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Everything posted by joe_mcentire
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E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
has anyone read his tweets so far ;) -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
your first fanboi response ;): please check it out: http://dayzmod.com/f...80#entry1364701 it should give you some reasonable answers to your fears. is just provocative, i admit only slightly but it is. it implies that your point is the only truth and every counterargument is invalid, because just the fanboiiiizzz goin' nutZZz edit: ther is a major flaw in your argument regarding the "take down". it wasn't implemented by accident. The idea is to adapt your gameplay to the circumstances. if you cannot run through a horde of zeds now...maybe try better to avoid them. dean and the devs implemented this for a reason. everyone wanted dangerous zeds and they delivered. -
Holding a key to raise weapon? Your thoughts
joe_mcentire replied to Clumzy (DayZ)'s topic in DayZ Mod Suggestions
how about melee weapons? -
The SA allows now gamers to interrupt their movements any given time. On one hand this allows far more responsive and authentic gameplay on the other hand transitions between movements and especially when interrupted now feel odd. How do you think you can tackle these problems? Also are you going to try getting away from the current twitchiness/instant movements (as seen on E3) more to accelerating "weighted" movements? what can we expect? or are you going to be modest about such plans?
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E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
maybe i will formulate a question how they try to do the transitions between movements. -
1) they try to implement it, although dean doesn't understand why we want it 2) different in terms of different stages of disease yes. in terms of super-abilities no. they are still human. the disease is not supernatural, more rabies-esque. so YEs to your question 3) three stages: passive, attentive/alerted, raging --> line of sight as well as noise will matter, you can get rid of them by stealthy action (latest info) 4) unlikely at this stage. the engine was made for a mil. sim initially therefore things like these were not implemented. Let's see if they can come up with something. 5) no --> infected humans remember? everything that would kill a human will kill a zed as well.
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nothing in here? http://dayzmod.com/forum/index.php?/forum/16-server-general/
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definitely, let us be surprised. this special feature was addressed long time ago and should turn out as a centerpiece of the SA. edit: wording ;) thanks Durkin 1-1 translation went terribly wrong
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stamina as well for zeds as for players? more tactical approaches.
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E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
It is really easy to complain about things i don't like, but it would be much more of a use to bring then at least some suggestions and ideas as well. If i really want a game to be the way i want it to be? i would make suggestions all over the place. they do read the forums you know and maybe sometimes the really like an idea and implement it one way or another. -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
nope you're wrong watch: as i posted just at the top of this page AND YES i believe they implemented this because I SUGGESTED SO :P -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
but we can agree that if a human wants to make a step and changes his/her mind in the middle of the movement (s)he is certainly able to end it or remain in the temp. state. but right at the moment, yeah you have a point for the twitchiness. therefore i really would like to watch a comparison, to me the overall movement seems nice. -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
has anyone a good comparison video of the old and the new movement and animations? -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
what i really like: confirmed by matts video -
E3 Expo - June 2013 - Interviews and Gameplay
joe_mcentire replied to SmashT's topic in Mod Announcements & Info
so dean always, even mantra-like, said the game will be buggy, totally unfinished and released with only just basic functionality and some content on alpha release. they saw the unhealthy hype piling up day by day and tried to counteract. So as a fanboy and yes-man i ask: what did you really expect? I like how they have the balls to go to E3 with a literally "broken" game. showing some stuff from the alpha. they really want to show what the have achieved so far and it seems that they are proud of it. They could have gone the other way like other developers and just show some "refurbished" videos, as most of them do when their game is absolutely unfinished and unpolished. I simply did my research and knew what to expect, roughly: Bugs, an unpolished and unfinished game of a yet non-puplic alpha game! So yes i can ignore some of the bugs and yes i can appreciate on the other hand some new stuff i've seen. -
What you guys think about the new update?
joe_mcentire replied to grimsonfart's topic in DayZ Mod General Discussion
yeahh back to the roots baby! -
Post your DayZ SA questions (AngryJoe) (E3) (750k Subscribers) (2013)
joe_mcentire replied to Stoddy15's topic in DayZ Mod Gallery
...line is it anyway! the show where everthing's made up and the points don't matter! -
Understanding KoS Mentality...
joe_mcentire replied to Sheepdog (DayZ)'s topic in DayZ Mod Suggestions
i know it will never happen but i second your idea. far more daily used tools or random stuff like bricks, poles etc. and thus melee weapons. really really rare weapons and even less to be found ammo....yeah that's pretty much my dayz survival dream come true. -
Suggestion : Simulation Game Mode
joe_mcentire replied to bloodiedsimper's topic in DayZ Mod Suggestions
but why would you play the simulation mode in the first place? ;) there is a flaw in your argument ;). but i have an idea: adding unique loot only available on "simulation mode"-servers, Dean just recently said they are tweaking the spawning mechanism so they could do things like these eventually. e.g. spawn a rare item for just one day. or even just one item at all.. Now you have some players who would really be interested in this game mode ;) -
Suggestion : Simulation Game Mode
joe_mcentire replied to bloodiedsimper's topic in DayZ Mod Suggestions
and moreover this feature was ultimately soiled by TheWarz. i think they want to keep their hands-off ;) -
Suggestion : Simulation Game Mode
joe_mcentire replied to bloodiedsimper's topic in DayZ Mod Suggestions
but to be honest, who would deliberately play the "simulation mode" just to be locked away for several days when killed. some masochists, maybe but this would just not going to work imho. it would maybe for some weeks because of the initial curiosity. -
will rocket answer only reddit-questions... :(? what about ....us...
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Suggestion : Simulation Game Mode
joe_mcentire replied to bloodiedsimper's topic in DayZ Mod Suggestions
permadeath yes! but hardcore permadeath like this is just an arrow in one's own knee ;). I would try to approach this problem in a different way: i would suggest to merge this one with that one, as they are fairly similar: http://dayzmod.com/f...-kos-mentality/ -
KoS became a "problem" over the last year. ppl who played the mod from the beginning clearly dislike the transition to this gaming-mentality. newer players to the mod however are used to it or even play the game because of it. KoS is a mentality which is directly related to the massive lack of end-game in the mod (Nothing else to do, no real threats, no tasks...) How will you deliver end-game content in Dayz? What is your idea of end-game for Dayz? Is there even one? Although you dislike the idea: do you think of giving ppl a "golden thread" in one way or another?
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Dayz SA only 150 People allowed in Open alpha? is it true?
joe_mcentire replied to NozRee's topic in DayZ Mod General Discussion
congrats! you now offically her father? ;)