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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Status Report - 10 Dec 2015

    things to show off in a status report a "rarely" final
  2. joe_mcentire

    Status Report - 26 Nov 2015

    i also wanted to ask a more general question: i expect that all buildings could be refered to "objects" from a "class" building or maybe even different "classes" (military building, civil building etc.). However, the same type of building all over the map is existing once within the game files as blueprint or "class". I would now also expect all these static objects within these buildings (beds, tables, closets, etc.) to be part of these blueprints as well. based on that assumption: would changing the position of a table1 in class building then also change the positions of tableX in all objects buildingX ? So e.g. all front desks in all hospitals and/or hotels have a too narrow space to get behind them easily. Could this minor issue therefore be changed by just changing the position in their blueprints? sorry for all you programmers out there if that seems to be a bit of a rubbish ;) but i hope i could get across the gist of my question.
  3. joe_mcentire

    Status Report - 26 Nov 2015

    hej brian: -) what were some things you've reconsidered after getting mixed/negative community feedback? -) some time ago we got to hear the first "reworked" zombie sounds: is this going to be the general direction for how they will sound in the end? -) again, why won't you finally confirm krampus?
  4. joe_mcentire

    Status Report - 26 Nov 2015

    thanks as always :) - ) physical door support + small object interaction = barricading? - ) has adding banknotes/money ever crossed your collective mind just to see what we, the community, would end up doing with it? - ) all enterable rooms have currently broken windows: are these placeholders? if not, what's the reasoning behind their broken state? - ) you recently said the tenment buildings around cherno are here to stay. will they receive then the proper love with actual functional doors - at least at their entrances? bonus question) 5th of Dec. is Krampusnacht will or will you not confirm krampus costumes utilizing hides and horns of chernarus' wildlife?
  5. joe_mcentire

    Status Report - 26 Nov 2015

    physical door support
  6. joe_mcentire

    Status Report - 26 Nov 2015

    already mentioned on reddit: interactive environment or "small" object interaction - that's quite superb to say the least and also its implications: base-building or barricading utilizing all sorts of objects such as tables or chairs. i suppose this would also apply for player-characters or npcs: a bull running down a fence is coming to my mind e.g. aren't the additional physics applied on these small objects straining the server-performance more in some way? also an important question: will this affect loot as well?
  7. joe_mcentire

    Status Report - 12 Nov 2015

    With improvised i wouldn't also necessarily mean firearms or melee but also all sorts of traps such as punji sticks e.g. I personally always envisioned a "Makeshift everything" game with DayZ. Although it's quite far fetched and not really an honest comparison but i always admired the many aspects of the Dead Rising Franchise. Especially their sceneries and how you could always pick up basically everything from the multitude of objects around you to use for self-defense. Hopefully you will change your stance regarding this idea -when there will be more and enough time-. I really think it would make for an interesting and authentic way to rise the interest in supply and demand. Being the only supplier for coffee, cigars or flutes for example ;)
  8. joe_mcentire

    Status Report - 12 Nov 2015

    hey brian thanks again for the opportunity a ) comparing to the firearms we've seen so far, the focus on makeshift weapons/tools is rather small at the moment it seems. how is this going to be later on? what is your vision and could you give a quick estimate which ratio you'd envision between firearms and makeshift weapons. b ) any ideas for "unique" loot? if so, any chance these will be mostly regional-dependent? like...let's say...berezino cider in and around berezino only? c ) anything planned for christmas besides reaching your obvious targets? Cheers!
  9. joe_mcentire

    Status Report - 12 Nov 2015

    a HUGE Thank you to the devs! the stated ideas/features are almost a hundred percent ideas coming from the userbase embraced and incorporated by BI. thanks!
  10. joe_mcentire

    Status Report - 30 Oct 2015

    i think a certain set of perks: let's just say one or two per "mastered" skill might make a nice difference. just a few rough and not very well thought through examples: medic: perk to recognize and loot a certain herb and make use of it to make a sanitizermechanic: being able to utilize "scrap metal" and have a 20% chance to use it when repairing a vehicle instead of a minor missing parthunter: being able to loot horns or antlers from cattle/deersurvivalist: can build a waterfilter out of dirt/stones/sand/plastic bottlethe idea is to enable regional monopolies and also the perception that ONE guy in a team could really make a difference especially in critical survival situations. I am not talking about a complete perk-tree per skill, but one or maybe two perks per mastered skill. think about you being the only one to repair that vehicle although you maybe lack all the proper parts. you being the only one able to gather a source for purified fresh water for your whole team without the need to scavenge through the dangerous cities. small perks that really shouldn't make a huge impact on gameplay overall, but enough for you to really go for it and to value your life. i think an absolute NO to perks is a bit of a missed chance. hopefully you all get the idea. edit: regarding "monopolies" - the idea here was that chars can loot these items (herb, antlers etc) while everyone else cannot thus creating monopolies. this would create a real scenario for supply and demand and also a better chance for merchants. edit2: also if i were the devs i wouldn't talk about such an addition at all. i would love to see the astonishment from the playerbase finding out about these perks at different points. first only rumours...later the realization ;)
  11. joe_mcentire

    Status Report - 30 Oct 2015

    however in a competitive mmo environment this would merely lead to insta-suicides
  12. joe_mcentire

    Status Report - 30 Oct 2015

    there WON'T be perks. skills will basically interfere with percentages and numbers exclusively.
  13. joe_mcentire

    Status Report - 30 Oct 2015

    regarding the skill system, what kind of counter/anti-grind mechanics are we going to see? are they planned as well? level-caps per day/hour, fair balancing between skills (better in A means worse in B ) or something similar?
  14. joe_mcentire

    Status Report - 15 Oct 2015

    BUT... they can -at least at night- create that bit of fright and potentiall send shivers down your spine :D. the thrill and tension overall -i agree- comes from the human (non-)interaction :)
  15. joe_mcentire

    Status Report - 15 Oct 2015

    that said how's your stance on providing (some basic) tools for the community later on? edit: i think the enfusion docu response answers my question to a larger extent
  16. joe_mcentire

    Status Report - 15 Oct 2015

    regarding the apartments: please for the sake of proper barricading and base building, can we have functional doors then at some point? there a 0 functional doors per building as yet.
  17. joe_mcentire

    Status Report - 15 Oct 2015

    also a question regarding the infected: you surely know that one "famous" community made video (DayZ: The Horror) where different sounds are used to enhance a typical dayz-scenario. the one at night where the zeds come running screaming in agony. we've heard early audio-snippets some time ago (trello: new zed sounds wip - 1, 2, 3) with zeds gurgling and making more animalistic, creature-like sounds. is this the general direction you want to see atmosphere-wise? My personal opinion is that these humane sounding screams and the agony and pain they convey would make a far better impact on the overall atmosphere. beings, which, on a certain level still express - even if undeliberate or totally random - feelings. bursting into maniac laughter, screaming, yelling, hell even humming weird melodies. i think a more humane take would quadruple the fear factor :)
  18. joe_mcentire

    Status Report - 15 Oct 2015

    this was obviously an earlier wip video. one to showcase the mechanic. you're not supposed to see the finished and polished implementation here. i think that's indisputable
  19. joe_mcentire

    Status Report - 15 Oct 2015

    Q1.0: follow-up question: i was wondering if there was a possibility to have modular interiors at some point maybe even a tool so that the community would be able to lay its hands on creating different interiors for different buildings? e.g. for each community building you have let's say 2 or 3 different modules (different objects or just placement of objects) for each room. So buildings could end up looking always a tad different inside. Q1.1: to sum all that up into a basic question: are all these objects placed manually/by hand in the buildings all around the map or are the interiors inherent elements of these buildings? thanks as always!
  20. joe_mcentire

    Status Report - 15 Oct 2015

    currently we see many new guns added to the game, showcased on trello etc. but what about makeshift weapons? i get the idea that all these guns can be made basically super-rare by use of the central economy mechanic but i always figured in a world like post-apocalyptic cherno makeshift-everything would always be the standard way-of-life. are there already concepts for some tools/weapons other than the bow? also, when can we expect crimean/chernarussian sparkling wine to hit alpha? also again my former questions: question in that regard: is such loot likely in any form or way?
  21. joe_mcentire

    Status Report - 15 Oct 2015

    countries like serbia have actually both. and that was at least occupied and such. so also for chernarus that could make some sense.
  22. joe_mcentire

    Status Report - 15 Oct 2015

    also something i wanted to see getting explained, and i know it really might be interesting for me alone :D: in former days one of the many beautiful things was sitting amidst a slavic speaking, cryillic scripting world. with all your latest additions this shifted more and more to an english speaking and latin scripting one. was it on purpose or what's the basic reasoning behind that?
  23. joe_mcentire

    Status Report - 15 Oct 2015

    brian thanks so far! you were talking about i guess 3 skills your team is working on so far. any sneak peeks here :P? what did you consider when you were laying the grounds for skills/skilltrees? will skills be more like perks: you gain an ability you didn't have before or more tuning of numbers, or a proper mix of both?
  24. joe_mcentire

    Status Report - 15 Oct 2015

    implying that there was a club (e.g. Spartak/Metallurg/Dinamo Chernogorsk) that used to have called these grounds their home. therefore we would find all sorts of memorabilia as loot around cherno: kits, balls, scarfs, fanfares/horns :D reaching for the stars here obviously
  25. joe_mcentire

    Status Report - 15 Oct 2015

    i think the desaturation is a good device to show your health status, however i wouldn't use it with every small loss of health. more in the last third or fourth of your health. edit: this was a half-retarded sentence some time ago. fixed some words
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