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Everything posted by strongtent
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*Impossible to answer.
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Has anyone ever traversed from one corner of the map to the other?
strongtent replied to Blondedash's topic in DayZ Mod General Discussion
Had to if I wanted to be familiar with my surroundings. The first time doing so is the best. -
How far can they push the map?
strongtent replied to ididi9 (DayZ)'s topic in DayZ Mod General Discussion
If I recall it's expanded with northern towns added, a giant shipwreck and a giant island called Utes as well as a prison at some point. Not to mention a ton of building interiors are now open for exploration. This game, whenever they release it will have plenty to do initially. -
When I first started I did not understand the games mechanics. One time I made a sprint up to a couple of guys healing themselves after a firefight with my buddy, I proceeded to hold down my AK and only wound one of them; then get murdered. Take your time and practice, just like anything you want to learn in life. Tweaking the mouse sensitivity to your preferred wrist comfort always helps.
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Better performance, but at what cost?
strongtent replied to Felixthefriendlycat's topic in DayZ Mod General Discussion
You're being a bit extreme. *Also Rocket has stated that textures on certain things will have less fidelity because he wants a smooth experience for a majority as well as future support for things like the Oculus Rift, which is okay by me. -
Better performance, but at what cost?
strongtent replied to Felixthefriendlycat's topic in DayZ Mod General Discussion
Or make it equal for all? -
I think your argument for rare weapons is not well thought out, because you are leaning into the skill system idea you have; which mind you isn't a bad idea. As for the value of gear, I think I recall Rocket stating that they are testing some gear that will degrade over time, (in some interview) so the value of gear is just as important as the value of the person. It's just up to the devs on how much they will clutter the world... that all comes with testing. I also think however that once you kill that dude holding the sweet rare rifle that you have found ammo for and saved; will be a good feeling. My good feeling will be finding them both without killing a person for it, or perhaps meeting someone and trading for it. Get what I'm saying? Regardless, all these things and more will come up in Alpha and be tested/addressed.
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I understand this is an "Apocalypse" scenario, but it has real people with all manner of thinking, playing as well; so not everyone is so one track minded. Hopefully the devs can find a happy medium for kill on sight dudes as well as people who actually want to experience a combined effort in the game weather or not they have a group of friends.
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I think I remember it being said that the SA would be better optomized, but I was wondering if it can be answered; are the frames going to be a steady or above 30 all over the map, or is it depend on costly pc hardware to achieve this? Thanks in advance.
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What guns would you like to see in SA?
strongtent replied to WBK's topic in DayZ Mod General Discussion
It would be cool to have to find wood and maybe string to craft a longbow. Chickens could drop feathers for arrows, just thinking ahead. -
What guns would you like to see in SA?
strongtent replied to WBK's topic in DayZ Mod General Discussion
I'd rock a nail gun if we're going that route. -
What guns would you like to see in SA?
strongtent replied to WBK's topic in DayZ Mod General Discussion
Any variant of a pump action shotty. And a beretta. (1911 would be my first choice, but thats in.) *Also I hope they make the secondary switch animation fast, but not to fast; that's a key maneuver in enjoyable shooters. (MMO/Shooter) -
Just like any videogame, if you want the immersive experience and the benefits that comes along with it, you need to use your imagination. I play every shooter with the thought process of: having fun, surviving & using my environment to my advantage. Not necessarily in that order :P
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A question about frames. (Stand-alone)
strongtent replied to strongtent's topic in DayZ Mod General Discussion
Thanks for the reply, thats what I was hoping to hear at least, I get a decent 35 on Med settings in the editor. Hardware is dependant, yes ... but I was asking about costly hardware. Also, Devs can do things to the game, to tailor it so it will run "smoother" for lower end machines. I roll with a Radeon HD 6670 with 8 Gigs of ram and I dont want to spend money unless I have to. -
I like this idea in that it will keep the idea of fast zombies for those who enjoy them and yet they could animate to an exhausted state; then to an overzealous/tired state, more akin to classic Zombies. People would have more breathing room after counter measures to decrease the mob, it would also force people to be more aware of their surroundings and rely on sound and sight more-so than just trickery that everyone is so accustomed to. I really like that this is going to be the approach, if a "stagger" animation is made, may I throw it out there that it would be cool to still be able to shoot? Might save lives. I understand its pre-alhpa. From the footage I've seen the clothing shown looks barely worn. Logically, if we are going to be looting customizable items at a fairly consistent rate, and as well the game is set around an "apocalyptic" theme; the clothing needs to be dirty, ripped/patched in key locations, saturated/desaturated in an "authentic" manner. In my opinion of course. :)
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I feel you. I've had similar experiences, and I get the foresight that unless they slow down the "infected" to a fun yet satisfying pace, perhaps even increase the number to scatter real people, (to more rely on peoples dynamic reactions) then I think this will just be a piss and moan fest, back and forth between to fast and to slow or to strong and to weak. The mod is called Day Z. (Zed, Zombie, whatever). In my opinion I think they should take more ques from the actual fictionalized undead theme, other than: "they have rage, like 28 days later, so they are fast." That whole concept between what we are actually playing besides a survivor simulator with things to shoot at, needs to be more defined and with that comes benefits, baselines, a rule-set. If they are "Zombies" then zombies, no matter what; "Ya gotta shoot em in the head." This fast "infected" we have seems "scary" to some, but from my perspective, I enjoy the atmosphere more-so than the infected threat. They are more of an annoyance at this stage; but perhaps if they were more integrated with the theme of the game I would have a better experience? This is all coming from a person who grew up on the Romero trilogy of films and Resident Evil, so you can possibly get where I'm coming from. I still enjoy the mod overall and many new things are being envisioned and brought to light that are great for the future of games in general.
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The number one issue my friends talk about is how the game has turned into kill on sight.
strongtent replied to scaramoosh's topic in DayZ Mod General Discussion
I was having this type of discussion with my friends while playing the mod awhile back, thinking ahead. My only input I could think of was:"A player neutral town with NPC Merchants and interior guards, surrounded by cover, or Forrest so as it would be difficult to get there, just as well as to get out alive." A neutral ground introduces much more things to deal with, but it also brings with it great atmosphere and it can produce a social environment in my opinion. Not everyone in a crisis chooses to be bare bone with their emotions, people adapt and survive in many ways. People who are driven to just post up and kill will be deterred by the survival aspects, as well as fighting for their own lives to be one track minded. (I hope) There are many concepts they as a team could do to make this a great experience in the long run. I just hope they are thinking about these things with clarity. -
Read it. Source:http://www.neogaf.co...postcount=14951
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No harm in circulateing good information. Not everyone reads everything.
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Has Anyone Ever Shot Down a Chopper with a Rocket Launcher?
strongtent replied to DemonGroover's topic in DayZ Mod General Discussion
My buddy and I happen to joined up with two other fellows one day at dusk. It eventually turned to night and only me and my buddy had Night-vision. A Chopper was spotted circling a wreck location we drove to and spotted the other two men who joined up with us, they were blind and used their flashlights to make a break for the woods. As this happened me and my buddy made our way, cover to cover until we got to a point where the chopper was hovering trying to kill our other group members. I had an FN FAL with an RPG and my buddy had a Sniper with NV, we counted down from 3; he sniped the gunner and I hit the pilot directly in the kisser with the RPG, the he-lo went down and we then proceeded to loot it. Great experience I will never forget. *Come to think of it, this all happened in Wasteland now that I recall. Still awesome tho. -
I think death messages should be proximity based, or turned off and more group play should rely on communication with radios to keep tabs.
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What's your most favorite part about Day Z?
strongtent replied to KateUpton's topic in DayZ Mod General Discussion
I enjoy many things. I enjoy the mind-game, the quick decisions people make as a reaction to something. I enjoy helping others as well, that is when they appear to be sane and not hostile. . . -
The object is to make the game fun, not just fun for one demographic; even if they are a majority/minority.Those such as myself have no problem adapting to certain situations, we also relize the reality of the mob; but it would be a more enjoyable experience in my opinion, if balance was a discussion at the forefront.
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I'd like to add; I'll still play the game, whatever the decision. I think that a lot of balance talk is going to come up when the game goes public, I hope they are listening.
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My personal opinion from playing the mod, is that it happens to limit the actual human encounters we have with eachother, becuase so often there are people waiting in hot zones just for the sake of a sniper kill. It is an easy, yet patient (boring, IMO) technique. Now I understand that there are ways to tactically maneuver around situations like this (under fire from afar), but those techniques might be to much for someone new to the system, if you can grasp what I'm getting at. I think that either one of two things sould happen in the stand alone game; sniper ammo is very rare or snipers are limited to a certain range of guns, likewise with certain ranged optics.