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Everything posted by joe_mcentire
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add tunnel vision and "the black dots" that pop up more and more in your vision when passing out.
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inspect objects to perceive their quantity - subitizing of objects
joe_mcentire replied to joe_mcentire's topic in Suggestions
ot: speaking of quality - bananas marked as "rotten", well irl i basically eat them in these condition ALL the time. just because they are a bit brown... however: the idea is imo pretty simple and i think the implementation as well. would give more meaning to the "inspect" feature and you could also expand on the "inspect" feature as well: find certain immediately hidden infos by using "inspect" like the true amount of items you have.. -
really?! now i know why soe presented their game with "hej, we have 1000 players, fire and cars!" edit: the wall exploit is indeed a thing that needs to addressed asap :/
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i heard two guys even had to act as a horse for motion capture
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How do you think DayZ Standalone is going?
joe_mcentire replied to Zedertone's topic in General Discussion
i think they are not that slow when it comes to content. from what i've learned they already have much set in place however there is something that keeps all of that holding back: performance issues. they simply can't implement all their goods because they are still stuck in the server-client architecture thing. and this is something that needs work time testing and work and time. it's a bit bitter for us and of course unnerving but that's what they need to do, cause no-one before tried to tackle such an undertaking. maybe they should have waited again 6 months to go open-alpha and let just a smaller group test a closed alpha build to stress the evolving architecture. -
?
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to put it simple: quality over quantity. i don't want to see 10 more generic villages with the same old buildings. leave the map the size it has right now, but focus on overhauling and finetuning. add more sceneric places, more unique locations and simply more to see and experience. simply quality over quantity
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What are your biggest concerns and fears regarding the near/far future of the game?
joe_mcentire replied to joe_mcentire's topic in General Discussion
? a necro? it's not even a month since the last post :huh: -
Could polarisation of the community be hurting development of the game?
joe_mcentire replied to tenshu's topic in General Discussion
you're welcome to post all your inner fears: http://forums.dayzgame.com/index.php?/topic/170818-what-are-your-biggest-concerns-and-fears-regarding-the-nearfar-future-of-the-game/ -
What are your biggest concerns and fears regarding the near/far future of the game?
joe_mcentire replied to joe_mcentire's topic in General Discussion
my biggest fear up to date: buildings and polygons. Does RV engine support "two sided" meshes? i don't think that solving the glitch to see through buildings is so easy to get rid of without drastically changing every single object (changing meshes, creating "double-textured walls" -> massive performance hit!). simply changing hitboxes? woudln't that imply even much much more "clunkier" gameplay in buildings creating dramatic issues in "bottlenecks" namely doorways? is this an issue which is totally overlooked or downplayed? edit: something very interesting the user mocmocmoc81posted: It is not that the walls are thin layers. It is because RV engine do not support 2 sided meshes (double sided poly with textures), so no matter how thick the mesh for the wall, as long as your head/camera glitches inside even by an inch, you can see through the whole damn thing like a 2 way mirror. (in response to u/Nihilisst) 2 sided texture do not mean you load textures twice, but that the texture is flipped. Also, when texture is already loaded into vram, displaying them does not add to the workload no matter how many times they are rendered. So why did RV not support 2sided meshes? no one knows. The only real solution to this is to widen the collision LOD but that would give you a very weird bubble effect ergo every buildings will need to be enlarged, eg, doorways, hallways, ladders, etc.. This means every building will look much bigger and weird, not to mention every buildings need to be reworked. so in conclusion, there is no viable fix. -
inspect objects to perceive their quantity - subitizing of objects
joe_mcentire replied to joe_mcentire's topic in Suggestions
mainly: giving more depth to the scavenging and surviving aspect. Although it's just a minor suggestion it would help guiding into that direction. The effort would be most likely very very low as well. -
inspect objects to perceive their quantity - subitizing of objects
joe_mcentire replied to joe_mcentire's topic in Suggestions
"Wow what an original and unique suggestion!", L. B. Donovan "That's kinda cool!", A. Calvin "I couldn't give two more shits", some dude -
but how about...a tramway route ;) with remises at both ends. you could then establish a base at remise A and one at remise B and could always travel between these two by tram ;)
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god so much potential
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best super-hero movie i've ever seen
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primarily you can help by opting into experimental (steam-> game settings-> something something beta-> opt in experimental) experimental as the name implies are new and more or less very unstable (experimental) changes to the game. only if experimental versions turn out to be stable enough (after we've tested them in experimental branches) they also the go to stable branches (for the masses)
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select boxes! this needs to be addressed. they need to be far more intuitive.
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As i mention in the title, there are certain situations where you get surprised by a zed or an other player and it would be the best option to just push the opponent down, just to give you that much time to have a fair chance to get away from the scene. On the other hand would it be equally nice to be able to dodge/block attacks in the same situations. There simply needs to be an option to help you in a typical close encounter fight-or-flight situation besides basic punching and generic "who can draw his gun faster?" scenarios imo. Anything like pushing, pulling, kicking etc. So i wonder is there a certain chance to see more such "swift reactive actions" for Melee somewhere in the future? Is it for at least for DayZ 1.0 too far fetched? What do you mean? How about syncing such animations between two players?
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Can we expect more Options in Melee?
joe_mcentire replied to joe_mcentire's topic in General Discussion
totally forgot about that :o! absolutely thing is, surely we can't expect a completely new melee system far different from the existing one. you could post some demonstrative vids i guess? just to show you quickly what i mean, the interaction in dying light with zeds in close combat situations: -
oh c'mon...
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that's why i don't travel much
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
considering the recent lack of things to do, engine inherent bugs and glitches and almost no PVE aspects ingame i guess i couldn't care less whether there are two or 20 guns more ingame. clearly low priority imo -
and then there are people with an overall polemic attitude.
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can't wait until we get basements into this game....
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i just realized something: Dean just mentioned over the weekend on Rezzed to that they'd want to implement some stealth elements to the game (at least showing intentions). But which purpose would it have to be only useable on Hardcore/1PP servers and against zeds/nature respectively then? I personally figure that stealth would be vital in a surivial scenario like in DayZ however 3PP inhibits a "true" sneaky/stealthy approach to enemies in PVP situations. So how could there be reasonable stealth gameplay possible also PVP on 3PP servers? Or are stealth mechanics therefore not worth any effort later down the line? At least here would emerge quite a problem.