one of two things Better hearing (enhanced especially at night) if it hears something it tilts its head and maybe hunches down a bit in concentration and starts to tense up in aggression, as a player trying to sneak around this zombie, its on you to watch this zombie very carefully. If the zombie definitely hears something it turns in that direction to get a visual and starts to give off the audible aggression growl and moans. At this point the player must either stop dead and make no sound or risk the aggro and run. Better visuals: Once again the zombie would stop in its tracks and hunch down and look directly at you, the zombies cognitive functions are dulled so the initial processing of information is dulled and slow. Again, its up to the player to pay attention to a zombie that stops moving, the zombie hunches down and tenses up, if it definitely see's you it moves into agressive mode as the cognitive functions fire and it recognises you and starts to aggro growl and moan preparing to attack. If you, the player stops dead, depending on your distance, it will not recogniser you and the cognitive information wont fire and the zombie will losen up and stand up straight again and shamble off. Think of zombies like the T-Rex in Jurassic Park, Very good with moving objects, but not so good with inanimate, non moving objects (depending on distance and stance) Requiring the players to actually pay attention to zombies in this manner can also give visual clues as to the presence of other players in the area. If zombies were persistent or spawned at the 2km mark as i originally stated, your ability to watch zombie behaviour would increase your ability in the big cities to assess player movement in that area.
  15. How do all the other MMO's manage to do this then? They are moving to a Server/Client engine template and the devs have stated that the zombie code is being drastically reduced and re-written. I would assume zombies would be like static meshes in other games in the sense that you only need to code for that static mesh in memory once and then there i very little, if any overhead in having multiple copies of that mesh in game. I remember when UT2k3 first introduced static meshes into the engine where there were no additional overheads for having multiple copies of that mesh in a map as the mesh only needed to be in RAM once for the entire map.
  16. loss of respect in 5..4...3...2...1.....
  17. guyver1

    Imitating Zombie Walk

    But this is the point, like every 'tool' available to players in the game, its how you use those tools that make them effective/useless
  18. Being a bandit, you could have the choice, kill the player, or maim the player and watch the zombies feast on his body and morph into better zombies!
  19. Please, Please add a FOV setting to the video options!! Its a simple request Pretty much every fps game in the last 15 years has had a simple FOV option in the video options. Please stop us having to use a bloody calculator just to work out that i want a FOV of 100!! Also, if you could possibly adjust sniper scopes to display correctly based on the FOV used, that would also be great.
  20. I realise that but Standalone is going to be a 'rebuilt from the ground up'. With the amount of code changing for the standalone, adding in some video options shouldnt be that difficult??
  21. guyver1

    Imitating Zombie Walk

    DayZ zombies dont 'smell'. there is no smell mechanic in game only vision and hearing. Perhaps there could be a 'makeup' loot spawn that would allow you to paint your face and hands like zombies and also clothing spawns that are ripped and torn clothes so you could change your appearance to look like a zombie.
  22. guyver1

    Imitating Zombie Walk

    Very Shaun of the Dead... I like it :D
  23. jerky vision when running - turn head bob OFF, its not difficult poor field of vision - increase your FOV, or USE THE FUCKING FREELOOK BUTTON!! Its there for a fucking reason!!!! These 2 'excuses' are piss poor excuses for 1. not looking through the options system and 2. not using the bloody controls Arma gives you by DEFAULT!! However, yes, make it a server option. the console kiddies can have their 3rd person 'authentic' arcade zombie survival, while the people who've actually played PC FPS'ers for the past 10-15 years can carry on as normal...... in first person.
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