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joe_mcentire

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Everything posted by joe_mcentire

  1. joe_mcentire

    Maybee a new way to kill deer :D

    oh i thought you meant this as means to kill deer
  2. the idea: based on the texture(s) we already have on the ground of our actual location different sounds for our shoes. the idea would now be to have a certain (predefined) chance to gather typical materials or objects from the available textures (ground we stand on) which are as we know e.g. sand, soil, mud, grass, (paved) roads, forest floor, etc. Each ground with its related texture would act as some form of artificial "container" to loot from (in fact not really a container but more a query to the server of some sort i guess, with a simple rng arithmetic (obj_avail yes/no; if (obj_avail == yes) give rand object from lut). loot may be just simple things like cones, smaller stones, dirt, moss, shells, ... (basically the same as the berries which can be picked from certain textured bushes) By using the action menu and a "quickly search for..." or "browse around" option you could initiate e.g. a squating animation along with proper arm movements or the like. (again berry picking as reference) so? what would this mean? if we think a bit further and dream a little bit and imagine that there would be then several new features and mechanics ingame at some point one could think of possible examples such as: emergency situation: you quickly grab a stone and throw it to distract the enemy enemy enters the doorway and there's no way left - you grab a shard of glass from the floor (broken glass textures on floor provided) you collect 10 handfuls of soil to carry it over to your base to grow veggies you collect grass, moss and cones to create your selfmade makeshift camo outfit. you search for bugs and larvas on trunks; in their bark you hopefully get the idea. so what is your opinion and much more what do you think? is this even achievable anyhow on a larger scale than the berry picking mechanic? in a reasonable effort? worth the trouble? what would this mean to additional server-load and FPS? tl;dr extend the berry picking mechanic and apply the same idea behind it on ingame textures (grounds, areas, surfaces, objects) so that they would provide basic resources/material at any given time and in any given situation. edit: edit: examples are examples ONLY to showcase the main idea lying beneath.
  3. that's actually a decent idea. with that many stonewalls all around cherno, in the middle of fields and elsewhere this would be the pefect place to look for smaller boulders. also dead fireplaces --> pile of ash -> camo, disinfection paste
  4. ah yeah...unfortunately - for me - this suggestion came way before the whole ukraine-russian crisis. so i HIGHLY doubt to see actual CRIMEAN sparkling wine ingame. but why not from another region? steep south facing hills to look for....which brings me to my next suggestion...
  5. i have actually bought State of Decay on summer sale but haven't played more than 10 minutes yet. i think with a proper stealth system in place such an addition would be a game-changer
  6. Right now we can witness the same "natural migration" towards regular servers leaving "hardcore" servers almost empty, scarce or even out of reach due to horrendous ping for us who love to play 1PP only. PLEASE consider an overhaul may it even be simply by using a different nomenclature for both types to "demystify" the hardcore aspect of hardcore servers. many ppl choose "regular" just intuitively and, once used, stick to it. so please consider a better or different at least more distinctive nomenclature or try to set incentives to "lure" more ppl into the 1pp experience. as user RAIGPrime on reddit posted: "... I find it frustrating not having a decent server population (20+) with decent ping (100 or less) for 1PP (I refuse to call it Hardcore) servers and I'm in Canada. Add to this the discouraging fact that the few servers that are available are 24hrDaylight/AllTheLootz/2hr Restart. It's already going the route of the Mod. ..." Thanks also to JStewart for suggesting to post it in here. Ideas?
  7. Whenever i have a rough day i cling on the idea that "they listen to me"! And "i can poo all by myself"
  8. joe_mcentire

    Statuses for your Hands

    .which goes along perfectly with this suggestion: chance to injure your wrists/arms/fists
  9. you still have the freedom to draw a (reasonable) line. which aspects would enrich the experience, which not so much. I didn't even consider weather or time at this point.
  10. it's basically the litmus test right there. how much more demanding would it going to be? at what cost? as long as they can manage to pull of some sort of modular system where you can seamlessly add and retract mechanics with their according optimization measures it might be possible to "get the game to run smooth first". however from what i've heard and noticed it doesn't really work like that. you can't optimize (to a point where all is running smoothly) after every single step. it would take them 5+ years instead of 2+ most likely. (in an ideal world however...)
  11. to put it in Dean's words "Everything can be done, the time given" (analogous). I wouldn't even focus on burning of items for the time being, more on the overall concept. how demanding is it? how much more load on the server does it mean to implement such a basic system? physics-midleware might playing also a big role and such.
  12. this would be the obvious design decision. i agree.
  13. i expect an answer tomorrow by noon!
  14. i am really sorry to quote myself: both would come in handy now with the recently added features horticulture and ghillie-suit crafting
  15. joe_mcentire

    I kinda feel that chernarus needs to be "blown up"

    all I can say i don't need more "generic" villages with the same 7,8,9 buildings. quality over quantity. litter, dirt, turmoil is all I seek. there is still SO many to do get from Rapture to Apocalypse it's almost a lost cause.
  16. joe_mcentire

    Player Data on Leg Break Glitch in Buildings.

    i have honestly never experienced such, the same with deadly ladders: never happend to me. it bugs my mind a bit to think that this is a common thing yet i fail to experience this by myself.
  17. joe_mcentire

    Crafting a ghillie suit

    it looks like the same technique is used as for crafting the mosin wrapping which might imply something...
  18. joe_mcentire

    Crafting a ghillie suit

    so, what does it say to you?
  19. joe_mcentire

    Crafting a ghillie suit

    the second one, where?
  20. joe_mcentire

    Ghillie suit, rangefinder ?

    "Sometimes its what you don't see that's more interesting" - Chris "Gabrielle" Torchia
  21. joe_mcentire

    Crafting a ghillie suit

    I think ghillies will get a lot attention obviously, just by looking at this pic and (not) seeing the ghillie(s). hard to craft, hard to craft, easy to damage and additional mechanics to make them not too OP
  22. joe_mcentire

    Crafting a ghillie suit

    was just trying to party my comeback by posting....SmashT, Smasher of T...reams
  23. joe_mcentire

    Clothing Pockets (Separate the inventory slots!)

    excellent idea
  24. Steyr Aug confirmed. i wonder which one, hopefully the old traditional STG 77
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