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liquidmind

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Everything posted by liquidmind

  1. I don't really know if this qualifies as "vehicle" experience, but anyway: Just found the first crashed heli in over 3 month. 2 of them, about 150m apart of each other. my heart was pumping, I crawled towards it. "session lost" - server restart....
  2. liquidmind

    Just saw Rocket again.

    Someone postet this awesome picture with rocket and matt on reddit today: http://www.reddit.co...8d5/met_rocket/ I thought, if Matt poses in such a way, he WANTS us to use this image! I have to many ideas to settle on what to do first with it, so I share my little cut-out-matt with those who want to use it too. What do you think? One does not simply "shoot" in cherno. (or) You need to be at least this tall to shoot in electro (or) We were neck deep in shit. And I mean neck deep like this. (or) loook. my nails are all sparkly and stuff. omg. so hard to decide... edit: yeah I know, not the pride of my cutouts, but the image was very poor lit and matt choose to wear "camo" compared to the background. I hope the size makes up for it.
  3. liquidmind

    DayZ standalone inventory mock-up.

    Look vs. Functionality We can: discuss how opening/closing containers will work, how moving items will work. We cannot: discuss about the design or the colors, as they are temporary You can make your case for the bulky edgy arma 2 inventory system if you like, you just have to present reasons why you believe that the old inventory is better than the new one. But you cannot compare them visually. Do you like 3d-Items that you can move with drag and drop? if yes. the new inventory system is better than the old one. If you prefer static lists with move-left and move-right arrows, the old one will be for you. I personally think intuitive 3d-drag-n-drop is the way to go, but of course you may argue why the old ways were better if you like.
  4. liquidmind

    Mac+DayZ=?

    Like many already said, mac is definitely not the cheapest way to go for gaming, but if you already have a mac and don't want to buy a gaming-pc for it (or just cant afford one) a Mac CAN do the trick, but doesn't necessarily have to. I play on an almost 2 year old macbook pro. As this has a Geforce (Radeon 6490M) in addition to the onboard-graphics, I can play DayZ on low-medium graphics. If you have a newer generation macbook Pro (retina f.e.) that also has an additional graphics card, you will be able to play on higher graphics. If you have your onboard-graphics only, you will NOT be able to play DayZ on your mac. (macbook (not pro) and iMac tend to have that problem) But if you buy a new device for gaming, you can get a better gaming-experience with a PC for 1000$ than you would get out of a Mac for 2000$, just because Macs are not made for gaming, lacking the graphics to boost up your game. But if it's just about playing the game on your mac. I have currently Anno 2070, Diablo 3, Tombraider (new one), Arma II with dayz and arma III alpha installed, all playable on my 2 year old macbook pro (with ram and HDD upgrade tough. always switch your 5400RPM harddisk from your macbook with either a very fast 7200rpm or a solid state, otherwise forget gaming)
  5. liquidmind

    Use for toilet paper

    I'd like to play one day as the Cherno Hobo, running around in his dirty trenchcoat, asking people for beans, throwing toiletpaper at them, if they don't have any to spare, telling them that they are spoiled rich snobs and to go back into their marble palace to their beans-fontains and zombie-butlers... man I'd have so much fun if they only where throwable. Having them unroll in flight would add of course. TP'ing Cherno ftw.
  6. first of all: the medical system will (hopefully) change to something more life-like. Rocket already said something in that direction, so let's hope that painkillers for shaking are a thing of the past. We don't need to promote substance-abuse :-) But yes. I'd like to see hundreds of crafting-recipes. Especially with the most basic items. Wood, metal, rope, etc. should be used for a lot of things. Empty tin-cans are very useful. give some fuel and fuel-soaked toiletpaper in and you have a small camping-light. Add wire to have a lantern. Add a stick to carry it around on it for light. Fill the can with blackpowder and add a fuse for a makeshift grenade. Blackpowder mixed with other chemicals you might find for a smoke-grenade. i really hope that improvised devices will be more common than high-grade military loot. In the mod, it is basically a requirement to have good loot on unlogical lootspots (like smoke-grenades in residential houses), because there is a lack of civilian loot-items in arma 2 due to it being a military simulation. Either you give the player military grade gear, or you don't give him gear. But in Standalone that is no longer the case. Having improvised, crafted things to play around with, will definitely increase so many aspects of the game. Not only hindering people who just want to play for a quick kill in being so quick. It also greatly benefits the need to brag. I can already see how many positive player-interactions would come out of the need to tell other players about having found a new recipe or bragging about having built a super-rare item, being so nice to show others how to do so for themselves. Not to mention the trade for items that would start. If there are 100 different items to craft with, it is almost impossible to have them all in larger quantities. Add the combinations of intermediate items you could need (wood - plank - wall- crate - barrel - ... ) people would specialize on certain recipes, creating specialists for medical, constructional or weaponry. Rocket said that he will implement it in a way, that it requires the player to experiment. I had a lot of fun playing alchemist-type games on my phone while on the underground to and from work. (only missed my station twice ^^). Having that element of trial and error when crafting will certainly make a whole new experience. I only hope that I don't die to often due to being so immersed in looting, crafting or choosing what to wear. "ok.. now add salt to solution... YOU ARE DEAD ... wtf?!"
  7. liquidmind

    DayZ standalone inventory mock-up.

    One sees immediately how little some people here understand about programming and development :-) if you don't understand rockets comment about "that's what an inventory would look like, if we left it to the programmers" you should not comment on the new Inventory-system. The whole thing is a development-model, where the colors represent areas, so the programmer knows where the area starts and ends while building it (to see wether overflow-management works, etc). The whole green item bar will not even be present in the final UI, as it is only a placeholder until the direct access over the 3d-model is working. But I love how people always complain about everything destroying their immersion, without even bothering to explain why that is, or what should be different. Like spoiled little kids... "me don't like, you change".... edit: some people just don't get the difference between a UI-concept made in photoshop, a UI prototype screenshot and a final-implementation of a UI. those are 3 different things with 3 different purposes. 2 of them look great, 2 of them work. but only one of them does both. This one, works.
  8. liquidmind

    Use for toilet paper

    there were a couple of suggestions about toilet-paper so far. I liked the idea of using them as temporary bandages. They could wear off, after a few minutes, but still offer additional chances of survival when running low. When crafting, Sand, charcoal, toiletpaper and an empty tincan would provide a very basic particle-filter for water. maybe required when the only water-source around is dirty. Having to use the toilet has been discussed a lot so far, but it has so many problems that it'd be hard to implement right. And would they want us to take a shit through our undies or will the playerskin become rated R?
  9. liquidmind

    Defibrillation Confirmed!

    Well it "can" start beating again, but it doesn't necessarily have to. In heart-surgery they restart the heart by snipping on it, as even that small impuls makes it work again. So depending on the cause of the stop, a shock can restart the heart, but certainly doesn't always have to. The rhythm thing also is only correct if the heart is temporarily beating out of rhythm. in other cases a pacemaker is needed to provide a constant rhythm.
  10. liquidmind

    Just saw Rocket again.

    It seems to me, as if Rocket has found a way to Release SA earlier than expected.
  11. liquidmind

    Backpacks

    Looking at the alice-pack I was wondering how I should be able to get 2 rifles in it to fill it up, as it has 3 small pouches and 1 big pack. I think Backpacks should hold what their form is like. Alice has one big and 3 small bags, so 3 small bags can only hold small items, the main bag could hold larger items. I don't know exactly how the form of an object could be taken to determine if it fits in the bag or not, but in general, a rifle is very long, but thin, while a jerrycan is a solid block. A rifle would require a long, slim backpack to fit in or you'd have to attach it to the outside. Jerrycans would only fit into wide backpacks, almost filling them up completely. Having changes like these could make a huge difference in backpacks. As someone using primarily backpacks for my stuff in real life, I also know how the design of a backpack will affect the performance. If there are no hip and chest straps to hold it, running becomes more difficult, as the backpack pulls you along with its weight. Backpacks with outer pockets also allow quick access to certain stuff, so having a pack like that could enhance the amount of items you can access directly. Another nice feature of some military backpacks is, that they can be attached to your combat-vest, to be released by a quick-drop-mechanism, if you find yourself under attack and need to get rid of some weight fast. Considering that weight slows you down, having a medium sized backpack with quickdrop versus a large backpack, that will slow down your response-time, would make a nice dilemma when looting. Many of my Backpacks have a bag on the bottom containing a raincoat for my backpack. my military backpack even has a green and a white cover to switch between summer/winter terrain, covering the backpack in form, camo and waterproofing it in the same time, with the disadvantage of increasing accessabiltiy as long as the cover is on. In the game this would additionally allow to camo backpacks to use them as storage. In a real life scenario, hiding some beans in a backpack, covered in a waterproof blanket, covered with leafs would be a realistic thing to do, if you needed a safe spot. tl;dr: - The form and size of bags should allow what can be put into them. - outer pockets should allow quick access - quickdrop-mechanisms could make military grade backpacks more interesting. - raincovers for backpacks would be great.
  12. One should think there might be a horse-carriage standing around at a farm and that 4-6 zombies, a rod and a steak would make a better form of transport then walking yourself. Or a zombie tied to a wheel. you'd just have to reposition the rod into forward or backward position to have him turn the wheel for you... Rocket said about a minecraft-like electric circuit system, maybe we can craft with zombies one day too. I'd love to build my own zombie-powered elevator.
  13. I'd love to "recruit" a zombie to carry my backpack. Maybe a gagball to the mouth, arms chopped off and tied together in a bunch.. maybe 1 or 2 on a longer leash to protect the loot against robbers... It's alone out there for a single survivor, But free roaming zombies make annoying friends. I've tried it. they don't appreciate campfire or sunsets as you'd want them to...
  14. liquidmind

    SA: 'No advanced weapons'

    Rockets "the guns with extensions will be the best guns"-comment suggests that there will be civilian rifles. I think he mentioned in one interview that the mosin nagant requested by many will be in from the start. Let's hope that those subtle indications are a good sign. "removed" is not the right word, as ALL weapons have been removed. The question is, which weapons they will re-build first and which they might even leave out of the game for good. Don't forget that the weapons are entirely remade. New models, new System, new everything. So it's not even possible to get the Weapons from DayZ Mod into Standalone without heavy modification.
  15. liquidmind

    DayZ SA: Walking simulator

    Don't get the problem... You want a full game? Buy it when it is released as a full game. You want to play it as early as possible? Buy it when open alpha testing starts. No matter what you prefer, the date at which this is possible wont be earlier or later in one version. They still need to develop the features. I wouldn't even mind if there weren't zombies or guns in the first release and everything just being about surviving the nature... in the end, it's the first alpha-release... Wouldn't expect there to be a lot of content. There already is more than expected due to the fact that the Client-server-model takes longer and they used that to create more... Already a lot in there. so stop complaining everybody.
  16. liquidmind

    SA: 'No advanced weapons'

    Rocket said, as a side note, that they want to recreate the original dayZ experience before adding higher powered weapons. I think there will be higher powered guns later, but probably a lot harder to get. I think it's a good decision to leave the high powered guns out at first, to make people use the other features. Heard too often "why are there guns if shooting people is not what it is about". Not having those guns, would help...
  17. You probably should replay the game before complaining what you didn't like about the version 6 month ago. Thermal Sight is out of the game for a while now. Zombies are also improved. But great pathfinding is something you will have to wait for in standalone, as perfect pathfinding on the current zombie-models would melt your pc down to a glowing piece of metal.
  18. liquidmind

    Should loot "grow"?

    If Loot only spawns on server-start, being rare in general, I think adding to what was previously there would be more logical than replacing everything. A house that has not been visited for weeks might give you really good loot but you'd have no chance to know wether someone was there or not. Anything that would add several times a day would not be beneficial I think. The goal should be to make gear more rare, not make it easier to get it.
  19. I read a definition that Beta is "content complete". So it might lack some models but all the functions you can perform should already be in. So as soon as all the features are in, it is Beta, as soon as it is shippable, it is Release Candidate (RC) and the last RC that was released, the one that's good enough, becomes final 1.0 The only problem with traditional game development is, that it doesn't allow the option to release a game, constantly adding new features, without having it be an "alpha" over most of it's progress, with an extended beta-phase following, almost never reaching final. But technically, dayZ mod is Alpha.
  20. liquidmind

    Should loot "grow"?

    I think I've read in some mod-description that they have implemented a loot-cycle like that. It's one way to go, but I think it has it's disadvantages. If I was a bandit, playing in a group, I'd camp NWAF, shooting everyone trying to get close, waiting for the best gear available to spawn in baracks, taking just that, leaving the rest to grow. Rocket mentioned, that in SA, all Loot will span on server-start. I think that's a lot better way to solve it. Someone might just rush through a building, leaving the best stuff behind. It also forces you to look into more distant regions, in hope that there wasn't a player looting yet. I am really excited about that, so I wouldn't appreciate growing loot...
  21. liquidmind

    DayZ Developer Blog 8th March

    Big difference is, that Duke Nukem already had games out, but made the huge goal to create "the perfect game" that's going to be played for decades. Standalone has the defined goal, not to be perfect when it comes out. It's not good to waste years of development. it's also not good to throw away vital content for the sake of a release-date. The optimal way is somewhere in the middle. But in general 2 years of development are not a big thing in the industry and Standalone isn't even a year old, so if you want to start complaining about it taking so extremely long, start Summer 2014.
  22. liquidmind

    Lowest common denominators

    Worst sniper I ever encountered admitted to have used 47 As50 rounds before he finally killed me. Was fun :-)
  23. liquidmind

    How to make death actually matter more

    I think those rules are a bit harsh. I don't think a relog-timer or locking corpses is a good thing. especially as having the ability to make camps and store stuff in vehicles, overcomes death and making one exception for the gear you currently wear over every other thing you own, doesn't make sense. Having a severe chance for infection on every item, once you died, would fuck things up alot tough. I died alone on the North-end of NWAF, and even tough I ran there directly from shore, my body was gone before I arrived there. So I don't think being able to reach the body is a problem at the moment. It's rather a problem when the players stay along the coastline to kill newspawns. then the way is very very short. But if you had to disinfect all your gear and your friends picking it up for you, only enhances the risk of them getting infected, that feature alone would shake things up. Having Items degradable in SA, would also bear a risk of items being destroyed during your death. Things like that in combination would make death a lot more horrible than re-log-timers. They are just annoying. Locking the corpse is only unfair to loners and survivors playing alone. everyone with a friend can bypass it. Have you suggested that in the WarZ forums? they might like the idea there. I still think, to consider what real problems death would bring and to try to implement those is preferable to any plain "you cannot do that" solution, limiting the players options. Infection, Degradation, A lot more items and Encumberance System together will change a lot about it i believe. If you need to find clothes, to be able to get to the body, it takes longer. If your friends cannot carry all your stuff, they cannot loot you dry. If items are degradable, they might be damaged or destroyed, baring a risk of loosing gear with every time you get killed. So getting killed might not only destroy you, but maybe also your DMR, NVG and other gear you might miss. If the cause of death influences the damage done to the gear, shooting down a heli to get to the gear of the people in it, is a really bad idea. Try to get a box of matches from a burnt corpse.. shouldn't be possible...
  24. liquidmind

    Are All "Hackers" Bad?

    Haven't played the most recent parts, but the final fantasy series used to be extremely long. I only remember playing part 8, about 80hours of gameplay. But in general I agree.. I was through tombraider on the 2nd day. 97% of all hidden objects the same evening. And multiplayer just sucks. In general a great game with good story and atmosphere, but considering what they could have done, it's just the bare minimum. And having a "has bought every DLC in store"-Achievement on Steam is just ridiculous....
  25. liquidmind

    Anybody find a Machete yet?

    both attach to the toolbelt, so there is no real advantage in that. It's even an advantage, as you can just "take rifle, drop machete" instead of unequiping it first, not to loose the ability to cut wood. Don't really see any pros or cons using one or the other as melee. for that, they only differ in looks. I somehow find it easier to hit with the machete, don't know why. maybe just because I like it better.
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