RedDogMT
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Everything posted by RedDogMT
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I agree with the OP.
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Nah, I disagree with the OP. I am hoping that the devs include an option to have new spawns start with one or more random, basic items (never a gun or backpack though). In a game that has an emphasis on realism, it is funny that everyone in the world happens to be carrying a flashlight. :)
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Sorry, but these are not what I would call amazing ideas. Anything good here has already been suggested several times before. Idea 1: In a game that is aiming for a level of realism, how do notes on one bulletin board magically appear on others? Well, they don't. Also, in a game where there is a lot of KOS, who wants to risk spending time reading random notes when someone could be scoping in on the position? Idea 2: Bodies disappear as part of the cleanup process for the server for most any game. The more assets that remain in the game, the more the server has to work. While it would be really nice (and realistic) for bodies to remain in place, it is unlikely to happen. I cannot imagine the amount of resources the server would have to use to keep all those bodies in place long enough for bodies to decomp. Idea 3: This has been suggested many times before. Idea 4: I don't think that combat logging is as big of a problem as it used to be, but having my character cry out in fear when logging is foolish. All that does is give players who are nearby the invitation to kill people who are logging normally. Hear a character screaming in fear, they are logging! Kill them before the log timer expires!!! The sit down animation and timer work well enough IMO. Idea 5: That would make sense if someone were to burn something other than wood, such as duct tape, tires, etc...but for a normal fire, the amount of smoke they have is realistic. The normal fires do not need to be a beacon like Far Cry 3. Idea 6: The spear has also been suggested several times before. I do think that a spear would fit very well into DayZ as it is an iconic survival weapon.
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I have seen a few videos where players adjust their FOV on the fly to gain a small advantage with scoping...and it does feel like a bit of an exploit. One solution would be that FOV changes do not take affect in game until the next time the player logs into a server.
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Being able to make a spear and then fire harden the tip is classic basic survival. Maybe you want to make a melee weapon for a new spawn. Maybe you want to attach that knife to the end of a stick to make a more effective weapon with better range. Maybe you want to use that spear for spear fishing or to try and take down that boar in yonder field. Or maybe you need some zombie protection...
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The backpack storage could also just represent storage both inside and outside the pack. So, when you put your canteen in your backpack in game, you are really attaching it to the outside of the pack (although having it visually show up would be a nice visual effect). The same could probably be done for a few other items as well.
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I agree with limping if you have a leg injury...but... I do not agree with loosing arm use when injured. If DayZ can track multiple injuries on an area, I can see disabling the arm after two or three injuries to the arm, but a single injury would make using the arm slow and painful (with grunts of pain and further blood loss or chance to start bleeding). To add to this, once the devs add limping, I would think that getting injured in both legs would make you fall prone (not sure if that is a thing now or not). I thought it did this already. I disagree on the foggy breath. It's not realistic. For instance, why would you get frosty breath when sitting in cold water? Although the devs want to minimize the hud, they cannot get rid of it. They need something. Personally, I think that they should add an overlay on the edges of the screen that go bluish when the character is getting cold and redish when getting hot. The worse the character gets, the larger the overlay gets. And that would be in addition to shaking and sounds associated with shaking or being cold. Having clothes becoming damp after being hot for some time would make sense, but in DayZ, I get the impression that the 'damp' condition cools the character off a little more than seating would represent...meh, who know. Oh, and I am sure that they will add feinting when you are hyperthermic or hypothermic. I am actually surprised they did not add it in when they first added the mechanics. The grumbles are an ok idea as long as they are more audible to the player than other players, although extreme hunger could lead to some pretty loud tummy grumbles that other people can hear. :) Passing out from hunger already exists since starvation leads to blood loss in the game, and blood loss eventually leads to unconsciousness. There really aren't many options for thirst...Maybe gulping...maybe... And I don't actually know what happens in DayZ when you become too dehydrated. I assume that you already pass out...maybe not? Again, some aspects of the characters condition need to be provided to the player in some sort of gui. While I applaud the devs goal of making DayZ as GUI-less a system as possible, I would rather have a visual symbol that tells me how the character feels instead of flimsy mechanics that ineffectually convey the same information.
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Yeah, ah no. Jerry cans in DayZ are 20L. Per the DayZ wiki, the tank capacity of the V3S is 160L and takes 8 jerry cans to fill...therefore, the jerry can IS 20L (assuming the DayZ wiki is correct, and it probably is). Jerry cans were traditionally used by the military and had a volume of 20L and measured around 18.25" H x 13.5" W x 6.5" D (but you are in the ball park for the size of a 5L fuel can though). Considering the size that the mountain backpack represents, perhaps they could cut the current Jerry can from 5x7 to to 4x6, but I would not cut it down any more than that. As for smaller cans of 5L, they certainly would exist for getting fuel for lawn mowers, chain saws, etc and would be just less than one quarter the size of the current jerry can...so maybe 3x3 or 3x4 would work (instead of the 4x4 I commented above)
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Well, it would not be unrealistic for the dev team to have smaller cans as well as the current jerry can. Smaller cans would be found in small industrial areas while the jerry cans would be found in military locations, the two airstrips, and at the larger dock areas. I would think that even the smaller gasoline cans would be around 4x4 slots though.
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I recall a build or two ago where they changed the time of year from the norm to the height of summer. The results was that a large number of players were dying hyperthermia. this was the only time that I have seen that they commented on time of year. When did they say that it was September? Was it for .50? Also, my point was that we do not necessarily know all of the parameters that are in effect. I do think that there is a bug or balance needed related to the character's core temp, but the current 'issues' could also be by design. Only commentary by a dev could really say for certain.
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I would also like to see the burlap sack to be able to be used in this way. It does fit the role of being a bandit or trying to be intimidating. It should also be pretty easy to implement. I'm not sure about adding the option to sew on faces, but to each his own.
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Dean has commented that the server browser does need some attention. Since filtering is a pretty easy thing to do, they have probably put it on the back burner until other more pressing items have been worked on. I would not be surprised if it does not change until the beta phase.
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Well, it is difficult to say without knowing what time of the year the servers are set to (as well as the time of the day) when you did your little experiment. Chernarus is based on the Czech Republic which seldom gets above 65 degrees F in the summer, so one would think that it would be pretty easy to get cool when wearing just a T-Shirt. However, the devs may also still be doing testing on temps and player reactions...and just because the Czech Republic does not normally get about 65 does not mean that the devs did not include the ability to set the servers a lot higher. Maybe they raised the temp range to something like Florida or Arizona in the summer to see what the effect would be. Personally, I do think something is off in stable with the character's core temp. When I played yesterday, my character was decked out in basic gear that included pristine hunter pants and a wool coat. Despite that, he started shivering and eventually became cold. Once I was able to find an axe and start a fire, all of a sudden he was hot. Even after shedding some gear and running around in the rain for a time, it would not move away from hot. Unfortunately, the character was in the NW where rivers are more sparse so I was unable to try laying in a river to see if that did anything.
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DayZ is a new kind of game...and therefore has many new features that are being created as the development moves forward. It DOES make sense to me that the team may work on a feature for a period of time and then stop working on that feature when they have brought it to the point where it may impact some other feature (possible even a feature that has not yet been implemented yet)...so they leave the feature at 50% while they work on those other features...and then they come back to it later when they can integrate them together. The alternative is to develop a feature to 100% only to discover later that elements of that feature have to be changed...and thus wasting development time...and not only that, to have to wade through all the complainers that wine about why the dev team did not do it right the first time.
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The good news is that there is a fix for that: Step 1: Uninstall DayZ Step 2: Wait until release Step 3: Install DayZ You are welcome. :)
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Do you mean 'alternated pressing of Strafe Left and Strafe Right keys'? ie, I assume it is not hard-coded to A&D...?
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I am not sure what you expect the devs to do. Do you want to have players banned for an hour each time they die? Also, if you don't want to be chased by fresh spawns on the coast, don't run along the coast. There are fresh spawns there!
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I am not liking the new inventory concept. One of the big advantages of the vertical inventory is that the flow is intuitive from the top to the bottom. The head is at the top, then the torso and so on until you come to the boots towards the bottom. If anything, the backpack is out of place in that it is towards the bottom. I understand the idea of utilizing the horizontal space that widescreens give us, but the mock up that was provided just looks so convoluted. Also, I would think that the horizontal inventory would not work as well for smaller resolutions. I also do not like that the contents of every container is displayed. One of the 'realistic' aspects of DayZs inventory is that when you have a lot of containers, you may not always remember where you put things. You have to take some effort to organize so that when you are in a crunch, you can find what you need. If anything, what I would like to see is an option for both vertical and horizontal inventory...but again, make the players open containers to get at items. On a side note, I would also like them to add a mechanic where you cannot just pull out an item that is buried in your inventory. It is goofy that you can place a pistol in a hoodie, then place the hoodie in your wool coat, and you can still draw that pistol out easily. It should take some effort to get that pistol out if it is buried that deep. Alternately, they could just not allow shirts and pants to be place in the inventory when they have items in them. Instead, they could add an option to roll up the shirt/hoodie/pants/backpacks/etc into a smaller bundle so it can be placed in a backpack.
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I agree. Being able to run around the map at a 22 mph sprint indefinately is just so unrealistic, let alone with a stuffed backpack. My hope is that they not only tweak running speeds to account for how much gear you are carrying, but that they also add a stamina/fatigue system to cut down on marathoning. The amount of gear you are carrying should also affect how quickly your stamina drops while doing certain actions (running mostly). Also, a hard cap on how much a character can carry really is built into the game since containers can only carry so much. The only thing that may be needed is to scale movement speed down to the point of the character moving like a turtle if he is carrying an excessive amount of gear. Obviously, some people may disagree with the above opinion; but what it does do is put some importance on players working with a group so that solo players must make choices...and players that work in groups have an advantage of being able to have access to more tools (since they can share).
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I am going to throw in my 'NO' vote for starting with a map. Just because players choose to use websites or phone apps outside the game to look at a map, it does not mean that the devs should say 'oh, screw it' and give the players a full map in the game. It also does not make sense that every survivor would be walking around with a map in their back pocket. Heck, I think it's silly that every new spawn currently begins with a flashlight. If anything, I would love to see a new spawn begin with one or two basic random items, including the possibility of a basic melee weapon such as a baseball bat, splitting axe, kitchen knife, or hoe.
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Experimental Branch: 0.49 Discussion
RedDogMT replied to haknslash's topic in PC Experimental Updates
I ran into the same bug with the shotty, except after firing the second shell, the weapon showed the gun loaded with 0 shells and would not allow me to eject the empty shells. The bug has already been reported (016608). -
Experimental Branch: 0.48 Discussion
RedDogMT replied to Super_Duty's topic in PC Experimental Updates
No. Experimental uses it's own hive. So, you will have one Regular and one Hardcore character in Stable... ...and you will have one Regular and one Hardcore character in Experimental. -
this is fun (you are/no longer getting wet notification)
RedDogMT replied to Ugly (DayZ)'s topic in General Discussion
You realize that the messages were probably there to help them test...? -
Should we all start off with a pistol in Dayz Standalone?
RedDogMT replied to Jossell's topic in General Discussion
No pistol. No backpack. No flashlight. Maybe a random small item. -
Anyone else experience this, or have I lost my marbles?
RedDogMT replied to consortiumczar's topic in General Discussion
ah, no.