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akafugitive

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Everything posted by akafugitive

  1. Yeah a breach is very dangerous on someone who is bunkered, no matter how prepared you are. For this game I mostly like using bait and bash: get a guy into an over watch position then slowly pull back everyone else. When the gopher pops it's head out to investigate, squeeze the trigger.
  2. Dynamic overwhelming breaches are good, specially if you have distraction devices. Flushing out and/or surrender works great also, just better hope they don't have friends coming up your rear or a random stranger to breakup the party. Good job bunkering in and protecting your prize, I still have yet to find one.
  3. akafugitive

    Would You Support A Gun Shop Loot Location?

    I understand what you are saying, I mean the building would be a target location because of the higher chance to obtain a firearm.I am well for immersion looting, I cover a section on this in my environment suggestion thread: http://forums.dayzgame.com/index.php?/topic/171213-gameplay-mechanics-pt3-environment/
  4. I think these is a simple idea why, specially on these forums you see more opposing opinions then on other games.There are plenty of guys that come from professional security, military, policing, etc. backgrounds that still enjoy games, these are the guys I play with, myself included. BIS has always developed games that spoke to us but DayZ has hit a much larger crowd. I don't want to see DayZ become a casual game because casual gamers have a shit ton more options out there then I do for getting what they want from a game. I used to sit in the background and mostly just watch the forums for information, but I decided to first drop in the suggestions that me and the guys kicked around since the dev's would not know our ideas unless they were posted. I have only recently started posting in these threads again because I want the dev's to see there are guys out there that love the core design they have stood for in the beginning and don't want to see this become some casual shooter.
  5. akafugitive

    Would You Support A Gun Shop Loot Location?

    It would add another target building just like the hospitals, med centre's, police stations, etc. To towns. I'm for it.
  6. But this is OK, you never lower your standard to the lowest common denominator, even if it has an overwhelming voice. The release is great because even though people complain they are still playing and giving valuable data on the stress load.The reason a lot of AAA titles require major patching at release and less features is because they develop the game based on perceived stress load, not real numbers. This is also why they can develop faster, they don't have to go back to the drawing board as often. No gaming company can predict how the game will handle with 2 million players without allowing 2 million players to try it. People just need to remember, you bought Dean and BIS's vision, not yours. That does not mean you are not unable to make suggestions and possibly influence the direction it goes, it does mean though that if they don't want your ideas or don't think they are practical they just won't make it in the game, that's where modding comes in. For the record I would love to know the development team has read some of my ideas and considered them, however they do need to tread lightly on this, because my suggestions are not more or less important then anyone elses, and I'm still just another guy on the forums, I may not have made an impression on them yet.
  7. You come from an informed position, you know the issues that I know exist and don't enjoy also. My objection is that they haven't been in development for as long as you think they are, the original plan when they started the standalone project is out the window and has only recently been replaced with the rebuild the game plan. On top of that they are still receiving feedback from the community/internally and changing the design plan(the reason you go open with an alpha)When I say go to the bug tracker or suggestion thread I mean report the issues and make suggestions, this does not mean they will be addressed when you want them to, things take time and need to fall in the schedule when its right or will just break again. Why they can add more content over solving larger issues is easy, introduction into the builds we are playing is easier without massive complications. They most likely have a ton on sounds, animations, and mechanics that are mostly finished waiting to be glued in when they can. Again why they havn't figured out how to solve rubber banding is because they did, by designing the net messages(a foundation item), introducing new features broke it. They wont stop introducing new features at the risk of breaking the game because they can't fix it till they have introduced the features causing the problem to begin with. Testing the servers load for 100 players is what you call a "stress test", this lets you see where you're at and how much farther you can go without pushing it too hard and causing it to fizzle and die. My words are my own, not copy/paste. I gather information through research, use my knowledge from previous experience and make my posts without resorting to slandering and disrespecting others opinions. I can say "you're wrong" without following up with "you're an idiot", and for the record, I never said you were crying/whining, i stated why it comes off like that to others. I've expressed to you before my experience, and why I hold the position I do on these topics. If you choose to disregard that, so be it, that is your choice. Fact is others read these posts including the devs, and a project lead position in consulting and running investigations has a similar approach to any other design method, including games, so I do understand the method of deliverance, though I would not assume I can make a game without game design experience(to which I have a slight bit of knowledge in by aiding in some mods).
  8. akafugitive

    compact folding survival bow

    I survive when others don't hear a gun shot and investigate. When I did hunt, haven't been out in a long while, I had a lot of success with fixed blade broad heads. As long as you get in close enough to get that lung, heart, lung shot then the kill is clean with less damage to the meat.
  9. akafugitive

    500 second wait timer? Rant @ devs

    I play on pretty much the same servers all the time so its never bothered me, when I do change and get the timer I accept it. I have a busy life but when I sit down to play(less often then I'm on here lately lol) I just accept it, since I dont have to be rush, rush at the time.
  10. akafugitive

    compact folding survival bow

    I have a feeling this will be moved to the suggestion section, great idea though. I am a fan of bow hunting, and this would be a welcome addition.
  11. To be honest I don't blame the development team for not addressing every complaint on this forum because regurgitating that information over and over again to people who refuse to get it is very time consuming, taking away from actual development, and can be extremely overbearing. I have had a lot of time to help pass this message since I don't mind doing so in my down time, and am interested in seeing this game developed in a positive way. I have had positive interactions with the development team, such as Accolyte, because I brought my objective debate with him respectfully. In all honesty if you want to see something change come up with a solution, they may consider it. Here are some of mine: Easting/Drinking/Bandaging, and how to create cancel action. Wind direction/speed feedback to the player Zombies: they only come out at night Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt1 - The Player(skills) Gameplay Mechanics Pt2 - The Infected Gameplay Mechanics Pt3 - Environment Gameplay Mechanics Pt4 - The Weapons Gameplay Mechanics Pt5 - The Interface I dont claim to know better then anyone else or the dev team on what can be done in the limitations of the game, just maybe some of the ideas I have might not have been thought about yet, or the topic allows everyone to get input to grow an idea into something great. I have contributed to others ideas aswell, and been inspired by other peoples ideas to create my own.
  12. Let's look at the laundry list of issues to compare why this is a new game, not a polished mod. Why are the controls over sensitive? - redone, need optimization from further testing Why is there massive desynce/rubber banding - brand new client server relationship from the architecture, needs optimization and further testing Why is zombie behavior not at 100% - they are redone and need further testing. They are also waiting for other optimization to increase the population Why does collision have issues(zombie wall walk, ladders, etc.) - brand new physics is in the works and will need testing/optimization Why does loot and spawning not suit everyone's need? - redone, not all content has been added, tested or optimized. Respawn and persistence still being worked on. Why is hunting and animals not in game? - being redone Why do vehicles not exist? - being redone Why do we have no base building abilities? - being redone And that's just what I have pulled from the top of my head, I'm sure I'm missing some
  13. Yes but the Day standalone has problems from ripping out old legacy mechanics and rebuilding them. Not much is left from the old legacy build anymore. Once all the old is removed/ replaced we will probably start seeing more interesting updates/stability coming, background mechanics are essential but don't always change the perceived player experience.So yes, when you have cut off the hood from one jacket and the sleaves off another, then rebuilt the body it is essentially a new jacket.
  14. People are calling it whining and crying because it is non-constructive bitching about every little thing, then calling everyone who doesn't agree with you an an idiot, fanboy, or blind.We are not unaware of the bugs nor do we want them to stick around. There is just a constructive way to do it, go read the bug tracker and some of the thought out posts in the suggestion section. Some of us have participated in alpha releases such as Arma 3 and have faith in them delivering a good final product. The problem is the good suggestions and helpful feedback gets constantly hidden in a pile of complaining, causing a lot of guys who have put time and thought into their ideas to maybe never have them receive proper notice. I for one understand what in development means, advantages to me is at this early stage I may be able to make suggestions and Input to aid in development. There is always periods where no progress may appear to be happening on our end, but certain larger updates require more work to tie it into the build, and just take longer. The focus of development in alpha is to get all the features in the game working in a mostly playable state, beta will tidy that up and possibly add a few more things, full release will happen when they are happy it is polished, and will still require support after that. My position is, you obviously have no understanding of how development works and probably should just wait till the game is done. Complaining the way you have won't solve anything or suddenly change the way development is done, because catering to you won't have the game done any faster.
  15. So here is my suggestion to fix the whole not being able to stop yourself mid action. So from what I have seen the problem comes from the whole length of the animation being only 1 animation that is not able to be stopped after being played. My solution is to split and shorten the animations, then play them on a loop, that way stopping the animation will just interrupt the loop from continuing. For example: Pulling a can of food into your hand is one animation. "Start eating" would begin the loop; each time the hand pulls food from the can to your mouth would be the full animation sequence using 5% of the food at a time. The sequence would automatically loop until empty, stomach is full, interrupted. "Eat all" would not be necessary, just start and stop action. Drinking from a water source would work the same as above. Each time you bring your cupped hand to your mouth would be the looped animation. Drinking water bottle could work similar. Opening the bottle would be one animation, each gulp would be the looped animation, closing the bottle would be the last animation. Bandaging would be every complete circle the bandage makes around the arm is the looped animation, if each loop used 5% of the bandage, interruption before bandaging was finished would mean the wound was not dressed properly and will continue to bleed at the loss of the supplies. This would also solve the audio que not matching up with the animation, because instead of one animation of shoveling food to your mouth 10 times with an audio que, the same animation would play 10 times in a row with an audio que at the end. This would line up the sounds with the animation correctly. Anyone who has setup sequenced macros knows what I'm talking about.
  16. akafugitive

    eating/drinking/bandaging and how to create cancel action.

    I wonder how it will be handled though. Will canceling an animation like eating behave as if you never started, regardless of how late into the animation you were when you cancled
  17. akafugitive

    eating/drinking/bandaging and how to create cancel action.

    I like this, goes with my idea for reloadingControls when you have a can of food in your hand could be like this: (Raise Weapon) no change, toggles raise/lower (Mouse 2) toggle eat/throw stance - eat stance, same as now. Throw held up at the shoulder (Mouse 1) action based on stance - holding down the button will throw further or continually eat till released or container is empty. Wouldn't need the action menu to perform these actions anymore
  18. I made a detailed post on how I would like to see reloading work in my weapons thread also, here:http://forums.dayzgame.com/index.php?/topic/171367-gameplay-mechanics-pt4-the-weapons/
  19. I was thinking about zombie respawn, and had an idea: With accelerated night/day cycle, why not tie zombie respawn into happening only at night. It would depend on the server detecting the player being in a zombie respawn zone still. While visibility is low you won't be seeing them just pop up from the ground like you do in the day light, they could re spawn as close as a few hundred meters and it would still feel fine because you won't see it spawn up.
  20. akafugitive

    Blurry buildings at medium distance.

    They have depth of field build into post processing while aiming down the sights now. It's a bit much in my opinion and should really only cause a blurry viewpoint to the right of the firearm and very edges of the screen anyways. Both eyes open shouldn't have as bad of a depth of field blur as it does currently
  21. akafugitive

    Spawning God-Mode

    I still think they should force you to need to sit down before log out delaying the speed of logging out. You would load back in the same way making you a smaller and harder to see object, specially if you pick a safer area to log out at.
  22. akafugitive

    Mosin and PSO Scope

    If they add in the wind factor I certainly hope they change the way zeroing is done. Tuning like how ACE handles it would be favorable
  23. akafugitive

    zombies: They only come out at night.

    This only has to do with respawn, not how they behave.
  24. akafugitive

    Would you want foldable clothing in DayZ?

    Even folding down backpacks and some vests would be nice also
  25. akafugitive

    zombies: They only come out at night.

    Who honestly wants the default setting to remain on 24 hour though? I know I can't play a game for that long, and enjoy seeing time transition to see all times of day in a single play through. I typically only usually get a chance to play at the same time when I do also. Personally I would be happy if a full 24 hour cycle happened in 6 hours or less
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