g4borg
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To be honest, to me it was always just the wish, that the rest of Chernarus gets a bit of vegetation, a few ruins, so it can act as player-based terrain. no loot and only a few zombies, and animal spawns. That would always have worked the best for the old school Epoch era, where you could often see, that admin bases and player bases tried to establish themselves in the far north (Green Acres). It was a natural trend I would have picked up and developed upon. At least this is how I would go forward if it were my game. Maybe a giant river and mountains as a natural border, and the rest just rudimentary map design. Allow the individual servers to stitch their own solution there, and just give basic support. Could also be some procedural solution on some Voronoi based cellular map, which could also have worked in the south as islands, so that it always feels like there is some boundary around you, but incentive to loot is to travel south. This should be fairly easy to create, and would not diminish the quality of the main map. That way player made castles would not have been a problem in the playmap either, and even the server hopping could have been solved easily, if you disable it in the "Green Acres of the north" , so it would not even be needed to forbid building in the main map, because for players it would be much more lucrative to go north and claim some land in the empty vegetation (which is hopping safe). Going north then either means, you want to be left alone in the wilderness, you want to establish a permanent presence, or you want to attack other player groups. The standard gameplay of loot and shoot would stay mostly in the main map. Custom servers could do spins like wastelands, custom map design, close it off, etc. One could always further expand chernarus to the west, if the engine gets negative X coordinate support. But designing the map further and further would not yield much, if it stays the same old same old. It just dillutes the playerbase. I am fine if new maps have other servers.
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to be honest, the game is dwindling, if you try to arbitrarily make it harder than real life just to keep it more "hardcore survival", especially, since it is now way beyond it's prime. so yes, untreated infections, diseases, etc. would be nice mechanics, if they have long time survival consequences. on the other hand, surviving diseases could give you resistances. and surviving longer should make you tougher for some threats. and in any case, giving constant issues for the character is not really a play experience. player numbers seem to show, that making every issue a critical one seems to not fare well. after all, the nice thing about dayz was the constant danger, until you forget it, and death happens suddenly. a constant "you need to fix another issue with your character or you die in 10 minutes" is just not fun gameplay. It does not achieve the goal to make the game harder, only more ridiculous.
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seriously guys, the amount of switcheroos in your xml files, tabs vs. spaces vs. tabs, trailing spaces in the xml, constant switch of line endings, etc. is annoying as F. it is really hard to keep custom server files in sync with 1 mio microchanges per patch. i have to clean them up every time to keep some sane diffs.
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is this some xbox specific bug? never had issues with that. anyway, my point is not that dayz is specifically a bug free experience, far from it. but the opposite of it, being bug free, is basicly no game ever. the time you keep ranting here is the time you should have invested looking at one or two youtube videos of the game you are going to buy. i am far from someone who does not criticize this project, but your buyers remorse feels like you spent your inheritance on this game or sth. now, i could ask you, if you are f*ed? GTA V held it's price of 50 bucks almost 5 years after it's release and only recently has started to go down in price. It was for years the most expensive game ever made, so it is the creme de la creme of the AAA business. It had extreme starting problems, with lots of bugs the first years after release, with multiplayer not working properly a long time. It is still one of the most cheater overrun games, in multiplayer, which at the same time has a grind based model, that costs extra money through microtransactions. quite a strange comparison.
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you should always research what you buy. it is your duty as a consumer, to tell the market your demands. how can the market know, you want 1.0 games to be totally bug free, if you just buy buggy games? also, i love your expectations of a totally bug-free game with 1.0. I think that is a world we all would love to live in, where such things exist.
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Books are probably gimmicks, but bows are definitely more important than dragging and crawling. Vaulting and climbing as top feature however we can agree on and luckily that is coming.
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I guess to search we have to sweep the map X by y in intervals and execute the position search .
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sad for eugen leaving, but projects go on. most of what has been said sounds plausible. happy that the dlc is not items. sounds good, go for it! although, if i had been asked back in the days to do a standalone dayz, i would not even have started on the arma2/helicopters engine in the first place. enfusion is nice, but working with it is really hardcore, i whish there was a compiler / syntax checker you could just plug into existing IDEs instead of your broken windows toolset with that qt ide. that on the other hand seems like wasted time for me. bring the bows back.
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ah on console you might not have that option, i dunno, do you have private servers? in that case might be an interesting test for console to have some single-server-character servers from official.
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this would not be very much different from what private servers are doing, where you have server based characters. so just play on privates.
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i find this interesting, as indeed the main usecase would be to have mods that are optional, like administration can you report your achievements?
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Any ideas how to sweep the server for items? Especially if I want to check each item of a specific type... (Will answer myself if I find it out...)
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as many dayz rounds end up in searching each other for a long time, and quite a few ended with "ok we all met finally, now lets log off", i find team spawn just as useful as harmful to one of the few goals that keeps you ingame sometimes, but it is also a feature, that might indeed make it more userfriendly. you might want to post a thread in suggestions, however.
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it makes me question how it works then, since i thought the one in the mission is the decisive one.
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makes me really happy. now i just hope we can define a custom location for the mission or the storage.