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Everything posted by joe_mcentire
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[SA] Suggestion: NPC Trading Posts
joe_mcentire replied to Thom Curry's topic in DayZ Mod Suggestions
short and simple: wait for mods! npc won't be in SA -
how about: a submarine base and it would fit perfectly!
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Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
so tell us the latest news then! -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
how about: a paved main square in the centre around the statue, maybe some small kiosks and a fountain, framed with old lanterns and some small hedges (from what i've seen they are on a good way, but especially a post-soviet city must have a huge pompous main square!) a little "lively" promenade along the harbour leading a little outside, with small bars/restaurants/sores etc.. give the city a face! i really hope they don't focus too much on the "quantity" aspect of new content -
regarding Cherno
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E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
hmm you are right...it seemed so big in this vid ...maybe because of the plane...nevertheless cherno could need some more buildings in its center. i like the new surrounding suburbs, but it somehow doesn't make so much sense that the city has so much empty spaces and outside there are the huge apartement-complexes. i guess this calls for a revive Cherno suggestion -
so did you see the new structures from here: cherno got for example that huge building (in fact its the same hotel, i thought it was a newer bigger one) with a crashed airplane
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E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
i really like the new structures in cherno but some seem yet completely out of place somehow... the building with the crashed plain for example -
All about DayZ Standalone in one Thread! Pics,Vids and posts.
joe_mcentire replied to Aporis's topic in DayZ Mod General Discussion
holy...why do i believe that many dayz gamers could actually be like them... -
i hurt my butt once...it was a bike-freak-accident
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Russian Community Consolidated Suggestions - A huge presentation for Rocket.
joe_mcentire replied to DZR_Mikhail's topic in Suggestions
haha i could imagine ppl dying all the time and have no f*** clue what is going on with their bodies... :D -
can we expect something like a minigame, something like this: ?!!
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well...so how huge do you want your treehouses then :huh: ?! ;) edit: but tbh i think "just" to climb on a tree would be much!
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wll hello i want to introduce to you my suggestion: The Mothman! Rocket add mothman and sasquatch costumes to the game....i want to go on a legendary hunt!
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what if soviets took and hid the Amber Room somewhere in Chernarus
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in combination with the grand manor absolutely!
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Russian Community Consolidated Suggestions - A huge presentation for Rocket.
joe_mcentire replied to DZR_Mikhail's topic in Suggestions
i really like the advanced human body idea...but man this goes far too wide imho...there would be soo many dependencies, i guess it would end up in a major fuckup and endless bug-fixing! -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
so any news Mr. Scubaman Sir on new models and objects? edit: very nice explanation what the main difference between DayZ Mod and DayZ is: yeah of course from...http://www.reddit.com/r/dayz/comments/1gpotz/sometimes_people_forget_all_the_amazing/ -
well i know it's old but hej... what do you guys think of that? one fine grand manor on a little island in the middle of a lake
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THIS! is my only concern! There must be a way to prevent this.. mehh...really?! i don't know..
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how about: camomille, stinging nettle, honey
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my idea would be the following.... If you leave your tent unattended for too long it should start to "fall apart". Irl this would most likely happen if there were wild animals around.
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On game design, "progression through equipment", and a system of micro-skills
joe_mcentire replied to GodOfGrain's topic in DayZ Mod Suggestions
so i had this new maybe evolutionary idea: provided we have a bundle of subtle micro-skills a weight and stamina system the new overhauled health system which depends on several factors (maybe even something like , focus, concentration or fatigue to reflect the state of mind) A completely new and different approach would be to condition the progress of these skills on your health status, your level of focus and your stamina. Low stamina/wounds/infections/fever which means... ...the level of exhaustion increases slowly which means... ...the focus decreases even slower The idea could be to build dependencies between the skills of your choice and the points above. Some skills clearly depend more on health as on focus solely. Mental work will always be affected more directly by focus, physical labor more by health or fatigue. (in the end they are all bound together over multipliers) What's the use? To effectively improve one's skills one has to prepare himself to be at least healthy, not exhausted too much and/or has a high level of focus depending on the skills he wants to improve. -
On game design, "progression through equipment", and a system of micro-skills
joe_mcentire replied to GodOfGrain's topic in DayZ Mod Suggestions
All in all the advanced skills seem to be a tick too gamey for me. i would say yes but this is dayz so i hav my doubts... -
On game design, "progression through equipment", and a system of micro-skills
joe_mcentire replied to GodOfGrain's topic in DayZ Mod Suggestions
news for this topic http://dayzmod.com/forum/index.php?/topic/139555-e3-expo-june-2013-interviews-and-gameplay/page__st__780#entry1378099