Jump to content

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

joe_mcentire

Members
  • Content Count

    3157
  • Joined

  • Last visited

Everything posted by joe_mcentire

  1. joe_mcentire

    Dynamic events locations

    Smoss, i'll take "dynamic events" for $800
  2. joe_mcentire

    Status Report - 27 May 15

    can anyone of you pick up a tent? (black 3 person camping tent) i surely can't. will create a bug report if necesary
  3. joe_mcentire

    Vision nerfed yet again?!

    it is often a necessity to get opinions and views from outside "one's own isolated bubble". you could also call it organizational blindness in some way. some ideas may make perfect sense in the dev's pov but maybe prove to make a lot less sense in a wider/different pov. hence experimental. it is important that people like Gews make qualitatively valuable threads like this one while at least trying to keep out polemics. Devs then see and acknowledge concerns from these different pov's. ...i hope so at least.
  4. joe_mcentire

    Vision nerfed yet again?!

    i think this is a prime example where you have to draw a line between reality and authenticity. - Is it realistic to zoom in? NO. - But does a computer screen with given resolution and diverse post-processing effects going on realistically represent the human eye: also NO. Hence, the best middle ground is a subtle feature to provide an authentic approach to this issue, as Brian mentioned before. the only option which comes in my mind: higher resolution, more details. But of course that's a completely nonsensical alternative for obvious reasons. What many also fail to see (again for the sake of authenticity), given the parts sitting in your rig some can see much much farther, with more details available than others with less means, leading to a disadvantage for ppl with weaker rigs. The RMB zoom can actually make up for this distinct imbalance, at least in many scenarios. I think a "slight" zooming option therefore is, gaming-wise, an absolute reasonable if not necessary decision imo. edit: or maybe "just" a high-pass filter: only problems here: - what's the trade-off of using such a filter in comparison to rendering the picture via zoom? - the sharper/ harder the contours the more you feel like trippin' :D
  5. joe_mcentire

    Status Report - 27 May 15

    i think this is a perfect while little example what people wpuld die for to see in reports you fixed the fov exploit!?! you magnificent bastards..how come no one ever mentioned this :D?
  6. joe_mcentire

    Status Report - 27 May 15

    will there be an update regarding your roadmap eventually. i think the broader community would very much appreciate it. it doesn't matter if you are behind or ahead of some goals, people most of the time just want to hear acknowledgement in any form. just wanted to throw this out. good luck for the upcoming months!
  7. there are many, if not exclusively videos showing the regular looting process in the following fashion: enter areaopen inventory and watch the vicinity windowrun and pick up what you can findleave inventoryturn around and start to run into a different directionopen inventory....This is especially true when loot is outside of buildings or in the absence of daylight. Everyone does it and although i really do not like this aspect of the game i'd have to admit that i use it too, quite regularly even. Mostly due to the (current) clunkiness and somewhat crude mechanic but also because it's efficient and no object remains hidden. But does this aspect of the game not contradict the dev's aspired game experience? looting and scavenging is - and for a survival game - should be one of the core features and experiences. Doesn't this take away a good chunk of the experience? finding a battery or three bullets in the midst of a forest floor, in the brush, in the fields? how high are the chances to find something in these scenarios via option A and option B? I would like to see your opinions and maybe even suggestions. Are there better ways to strike a better balance between the two currently implemented ways of looting? Where to draw the line between authentic/realistic? What would be implications and conditions? i am quite curious to hear your opinions.
  8. i agree with the sentiment that this might inhibit the "housekeeping" aspect of your inventory, but i also think it's a minor issue tbh. Yes, you won't be able to drag the item precisely into the slot where you want it to go, but what hinders you to open the inventory afterwards. I think this offers a rather good trade-off. holding a button at least implies an act of scavenging. We could also go as far - as someone mentioned above - as autoclosing the menu upon the slightest movement. Or why not use the cursor and 1xbuttonclick -> auto-place in inventory, 2xbuttonclick open vw+inventory window? there might be plenty simple solutions. again imo, and maybe i am in a clear minority here, scavenging and everything revolving around such mechanics are core pillars in a survival game and thus, it shall be treated as such.
  9. yes but you would actually start to loot again: look around, check surroundings more thoroughly, use light sources at night etc. that's the whole point. looting would then again be of more value and weight. not just "gathering coins"
  10. a solid counter-argument here would be the looting of choppers: you have basically just one plane where objects might spawn (interior of chopper/outside on the ground). The actual height of the pasture should make it very hard to spot single (smaller) objects. 100% of the time people use here the vicinity window. Due to the grass being excluded from this mechanic you are basically looking at all objects lying on the ground, although you might actually see nothing at all at a first glance.
  11. but in this scenario it would perfectly work without the need of a vicinity window. do we actually need the vicinity window everytime we open the inventory? i guess no. a contextualized menu might make sense here. inventory + vw when acting with characters/containers, else inventory only.
  12. i think this would be a pretty solid first step into a good direction. It's a bit tedious honestly that we have to bring "clunkiness" in as a deciding factor, but as the game is still in alpha while in need to provide some playability that's just how it has to work for the time being. That said, provided that the devs would be able to restrict awkward loot placement in the future i could very well foresee looting and scavenging without the need of a vicinity window (vw). Maybe "ban" vws and leave it to the interaction with containers only. This could also allow a much cleaner "real" inventory interface, utilizing the whole space of your display, not only a half, getting rid of the whole tedious and confusing scrolling/mouse wheeling. You effectively don't need a source of light at night to loot whole buildings, without a vw you could still ramp up gamma but it would still be somewhat difficult to loot everything available.
  13. joe_mcentire

    Please, stop building villages everywhere

    hej hicks. any chance to get your environment team to give us a small sneak-peek of what their vision is, or what to expect in the short/mid-term for the upcoming dev-blog? cheers
  14. joe_mcentire

    Status Report - 22 Apr 15

    thanks for the refreshing read. i think we all need that reality-check from time to time again to get a sense of perspective regarding this whole project, how it started and what the ultimate goals are. i would like to take the chance to ask some questions nevertheless: vehicles: how can one understand how - from concept to implemented vehicle - the procedure works? why wouldn't it be possible to release for example a vehicle with very "barebone" interior details etc. e.g. and work on these then further on while the vehicle is already in experimental? would there be other (too many) constraints? weapons: you currently work on many guns and attachments to guns atm. what i somehow miss in this _survival_ scenario are those everyday objects and more makeshift weapons! is this just a coincidence that you work on so many firearms atm and what can we expect regarding makeshift weapons and objects i wouldn't hesitate to use in self-defense. environment: you speak of "we're continuing work on new building interiors. " Where i live, smaller communities and villages don't necessarily have their own buildings for police forces or post offices. they use mere chambers in existing buildings. I think it would be reasonable to have the one or other police chamber (or post office or doctor's office) with a sign outside in one of the preexisiting row houses instead of these alien-like overdesigned police buildings. if interiors are an ongoing thing this might be worth of consideration. also regarding environment: are interiors planned to be static objects beyond version 1.0? can interiors be potentially "randomized"?
  15. joe_mcentire

    Status Report - 14 Apr 15

    i wonder if we are going to hear a faint children's laughter in these school objects...
  16. joe_mcentire

    0.54 Issues

    still? what do you play currently? stable or exp?
  17. joe_mcentire

    0.54 Issues

    "We have checked this thoroughly and unfortunately we could not reproduce the issue, this was most likely caused by the various desync issues we are aware of and working on fixing them." From my experience, desync issues are far more "arbitrary" and coincidental, or related to higher ping (at least were in the past). However this bug is currently happening accross all "platforms": on exp. and stable, no matter which server, no matter how high or low the ping, this is currently (on my end) a 100% deterministic, reproducible bug and it's happening every time(!). "just" desync, i really don't know, it just doesn't look to me like that...
  18. joe_mcentire

    0.54 Issues

    also this one is quite obvious atm: 0022530: consuming food/drinks directly from vicinity window is bugged you can't consume anything while with something in your hands. the item in your hands gets deselected, but the consumable only shortly appears in your hands and then transitions back to the vicinity window. also 0022532: loot is underneath the floor of the elongated green building occasionally you can find loot next to the stove and in the back of the room at the chair. problem is, it's only visible via vicinity window and can't be seen directly ingame. (small green building)
  19. joe_mcentire

    0.54 Issues

    the report explains it. deleted whole content of my appdata-DayZ folder, tried to verify game integrity...up to now to no avail
  20. joe_mcentire

    0.54 Issues

    i have a new blocker right now: 0022505: constant BE update - game restarts every time i try to join a server
  21. joe_mcentire

    Cheaters

    without any more context, but isn't this supposed to be a feature? ...to be able to shoot through walls?
  22. As it stands, objects can be damaged, totally destroyed or even repaired and fixed. You can use all sorts of objects to hurt others: zeds, animals and players alike. The one thing all these features have in common? They are attached to the player! Yes, items degrade and can be damaged... ...in your/someone's inventory Yes, you can hurt others with objects... ...when they are in your hands But what about the effects of objects, detached from us players? No, items can't be damaged... ...outside of anyone's inventory No, you can't hurt others with objects... ...when they aren't in your hands (bullets excluded ;) ) So what's the point? Examples: - How about destroying a rifle by running it over? - How about ruining a pile of clothes by throwing a flare on them? - How about kocking someone out by throwing a rock against his/her head? You surely get the idea. Effects detached (or at least not directly attached to) from us players. So my quite humble question: Are there plans to "detach" these object-effects from the characters, are there plans, or is it just a net-traffic overkill? Cheers
  23. "in design" as on the roadmap`or in the mod?
  24. joe_mcentire

    Some ideas for swamps

    what boggles my mind a bit is that the swamps are actually more puddles than anything else. they are ankle-deep at most... sorry for the necromancy...but i think it's still a topic to talk about. Sure it looks somewhat nice but i feel that there could have been far more to it, same with the Plattenbau settlements
×