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Everything posted by machineabuse
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SUGGESTION: Alcohol, and how it would effect gameplay.
machineabuse replied to Filipino-Hooker's topic in DayZ Mod Suggestions
Alchohol lowers your core temperature. Feeling warm and being warm are not mutually inclusive ;) -
Gutting animal, agro everything, trough walls, aka everything inside 200m+ radius
machineabuse replied to gernia's topic in DayZ Mod General Discussion
They smell the blood of the kill? -
In every modern conflict cigarettes found themselves becoming a form of currency the world over. That said I don't see virtual cigarettes having much value in DayZ.
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A message to the people who are mad about the patch
machineabuse replied to Xianyu's topic in DayZ Mod General Discussion
I have mentioned this before but the real problem is that PKing is a trivial act in DayZ. I'm all for PvP in DayZ even though I don't participate in it myself but the fact of the matter is that the game doesn't give you a reason not to kill other people. If you were stranded on an island would you go around killing everyone you see for the sake of survival? Are you just surviving for the sake of surviving? What sort of life did you leave behind and what is the state of the rest of the world? What sort of world are you contributing to if you're just going to kill all your potential neighbors? Would you be able to live with yourself? IRL bullets would eventually run out too. These are the things that would dictate your actions in a real survival situation. The current endgame in DayZ happens whenever you reach the point where you can survive comfortably, and once you reach that state which is comparatively easy to get to you are in an environment that fosters casual killing. Don't misunderstand me; I'm neutral in opinion either way. I see the PvE enhancements making ways to help alleviate some of those issues but I do wonder whether it just means that the same result is now delayed. -
Stab proof vests are made from kevlar too bro. The difference is in the density of the weave used. Everything Draco122 said is factual.
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The drink and eat system is hardly analogous unless you are suggesting that sleeping takes an insignificant fraction of the amount of time it takes to accomplish in reality, in which case it's just one more item of housekeeping to do. With respect, I think we all log into a game to actually play the game not... not play the game.
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That would be the way to do until you wanted to jump servers.
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I will have to completely disagree with this given the fact that players (read: the real people behind the avatar) have to sleep. From a metagame standpoint your real physical condition already plays a role in your gaming from a mental fatigue and alertness standpoint so there really isn't any reason to have an analogous system in the game for that.
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Sorry for the random post but when I read your topic it sounded like you were planning to knock out a bambi, drag him into the forest, wake him and inform him; "You're my team mate now!". :lol: Good luck finding a buddy, even if you are a bandit.
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The search didn't turn up much when I used it (admittedly I didn't try that hard so forgive me if this has already been done to death.). :) Seeing as there is a lot of talk about making helicopter flight more realistic for SA I thought I'd throw this out there. As we know in ArmA 2 the pilot seat is the exclusive method of controlling the helo. The overall ease of flying helos in ArmA makes it reasonable that that missing copilot control is an acceptable oversight but with a more realistic system being able to transfer control of the helo to the copilot would both be realistic and also useful as an aide to teach another player to fly. Seeing as that not all players are going to be one of those mutated crazies who loves flying helos enough to get a TrackIR and ToH... like me :blush:
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I'm pretty much using the TrackIR for ArmA and ToH just now exclusively. I'd get into deeper sims but seeing as that my gaming rig does double duty as my home workstation a HOTAS is out of the question :)
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I never said anything about first person models but for the sake of clarity please read that as "the position of the weapon from 1st person". And what I am alluding to is the fact that the position that the character is holding the weapon is an unnaturally offset stock weld against his deltoid and not in the pocket of the shoulder where it should be. The correct stock weld would put the weapon at 5-6 o'clock as perceived with both eyes open. For the record and not to be rude, I am aware of the method by which ArmA's camera works. What I am saying is that there are a few things that have fallen through the gaps, the correct position of the weapon being one of them, another the absence of cheekweld in the simulation.
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I like the idea of removing the crosshair certainly. In fact I think all first person shooters should do away with the crosshair. That said the position of the first person weapon in ArmA2 being roughly between the 4-5 o'clock position is terribly unnatural. In reality if you had a weapon in the shoulder it would be somewhere between the 5-6 o'clock position. So yes, be rid of the crosshair to bid farewell to aiming without ADS, but reposition the camera to the natural position that allows for pointshooting. Reasonably; pointshooting has its place.
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Buzzards flying over dead bodies.
machineabuse replied to [email protected]'s topic in DayZ Mod Suggestions
This is a cool suggestion on many levels. Maybe Valve will let DayZ use "We don't go to Ravenholm" as an achievement if you shoot at the birds for SA :) -
Make it harder to kill both zombies and players
machineabuse replied to hogscraper's topic in DayZ Mod Suggestions
The problem is not so much the long range capability than it is the disparity between the cost/benefit of spending those bullets on players vs spending them on infected. The player behavior you see in DayZ is the result of the fact at any one time the average player will elect to carry the best weapon they can find with as much ammunition as they can carry. More often than not OAL rarity of the ammunition is what is going to drive them to use those rounds on other players, because other players are the greater (potential) threat, tend to have loot to take and there is really no reason not to. I know I've never seen a guy shoot infected with a 50. That and the fact that there are no systems in DayZ that makes taking a player's virtual life any more than a trivial decision. -
That's a pretty rough ranging card; the mildot one I built in excel is granular in detail from 15-180cm in .25 mil increments heheh. When I say using the turret I literally mean making players remember the number of clicks of adjustment they need at various zeros ;)
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All they need to do is implement the elevation turret on the scopes and welcome in the wonderful world of range cards. There are different levels of absurdity when it comes to how deep you want to get into "real" long range shooting. ACE mod is probably as far as one would reasonably want to go implementing something like that. ArmA 2 itself has a fairly reasonable abstraction of sniping, but the I reckon that the prevalence of snipers in DayZ is a symptom of that type of weapon being too common a drop more than it is the low skill barrier to entry. I wonder when weapon reliability is added in SA whether they will allow you to clean the gun which will cause your first shot to be a cold bore shot. That and point of impact shift if you add a suppressor to a rifle. <-QED what the absurdity of realism fetishism is like.
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I'm inclined to say that every player should have a radio that tunes to various frequencies. The common frequencies would essentially be side chat. The big difference is that you would only get side chat if you tuned to it. The only way to tune to simultaneously multiple channels would be to acquire a second radio. ACRE style.
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Third Update Edited based on community feedback, hopefully this will communicate the idea cleanly and avoid further confusion based on tl:dr. Thanks again to everyone who shared their thoughts and criticism. :beans: <- You know who you are. Note: removed the older posts and images to prevent confusion. :)
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I imagine they would despawn as they normally do. No reason to animate them going back into dormancy if there's no one to see it right? ;) Narratively they would go back into dormancy or wander off parts unknown etc.
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Cleaned up and updated for all ye bros :) Again I've been treating this whole thing as an exercise to help me work on the visual communication of the idea. Beans going out as thanks to everyone for being cool dudes. I like the ideas of dormant coming in ragdolled and from beneath beds but I figure I'd keep the presentation of the idea simple as. Other personal projects beckon. Very cool though :)
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It seems a tl:dr occurred; my fault. The grave zombie thing was supposed to be addressed by the second sheet but evidently it still looks like that. When I get home later I'll overhaul that post and the images to be clear at a glance that is not what it's supposed to be. Thanks for the feedback :)
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Updated from feedback. Thanks all! It's been a fun exercise :) morgan32: looks good on you bro.
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LOL yeah, illustration fail on my part! :lol: I'll iterate it later when I get home, that's what you get when you rush a doodle out over lunch.
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Morgan32: If it spawned next to a helo crash I guess that would make sense :)