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About joe_mcentire

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  1. many moons ago i started my personal smaller features list and placed it on the feedback tracker. Over the years i made some updates and today i took once again a good look on it and it is really interesting how you can see what wasn't there back then what changed since then, and how feedback in form of feature requests in the feedback-tracker might be looked at and find its way into the game eventually. It's really interesting for me to see, that's why i thought I'd share the list with you :D. some things on it are ridiculous though... here's the full list (so far):
  2. Status Report - 20 November 2018

    feedback to the focused feedback would be interesting
  3. New Actions & Crafting

    using the quickbar more efficiently could maybe achieved with select objects that are automatically put into your hotbar when available predefine up to x hotbar configurations allow to create new/additional configurations only at workbenches to add a different gameplay element hotbar configurations can be labeled (crafting; combat; scavenging; night; gardening; rain...) hotbar configurations can be switched via inventory and takes some amount of time (emulating the reorganization process of your backpack)
  4. New Actions & Crafting

    I really like this option and what i also really liked to see for a long time would have been the option to investigate an object directly from out of my hands. Maybe at some point we can leave codes, messages or other hidden info on objects so that inspecting pays off and elevates the scavenging to a whole different level.
  5. Stamina

    It would make sense to not completely block abilities but rather have them slowed down and weaker in impact. As you stated above: high speed - high energy consumption but having low energy means you can only perform abilities in slow maybe even delayed speed. so think about slower execution of animations lower impact of abilities (heavy hit is less impactful) maybe even : slight artifical lag (total exhaustion); abilities only work after hitting the button every so often etc.) do not block abilities per se due to having an artificial stamina threshold All of this seems more natural and reasonable to me compared to completely blocking abilities. This would still lead to one being able to defend themselves or use an opportunity for flight a la "lucky punch" even if all odds seem to be against one.
  6. sounds as if a game with sw like BE has to somehow have mechanisms in place to counteract the black box behavior that is BE in the context of the game. Not sure if it is actually more a white box to developer studios.
  7. Stress Test vol.31

    crouch walk/run animation swapped
  8. Facial expressions

    yeah need to warm this topic up again. the latest shown gifs/videos in their experimental update show how much these puppet faces may distract from a proper interaction with another char. it sure destroys the immertion quite a bit. Here the Feature Request in the Feedback tracker. https://dayz.com/assets/video/inventory.mp4 https://dayz.com/assets/video/gestures.mp4 https://dayz.com/assets/video/eating.mp4 https://dayz.com/assets/video/drinking.mp4 https://dayz.com/assets/video/blocks.mp4
  9. Status Report - 27 February 2018

    since you're posting here. thanks for the very interesting interview you gave recently. also thanks for implementing a football stadium in elektro and red-light district in cherno, much appreciated :P but on a very different note... i recently thought - again - about the addition of small environmental objects such as bee or wasp hives, anthills, molehills or cobwebs. all small additions that could enhance not only the general environment but also the objects to be used to add more variety in how to portray the abondenment of societies in villages and towns. just food for thought.
  10. Status Report 24 October 2017

    @Baty Alquawen any new additions going to end up on trello?
  11. Status Report - 26 September 2017

    Shirley, you can't be serious. I very much agree that it's easy to get used to and rely on it but i do not think that it is a requirement. there can be other ways i strongly believe. How about an automatically initated dynamic zoom for when you stop, stand still and stare into the distance for x seconds. This triggers your dynamic zoom mode and you can carefully watch with enhanced vision, a movement or a cooldown after y seconds (decreasing focus) and you are out, the view goes back to normal...? It makes sense to somehow reward the use of ingame objects like binos
  12. Status Report - 26 September 2017

    Man... the wait is really gruesome and i really never ever want to see a game so long in early access, but your engine has really come a long way. i am not sure if i speak for many but i think this is very relieving footage for anyone (still or again) interested in this game. Was one of the people opposed to the magnifying eye since i can think of and somewhat still are, i also expect to see some sort of soft trade-off for the people in favor of that feature to be implemented. So here a simple proposal just off the top of my head: Remove the dynamic zoom BUT use spots or dashes (in various degrees of e.g. opacitiy) to indicate moving objects in the distance which might be only revealed with the dynamic zoom feature otherwise....but might be too complicated for what it actually adds to the table. :D
  13. Exp Update 0.62.139808

    !!! can please - for the love of god - someone post pictures. is this what i think it means?!
  14. Status Report - 30 May 2017

    @Sumrak you speak in your Q&A about how shuffled interiors or more variety in interiors were an option. Has there already gone some work into that concept? It sounds to be a quite reasonable idea with (hopefully) minimized effort. I do also think about two concrete examples which were shown to us over the last years: procedural color changes and small object interaction So i guess both mechanics could also be applied to buildings and their interiors?
  15. Status Report - 30 May 2017

    interesting. so can we also expect harvesters then :P? On a different note: the overhaul has blown more then some fresh air into chernarus but what is still missing is that: https://forums.bistudio.com/forums/topic/141790-midrange-terrain-texture-replacement/ would also endorse the recent discussion about that at reddit https://www.reddit.com/r/dayz/comments/6efk3u/dayz_needs_this_midrange_terrain_texture/