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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Rolling Update Rev. 0.30.113953

    ooooOOOpps! edit: don't know how to respond to posts like these in a different manner
  2. joe_mcentire

    Rolling Update Rev. 0.30.113953

    most don't know this The L is for LOVE
  3. joe_mcentire

    2 Small Suggestions

    well hallo. nice suggestions tho. welcome to the forums. #1 would be really nice. but imho there are other anims to do at first. to #2 this is actually a very reasonable idea and i think i haven't read about such an "obvious" idea before.
  4. The recently broadcasted dev-blog footage of the Standalone showed us some nice insights and some innovations. One of them was a swamp-area, which i was really eager to see in the SA. I would like this thread to become a pool of ideas and (complementary) suggestions and further to may serve the devs as some sort of brainstorming focused on this swamp-topic. So... POST THIS: "usability" (places to hide loot e.g.) functionality (in terms of health/infection systems, special loot ...) graphical/object implementations (dead trees, dragonflies, mists...) (toads etc.)... ... AND MAYBE THIS: Negative criticism is always very valuable, but please try to argue and bring up solutions Three things left to say:Why not represent your ideas with links to expressive pics or other media!? Everyone suggesting a Skunk Ape gets beanz! (edited) I highly recommend to watch the National Geographic Series "Wild Russia", just fyi I would suggest to have another look at the video from this very moment.. maybe i try to do a summary afterwards right here: [summary] [/summary] All information is subject to change.
  5. joe_mcentire

    Help enriching the swamp experience!

    it's quite old i know, however something i have noticed so far: are swamps supposed to be just ankle-deep?! please change that immediately. this is just.... and Dean mentioned it's his new favorite place to be. tssss...
  6. Now and then there are new threads concerning infections in general, „The Infection“, Zeds and their overall behaviour and how everything coheres. It is always interesting to see how ppl fight over logic-issues on what a zombie should be capable of, what its natural behaviour should look like, how „The Infection“ has to affect living creatures etc.. There were some determining factors set by Dean and his devs: Zeds are not dead; they were infected by a virus (or bacteria?): „The Infection“Players are immune to „The Infection“ as well as animalsZeds have no inhuman powers (as they are still slowly dying humans?)But still some questions remain unanswered: 1. Why do some hop, why do some crawl instead to run? 2. Why can’t they interact with objects in their environment (besides climbing ladders, opening doors, swimming) 3. Why do they get attracted by fireplaces and noise? 4. Why do they investigate thrown objects? 5. Why do they kill none-infected and not also each other, or at least animals? 6. Do Zeds kill because of a destructive urge or do they kill due to survival instincts? 7. Do Zeds seem to die from this deadly disease? Do you think some changes would be useful or even necessary? Do you think some implementations should be reconsidered again? My idea is simply to create a solid and somewhat reasonable background-story to „The Infection“ and how it behaves and how it affects living creatures. (if there were some virologists/bacteriologists/meds..that’d be great) edit: Furthermore there should be some kind of conistency in terms of behaviour and appearance edit: Maybe we can compile suggestions here and work them through
  7. joe_mcentire

    HAHAHAHA Oh geez, look who's playing:

    on topic: he seems to wear fancy hats and likes pink quite a bit, quite unsettling imo.
  8. joe_mcentire

    Is it just going to be these 4 guns?

    i mean...are you serious?
  9. joe_mcentire

    a new suggestions.

    just write in spanish and ask the communtiy to help you translate it in english :) and use a proper title! important!
  10. joe_mcentire

    Zoombies

    a zed fisting a zed
  11. joe_mcentire

    use containers for "passive" loot

    sparkling wine only spawns in town halls.
  12. joe_mcentire

    use containers for "passive" loot

    yeah you are right. Fallout did it that way. i really would like to see that combination of both, how it is now and with the containers. i would even like to see some loot in those already slightly opend cabinets. you would need to take a thorough look.
  13. joe_mcentire

    serious disappointement

    guys calm down a bit. no need for such a fuss in here. @OP i welcome your initial approach of open critique without using obvious or subtle provocations (not that common) ..and i wouldn't sign that. char progression might very very likely be in that game at one point.
  14. joe_mcentire

    OIffline Mode...

    after all the server-client architecture things going on, would a SP be just like that even possible??
  15. joe_mcentire

    Unfinished cities and buildings.\ Furniture interaction.

    there is one thing standing inevitably in our way: how much can the server handle? the more items, zeds, furniture etc. the worse... so be ready for trade-offs cause they will happen. this is an MMO and not a single player game, keep that in mind.
  16. joe_mcentire

    Why is the world of dayz so static ?

    never never ever compare MMOs to single player games, it simply is rubbish to do so. like comparing a family-van to a porsche and arguing "but why is this car then much faster?"... different design, different purposes.
  17. joe_mcentire

    serious disappointement

    unfortunately by reading these lines i can see you've wasted (so far) your money and are at the same time to no use for BI to enhance/help to fix the game or give any feedback at all. really step back a bit and think about that way: ok this is alpha, what do I want from this game? how do I want this game to look like and feel like? play the game again and keep this things in mind. go to the bugtracker, use it! go the suggestion sub-forums, use them! Try it just once, you'll see this whole thing in a different light. edit: and another thing, this is an MMO. like any other MMO game out there you'll have to embrace the idea of serious trade-offs compared to single player games.
  18. joe_mcentire

    Locked doors

    keys are for hand-cuffs
  19. joe_mcentire

    Unreachable loot

    Leslie, don't know how to say that.....but you look like a little girl
  20. joe_mcentire

    Item accessibility

    i think the hotbar should indicate where the item is actually stored
  21. contents of damaged bottles/canteens shall decrease over time; use of duct tape may inhibit this though bind loot rate/availability to amount of active players on server. The more players on a server the more (special) loot. a "soft" way to prevent "gearing up on empty, private servers" option to "push open" certain (random) doors of shacks, may it be using only the body or by using tools (crowbar), adds noises and a new trade-off option
  22. joe_mcentire

    Scripting already rampant...

    What the Cunt Fuck?!
  23. bigger area in which you can select loot. scavenging loot outside the inventory is just a tedious inconvenience better balance between the two looting techniques. (inventory/vicinity - direct) better control over "placing loot in your vicinity" option to use already emptied cans to refill with fresh water, as long as they are in the players hands. returning the can to the inventory spills all its content.
  24. joe_mcentire

    Merry Christmas

    spread the love...and the diseases!
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