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Everything posted by joe_mcentire
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Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
so what are your concerns Fraggle!? speak up! -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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 -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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. -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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 -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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.. -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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. -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
but would this be authentic, for the given scenario... imo absolutely not -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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 -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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... -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
wut?! classes?! -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
yeah...cool...will zeds be attracted to noise?....how many weapons will there be?.... hhhhh.... -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
the most experimental game ever! i love it -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
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!? -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
i LOVE THE RADIO!!!! -
Rezzed - June 2013 - Developer Session
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
ushanka hat looks tight ;) -
HAHAHA
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Allergy's and allergic to certain items
joe_mcentire replied to irock32's topic in DayZ Mod Suggestions
allergies to bullets. Period! -
[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