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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Homemade explosives and traps

    http://dayzmod.com/forum/index.php?/topic/140611-rezzed-june-2013-developer-session/page__st__0
  2. joe_mcentire

    Official Standalone News *Classes*

    might be interesting for you http://dayzmod.com/forum/index.php?/topic/140611-rezzed-june-2013-developer-session/page__st__120#entry1384140
  3. joe_mcentire

    Rezzed - June 2013 - Developer Session

    yeah and i said i believe they could do something like perks for the ones that decide to play as medic/mechanic/etc... just look at this http://www.pcpowerpl...nded-interview/ edit: so i think i understood what dean was saying
  4. joe_mcentire

    Rezzed - June 2013 - Developer Session

    yeah i know i was just overexaggerating. my point was primarily that i doubt it would be authentic for the given scenario as i said before..that's just a fear that some things aren't maybe that easy to handle..
  5. joe_mcentire

    Rezzed - June 2013 - Developer Session

    how would you understand then the idea of "classes", what would be your interpretation? just curious...AND dean spoke just about such a thing in the past it was only a "wild and free interpretation" ;) ppl should also realize that this "skills/classes are a no-go" attitude changed completely recently. they openly consider some of this stuff. edit: http://www.reddit.com/r/dayz/comments/1gngfw/the_difference_between_skills_and_skill_trees_and/ for example
  6. joe_mcentire

    Homemade explosives and traps

    improvised grenades confirmed by Dean one hour ago (even with pics and gameplay footage)
  7. joe_mcentire

    Rezzed - June 2013 - Developer Session

    i am 100% certain that they bring in perks. That you "learn" certain moves and actions by doing a lot medical/mechanical/hunting..etc stuff... i have such a feeling...o no i just need to pass some....
  8. joe_mcentire

    Rezzed - June 2013 - Developer Session

    so what are your concerns Fraggle!? speak up!
  9. joe_mcentire

    Rezzed - June 2013 - Developer Session

    however! you realize that dean spoke of classes....everyone evolves into a class.... that medic guy, that mechanic guy, that guy no one wants to play with
  10. joe_mcentire

    Rezzed - June 2013 - Developer Session

    no i wanted to say limited engine-wise. not in quantities. Zeds are broken in the mod and they always will be....how does this work out in the SA? there is a possibility that they could stay broken. at one point dean mentioned that melee won't be great because of the engine-given limitations.
  11. joe_mcentire

    Rezzed - June 2013 - Developer Session

    however you do realize that this game wants to deliver a product to a niche. i personally love it. many features will have to prove themselves as useful however
  12. joe_mcentire

    Rezzed - June 2013 - Developer Session

    i realize that as anyone i guess. however zeds are the main focus (i hope so) at the moment. and we all know that the arma engine had very tight restrictions when it came to them and their behaviour. i just fear that zeds will still be limited with the overhauled engine.... and i think some do fear this..
  13. joe_mcentire

    Rezzed - June 2013 - Developer Session

    i'm sorry that i have to be that guy...zeds still seem to be on that same buggy level as before. i really really hope they have everything under control...this could make or brake it.
  14. joe_mcentire

    Rezzed - June 2013 - Developer Session

    but would this be authentic, for the given scenario... imo absolutely not
  15. joe_mcentire

    Rezzed - June 2013 - Developer Session

    scarcity 'nuff said ;)... and i guess we would first have to manage a radio station before broadcasting anything...let's just see...many things with epic potential..but yet still only potential
  16. joe_mcentire

    Rezzed - June 2013 - Developer Session

    i'm somehow torn between these subjects. on one hand it is refreshing and intersting but we just don't know if it turns out to be a useful, good feature or not. that's why they want everyone to test the alpha. they rely on our feedback. i guess some of these complex features aren't "that complicated" to implement so why not giving it a shot? purification imo is usefull as pure unplouted water could be scarce. for me the complex diet is far too much. counting calories, too much cans of coke turn out to be a problem...yes ok it is realistic, but in azombie outbreak...how authentic would this be?? you would rather starve than die of massive obesity...
  17. joe_mcentire

    Rezzed - June 2013 - Developer Session

    wut?! classes?!
  18. joe_mcentire

    Rezzed - June 2013 - Developer Session

    yeah...cool...will zeds be attracted to noise?....how many weapons will there be?.... hhhhh....
  19. joe_mcentire

    Rezzed - June 2013 - Developer Session

    the most experimental game ever! i love it
  20. joe_mcentire

    Rezzed - June 2013 - Developer Session

    ok i'm officially extremely excited again (i hope the zeds will really work well.) i'm pretty pleased with the vicinity in the ui...you have to be pretty close to items did you guys realize we can hold literally any item in our hands in the future!?
  21. joe_mcentire

    Rezzed - June 2013 - Developer Session

    i LOVE THE RADIO!!!!
  22. joe_mcentire

    Rezzed - June 2013 - Developer Session

    ushanka hat looks tight ;)
  23. joe_mcentire

    Huge Structures in DayZ SA

    HAHAHA
  24. joe_mcentire

    Allergy's and allergic to certain items

    allergies to bullets. Period!
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