Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
3157 -
Joined
-
Last visited
Everything posted by joe_mcentire
-
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
only interesting and direct-game related info: combat-logging: data-logging will be the key. the current spawn-penalty system is just the first step in this direction. more advanced system than sitting down for 30sec may be possible but at the current situation due to glitchiness of zeds it may be unfair. seasons: prototypes done but for arma basically. not impossible, but they can't just take on everything for the next 12 months. diseases: done. "just" not turned on. main issue: server-performance, so they don't strain things, rather get loot respawns working. quite a lot of stuff is in fact already done. server-performance still holds them back. :) VR: VR is still a problem, a bunch of issues. not before they lay hands on client performance. -
Rolling Update Rev - 0.43.116251
joe_mcentire replied to Hicks_206 (DayZ)'s topic in News & Announcements
related to Zeds and how we could approach a more authentic way for them to behave. basically trying to define zeds for the game, (bare in mind, it's quite old) What is „The Infection“? a definition (-approach) -
roadmap revealed. and now the certainty: community input made it into the game. yet again!
-
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
so far: animals and zeds got "outsourced". so i think there was a point where they decided to let fresh minds and different approaches trying to achieve a plausible and functioning ai. base building without instanced underground bases. the roadmap however looks sure very promising. -
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
so i just got reminded that in the mod you were able to gather fire-wood only when being on a forest-ground. so i guess the basics would be already in place for that feature.hm interesting -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
when did that happen? so there was one yesterday and now again? -
Rolling Update Rev - 0.43.116251
joe_mcentire replied to Hicks_206 (DayZ)'s topic in News & Announcements
correct. however we shouldn't focus to much on lore imo (even lore may be changed over the course of development ). i love how interaction with the dead in Dead Rising 3 feels. hundreds of hundreds zeds in just one place all just slowly tumbling and shambling. i could also think about several stages of The Disease. where in the first zeds behave more like the ones in 28 days later and in the last where they do behave as in the walking dead or other zombie games -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
nice to see that devs can set incentives to bring as back all the time ;) -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
Don't you see the problem there ;) so basically he could build up hype with being too generous in his slideshow and his team could be like "but this differs to our real roadmap" Of course all just hypothetical :) Edit: The "real" roadmap would also show the sophisticated skill system of course. -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
my 2 cents: the overall presentation was quite pleasing to me. there was some remarkable progress announced (64bit usage server side or the animal/zed pathfinding and ai in the slovakian branch). the only thing slightly bothering me is with what he said in the very beginning; that the roadmap as presented to the audience is basicaly not really in coordination with his team. I know now that he has surely a very precise and good overview over the project however it is worrisome at least. However i'd classify that as a rookie mistake communication-wise (still, Dean? STILL?) So i personally would take the whole roadmap more or less a bit with pinch of salt, but that's just me. That all said. Purely based on the roadmap this game is set to become an amazing experience although i'd have to say that i still think some goals are just not necessary (farming, taming of animals, horses etc...) -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
the slide with the snow is missing apparently. (basically weather affecting weapons and player) also q4/qx is missing entirely in the slide show. no mentions about drugs this time.. what's important: almost def. NO to instanced underground bases (jumping to conclusions) -
Rolling Update Rev - 0.43.116251
joe_mcentire replied to Hicks_206 (DayZ)'s topic in News & Announcements
Well hello ;) Would you kindly consider to have a look at these then: http://www.reddit.com/r/dayz/comments/21ix06/are_you_going_to_rezzed_would_you_like_to_have/ Ty -
How do you get out of the super slow walk?
joe_mcentire replied to crazyandlazy's topic in General Discussion
same as with alt ;) -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
REDDIT Are you going to Rezzed? Would you like to have your question answered? Post here! -
nice idea. kudos i would call things like these "small-sized end-game content" ;). also like maybe being able to find playing cards or different chernarussian coins etc.
-
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
interesting thanks! -
DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
joe_mcentire replied to SmashT's topic in General Discussion
friday 1pm gmt... but i guess i don't necessarily need to see it live ;) holy .... is this going to be a DayZ-Fest? -
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
hej although i may agree with you in a sense where i would like to see "total reality" come true in a game i'd however suggest that some things can or even need to be altered and/or simplified to actually fit into it; to recite Dean Hall: "authenticity before realism!" (for example regarding your objections about the glass shards or the bugs, which is perfectly fine reasoning however ..you know for the sake of being a game.... ) Even more i'd like to point out these statements: you see what i am driving at? My imagination was that the idea may have a purpose later down the line, when there will be (hopefully) far more features, more content and simply more possibilities for gameplay (yes even cultivating and harvesting, melee takedowns, makeshift camo....) The examples are what they are: examples, not more not less. they may be not the best, i admit, however i thought they were good enough to convey the main idea that describes the "least common denominator" of all these examples. your post however proved me wrong ;) nevertheless thanks for your opinion and your fair and polemic-free arguments, well appreciated in these times. -
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
i have no idea whatsoever, what that could possibly mean to the server.. however i guess you could make lut for certain objects/textures/surfaces and if you (very much like as with the berry bushes) just press F (or any other key for that matter) or use the action menu - however i think the prior one would be the most practicable - you would end up with a "fetch" (wildly throwing words around) to start a very very basic rng that just says Yes/No and further: get object A or B or C or D... (according to the related LUT). -
Why are there pants everywhere and almost no food to be found?
joe_mcentire replied to Irish.'s topic in General Discussion
easy explanation: many ppl spawn however as loot doesn't respawn everything is pretty empty as long as it wouldn't restart. -
locations of Chernarus - where does it need tweaks, additions or overhauls?
joe_mcentire posted a topic in General Discussion
I've been to the location NE of Lopatino recently and noticed this weird scenery: a train station with a huge courtyard, kiosks, benches and some trees. on the opposite the bureau building (or referred to as "school" sometimes). behind this building a huge parking lot with garages and some buses. near this location away from the roads is then the construction site building. Noteworthy is that the train tracks start exactly here with that train station. Imo this whole location doesn't make any sense and is nothing more than cobbled together mix of buildings for the sake of having one location more to visit! Maybe adding a bit more industrial buildings to this place or granting even some residental houses would be some reasonable additions. also relocating the construction site a bit near a or next to an existing road. OR even think of granting Lopatino its own train sidings and getting rid of the NE location entirely, as it is not that far away from the location anyway. to me it doesn't make sense why, if the settlement has existed already before the tracks it didn't get is own siding and also if vice versa, why would ppl settle to the location of now existing Lopatino if they had direct train access in the NE location? There isn't even any other settlement in its proximity not north, not east only Lopatino. so why? why would there be a train station and that whole location? but maybe i am thinking far too much about this game.... i am just a "environmental-authenticity-nazi" however: do you have such a perfect nonsensical example of an existing location? let's talk about it. tl;dr: NE location of Lopatino doesn't make sense and is a prime-example of unauthentic places, only exisiting for the sake of having many loot locations. i would like to gather the best of the worst and try to give reasonable invasive ideas later on to change them for the better. -
locations of Chernarus - where does it need tweaks, additions or overhauls?
joe_mcentire replied to joe_mcentire's topic in General Discussion
COULD only COULD make sense....god dammit! guess i need to delete this thread now! ;) -
locations of Chernarus - where does it need tweaks, additions or overhauls?
joe_mcentire replied to joe_mcentire's topic in General Discussion
nevertheless the place looks like a mess imo. i can see way up north seems to be a new location in the future but most likely also with its own sidings and train station, just from the looks of the patterns. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
joe_mcentire replied to alexeistukov's topic in Suggestions
my patriotic input: well would make sense. austrian army uses (not necessarily the a3) these and sends UN-troops on a regular basis all around into conflict areas. also many/some special forces all around the globe use these for the obvious reasons. so would make some sense to see them also in cherno ;) -
Dead player's bodies can get back up as zeds
joe_mcentire replied to Tricky_Vic's topic in Suggestions
many problems come with this. due to the huge personalization abilities of players each resurrected zed may cause a ton of traffic and later lag. it's just too much server load. my idea could be: create just 2 or 3 different "survivor-skins" and there you go. so you basically only just add that number of new skinned zeds. problem solved. not the realistic nor authentic approach but a practicable way (beware the zed of your corps only looks like a former survivor not necessarily the way you were once dressed)