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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    DayZ Developer Blog 8th March

    but i am not sure if you can apply these "important periods of sales" on the Mincraft-model...it starts with "little" content and is therefore cheaper and then by the time you get better/more content and the game gets more expansive at some point... and i think this second point in time is more important.
  2. joe_mcentire

    Skill System in DayZ?

    i'm sure you meant this one: http://dayzmod.com/forum/index.php?/topic/120173-on-game-design-progression-through-equipment-and-a-system-of-micro-skills/
  3. joe_mcentire

    Zombies attacking animals

    first off: do they kill to eat? do they kill just due to a destructive urge? either way they should then also kill animals! but what "infection" is it, that they can distinguish between their kindred and others as normal ppl/animals? do as TheSodesa says and have a look at the posted thread!
  4. joe_mcentire

    Karma System for the Standalone

    perma-identity could get rid of all humanity-malfunctioning-systems. after some time ppl will know this guy and that guy. good and bad things would come to the "right" ppl just by spreading the word..
  5. joe_mcentire

    What is „The Infection“? a definition (-approach)

    Mind-Altering Bugs for example
  6. joe_mcentire

    DayZ Developer Blog 8th March

    well if things can be ported from ARMA III quite easily to DayZ, then why not
  7. joe_mcentire

    What is „The Infection“? a definition (-approach)

    that's why i wanted to give it a little thought. well i too would rather find that out in-game, but that doesn't mean we cannot give neat suggestions and have a discussion about the "right" behaviour of zeds. so these things, i guess, would then speak against a fucked-up form of rabies... more of bacteria/fungus that mess(es) with the brain. rabies basically gives you meninigitis, wich means your brain is badly infected and you die in a minimum of time.
  8. joe_mcentire

    DayZ Developer Blog 8th March

    i corrected your post :P
  9. joe_mcentire

    New Loot Spawns

    i think they will take care of this. i also could think of "containers" like in the newer fallout series. tbh i have two threads that would fit to your thread. one is the idea of greater variety of useless an seemingly useless loot and one is about objects and areas to interact with so you "unlock" new areas/objects; simply new content to the gamer edit: mZLY is right, check the latest dev-blogs: loot inside of vehicles, under beds etc..
  10. joe_mcentire

    Vehicles....

    it would be nice to see in a new dev-blog how and if they got rid of some major arma II bugs and immersion killers
  11. joe_mcentire

    A Few Nice Suggestions

    read "before posting" post! use search bar! use expressive titles for threads! use tags! sorry to confront you with this harsh answer..so at least beans for your first post and hello :(
  12. joe_mcentire

    DayZ Developer Blog 8th March

    DayZ SA: In Search for Rapture City / Atlantis
  13. joe_mcentire

    DayZ Developer Blog 8th March

    i think this should be kept on a basic level. What would you expect to do/see under water? i mean regarding a zombie apocalypse..
  14. joe_mcentire

    DayZ Developer Blog 8th March

    as some say "better well replicated than badly invented"
  15. joe_mcentire

    Why make instanced or underground bases?

    well the reason we are talking about these things is, that we could give some nice suggestions to start with and they can focus on develop those things further. this means maybe shorter "time-to-market" and could also bring up ideas which they eventually would never have thought of. our suggestions add to a huge brainstorming.
  16. joe_mcentire

    SA: Server difficulty locks first person

    i want fixed camera angles in every scene like in the early ResEvil games! that'd be great... i think it is rather poitnless to talk about that anyway. dean and his club stated not only once that there will be this as well as that, maybe FP-only-servers later on
  17. joe_mcentire

    Player decisions: Unlocking new Content

    but you know what? there are still many that do not know there is actually an inbuilt "surrender" key. well some would know by the time, but at least i am going to try not to use wiki for once.... ;) but you are right about that one
  18. joe_mcentire

    Add Moschnyi

    well i've heard you had access to....but on the other hand your title says "post spammer...."
  19. joe_mcentire

    DayZ Developer Blog 8th March

    collision/hit-boxes is a big big issue! this must be fixed and they do so hopefully
  20. joe_mcentire

    Player decisions: Unlocking new Content

    as they maybe implement huge fully accessible apartement complexes into the SA; what about hollow/weak walls? use sledge hammer or something to break through...there you go with a new discovered (hidden) area/room...
  21. joe_mcentire

    Karma System for the Standalone

    well i head an idea once...
  22. joe_mcentire

    DayZ Developer Blog 8th March

    hey Dean one question when we talk about text "popping up", could you also think of objects to interact with? e.g. you walk up to a dead crooked tree and by focusing on the tree stump you get a message "i could knock this tree over" ->by doing so you would find a cache of "xxx" similar to this outstanding idea: http://dayzmod.com/f...ing-new-content
  23. joe_mcentire

    DayZ Developer Blog 8th March

    i recommend not merely text, but rather this text additionally being read by Morgan Freeman
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