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Everything posted by joe_mcentire
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so this song quite depicts our situation right now:
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Name Tag Stickers and Viewing People's Journals
joe_mcentire replied to bloodiedsimper's topic in DayZ Mod Suggestions
or..... this is the perfect reality vs. authenticity and how it affects immersion example. Problem and solution: Floating Names may seem totally out of place and destroy immersion completely and moreover the dev-team tries to implement as much customization options as possible to guarantee a unique appearance. However, what if you lose or change your clothes/items - the identification aspect goes down the drain right at that moment. Reality: you recognize a person by far more than his/her looks. its the whole appearance, gestures, movements and of course the obvious things like facial features and expressions, smell etc. Authenticity: So if we can't depict reality in the game by e.g. adding a whole character creator as in skyrim or sims or whatever we should try to bring the whole concept of perception and recognition of a person into the game by using the authenticity aspect. In this game, yes maybe a rather cheap but nevertheless very effective choice, would be simple name tags. Name Tags? some simple suggestions: use player-name as tagdon't show opponents attitude by using any sort of signal colorsshow tag only in "close" vicinity - arguable (close would also mean: zooming in with binoculars/weapon)trigger identification process by using a button (prevents accidental detection of maybe hidden player)trigger identification only when head is in direct line of sightrepeat whole procedure each and every time to get name tag of opponentif face is conceiled -> name tag won't pop up (the "bandit"-aspect)some of the ideas are basically the same as from the famous "perma-identity" idea -
somebody watch carefully BI headquaters. hookers and blackjack machines may be the indicator
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HOLY SHIT!!! EL DUENDE!!!
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truely amaizeing, this currynt discussion
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Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
joe_mcentire replied to DZR_Mikhail's topic in DayZ Mod Suggestions
my take on this delicate topic: -
truth is, our crops today are basically so messed up genetics-wise that they won't grow again after one harvest. they are designed for the one purpose to use the seed just once and than have to buy new ones! there was quite the debate recently in europe and this is one of these times where ppl need to stand up and say enough is enough...but that's a different story....but just think about it: we fuck our food up just for the sake of money money....ah just fuck it...
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c'mon ... that would break your immersion? we need to draw a line somewhere don't you think?
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communication! communication is the A and O as in a good relationship
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DayZ Developer Blog 7th September 2013
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
problem: why would you protect someone (act as a guard)? for the sake of creating a cool story?? how would you reward someone? -
why not earlier!!!?? poppies IVAN! sunflowers!!
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Today is a sad day for me
joe_mcentire replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
man up play lego batman! -
Limited Climbing Ability(as average people can do)
joe_mcentire replied to imightbewrong's topic in DayZ Mod Suggestions
i guess climbing needs also the "proper" map -
don't know "hurrr" "durrr" and "hurrdurr" kinda remind me of my local kebap shops
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you clearly mean a gutenberg!
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DayZ Developer Blog 7th September 2013
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
have fun y'all: Ivan Buchta answers some neat questions regarding map design and the Chernarussian map in general (Part I, Part II will follow in the upcoming days): http://www.reddit.com/r/DayZBulletin/comments/1omw9j/as_promised_an_interview_with_ivan_buchta_and_his/ edited* -
now this shall calm you down a bit: http://www.youtube.com/watch?v=4wvpdBnfiZo&feature=share&list=RD02w9xrmThlsOA
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Player decisions: Unlocking new Content
joe_mcentire replied to joe_mcentire's topic in DayZ Mod Suggestions
i guess you could tweak several tiny conditions to prevent e.g. camping. what i ask myself is, how likely it would be to create such "randomly distributed" sceneries, i.e. different little sub-locations (a barn, a shack, a construction site, a ruin, camps, checkpoints etc.) that would spawn with every server-restart in a different location. of course this could create other problems (switching-servers) -
how can you really tell from the Polana pic which ones are better?! that's humbug!
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tbh. this place obviously seems to suck nowadays...unfortunately :/
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downfall of Rationality
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nope don't think so. things which are bold have been confirmed at some point by Dean and/or his Mini...Mates
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in case you haven't heard or seen: a list of many suggested and even confirmed stuff or at least mentioned in a positive way by Rocket&Co: http://www.reddit.com/r/dayz/comments/1i5xz3/confirmations_of_suggestions_12_july_13/
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THANK YOU! again: http://www.youtube.c...h?v=aPrtFxd9u9Y ;)