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Everything posted by Pokerguy12
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The feasibility of a dynamically altered Chernarus map[DISCUSSION]
Pokerguy12 replied to Pokerguy12's topic in General Discussion
When you have explored every inch of the map and in the process think about how the map is unchanging, every tree and rock will stay in the same spot until the end of time, every supermarket and firestation will always be static with individual loot spawns, every position where a zombie and player can spawn in the plane of space has been predetermined. You will not feel like this game is to be explored anymore, minecraft on the other hand where the the world engine dynamically generates random terrain, that is a game for exploration. -
One Thing Needs To Be Addressed [ROADMAP]
Pokerguy12 replied to Katana67's topic in General Discussion
I wish i could offer a more insightful analysis and critical examination but at the moment we don't have enough information about the loot spawning mechanics and systems to start any indepth discussion about. I believe the server hopping problem is closely tied to loot spawning and the solution lies in the two being a single integrated system, other than that i say we wait for more information and see. In the meantime do not let this issue die down and become forgotten. -
One Thing Needs To Be Addressed [ROADMAP]
Pokerguy12 replied to Katana67's topic in General Discussion
Reset player location according to the individual 'quadrants' rocket mentioned in the presentation is in my opinion the best and most workable practical solution, ever. -
For anyone who missed the EGX Rezzed I Summerised The New DayZ Roadmap
Pokerguy12 replied to leefriendfield's topic in General Discussion
Wait what about the physics integration, wasn't that supposed to be the next thing -
we need to talk about the walkie talkies
Pokerguy12 replied to irl-calibre's topic in General Discussion
We could try sidechat again lol -
Fascinating, where are the images from? In the last slide titles advanced social mechanics, i think the walkie talkie idea could in well.
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Some good points here, but we musnt stray from our current set of ideas into fort building simulator 2014. I would like to have a garden and such like a little home i can return to, but i dont think the idea you have implemented to that extent it would fit well within dayz because im of the opinion it does not really go with the theme of survival horror. What would be good though is a kind of base that you use as a refuge in the event of a zombie hoard roaming through the country or something like that.
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Would you like DayZ on Console?
Pokerguy12 replied to GhostSlayer (DayZ)'s topic in General Discussion
No we would not want to taint our master race with the filth peasant I sound like the Thalmor from Skyrim -
Who is this India dude spamming the forums
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Bread has been moved to suggestions...:(thank you everyone for the insightful input, I read it and can add it to op if u want
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Attachment(s) for the B95 (and things in the gamefiles)
Pokerguy12 replied to irishroy's topic in Suggestions
I want a quick reload attachment -
Doesent matter though, as things are water just means places you can recharge your thirst meter.
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Certainly not an animation repeating itself for 10 minutes while you wait idly stuck the ground and spin on your heels looking around. But i do get the point you are trying to express, just that implementing it is the challenge every game faces. Some ideas would be like the lockpicking minigame in skyrim.
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Just walked over a rock a few hours ago, went flying into the air and landed in the water. Came back to corpse and couldnt pick up any of my loot. Fully Geared...new 9mm pistol.
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Keep up the five words guys!
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Encumberance system from Arma3 + Ghillie suits + Heavy weapons
Pokerguy12 posted a topic in Suggestions
Could we implement the encumberance system from arma 3 where you basically walk more slowly and tire faster when carrying more items in your inventory and protective gear like vests and helmets. While making the fastest movement speed for a naked character. Different clothes and bags have different weights. It would also deter loot hoarding. In the mod Ghillie suits were the most sought after items besides sniper rifles, adding them into the mod without any detrimental effects would severly unbalance the game. Why not add a penalty like, you cannot carry a bagpack or hats when wearing such suits, it does make sense after all with basis in reality. If I recall bags even disappeared from the character model in the mod making it even harder to detect a player. When I say heavy weapons I don't mean things like light machine guns because that would be unbalanced. I mean things like RPG's with scarce ammo, satchel charges, portable manned HMG turrets, mines. This could add some interesting balance when they finish vehicles. -
Well we can get berries from bushes, implementing sticks from trees seems rather effortless, hell i could probably do it in an hour if I worked at bi.
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Playground for manipulation and deception. join now. Starting this beta.
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Encumberance system from Arma3 + Ghillie suits + Heavy weapons
Pokerguy12 replied to Pokerguy12's topic in Suggestions
The only heavy weapons confirmed are 40mm launchers as a under barrel attachment. And mind you what is your source for the fatigue encumberance and ghillie? It would make my week if that was real -
Firestation hide and seek
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Elektro death match with zombies
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That, is nonsense...
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They are making the profits of a AAA game design studio. Their team size should be 5 times what it is with a whole council of senior staff leading the project not just 1 dean hall.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Pokerguy12 replied to SmashT's topic in General Discussion
Not liking the new zed speeds, just a LITTLEEEEEEEEEEEEE too fast, slow things down by only a tiny bit and increase the numbers.