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akafugitive

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Everything posted by akafugitive

  1. akafugitive

    What's the current hacking status like in DayZ:SA?

    Experimental DE - 4 Guys name way Yesus. Wish I had installed my recording software, very blatant case of hacking. He appeared to have himself attached to me so if I moved he would randomly teleport close by me, was all over the place(not desync for sure) was talking to me in direct trying to find out where I'm from, typed in direct once that's how I got the name Edit: Exact same guy from that twitch stream***
  2. The speed of the zombies is perfect, I like that they can harass you while you are running away forcing you to stop and deal with them. Obviously the insta ruined status needs to be sorted, along with a few of their other bugs. The pathfinding bug can be funny sometimes when you see them scurry across the road then turn to come get you a few seconds later. I know that the zombie respawn mechanic is just a temp placeholder till numbers and the proper respawn can be optimized and added. Seems that some like them fast some like them slow, why not both? Some are fast some are slower?
  3. akafugitive

    Remove Coupled Mags?

    Another simple poll: Should Coupled mags be removed? -Currently coupled mags are broken, since they allow for 60 rounds of sustained fire(should be 30x30 mags). -Loot spawns are already saturated enough with 10 round MP, 20 round MP, 30 round MP/Steel, and 40 round MP(5 types - 9 if you count colour variations) -Coupled mags just arn't worth fixing and 40 rounders should become the high cap mags with associated disadvantages; Heavier, extra inventory space, lower dexterity(specially in prone)
  4. akafugitive

    Crosshair/Dot gone soon.

    Forcing a small amount of aiming dead zone solves that issue also
  5. akafugitive

    Rolling Update Rev - 0.43.116251

    down, about an hour ago
  6. akafugitive

    getting wet: visual effect instead of text messages

    Messages just need to be set to current thought only when outside of tab menu instead of a list. When dealing with rain, it should only tell you "I am no longer getting wet" when you have stopped under something that provides shelter for a minute.
  7. akafugitive

    retrieve - assist - gather missions (please add your ideas)

    I'm thinking more along the lines of they would be killable, they don't respawn. You would have to rescue people to have people, once you re-spawn as one of them if they die and you have on one left you spawn as, and are sent to the coast. Overrunning a base would not supply the defenders with an endless supply of re-spawns at their location. I am more of a fan of developing the zombies and animals(passive, companion and dangerous). I would not oppose said economy supportive NPC's being introduced later on down the road though.
  8. akafugitive

    retrieve - assist - gather missions (please add your ideas)

    I don't want to see this in vanilla but If NPC's were done, I would strictly like to see them as people that can be rescued and brought back to an established base. Would require beds and would deplete supplies, but can be grated roles such as guard duty, trader, etc. NPC's in your groups outpost not assigned a role could be used as re spawn resources for you and your group(instead of spawning at the coast). Guards would only attack players who fail to follow warnings to holster weapons or attack them first Traders would have supplies set to them by the players, trade value will also be assigned by the player
  9. akafugitive

    retrieve - assist - gather missions (please add your ideas)

    Actually NPC comes from traditional tabletop role playing games long before the computer generated era. Refers to a support cast character played typically by the GM and has more complex interactions then monsters, animals, etc. Not all of us here are teenagers born into the world of 3d gaming. He has it right, all NPC's are AI but not all AI are NPC's. I think NPC's along the lines of the Dog followers and ridable horses would be great, I'm not fond of NPC's that will be roaming around and shooting at me though(strictly because AI is not smart enough to act like a person or has ridiculous issues with spinning on a dime and shooting you in the head from 1000m with a handgun).
  10. akafugitive

    Combat Log

    I think logs should be left to server admins, less is more in my opinion when I am playing the game. I am one who picked this game out of all others because I want to see a gritty survival post apocalyptic survival game. I don't want to know I have killed someone without confirming the body. I want to struggle to keep myself healthy/fed/hydrated. I want seeing another person, hearing a gunshot or groaning zombies in the dark cause my heart to pound. I want to see communities form and trade with others or battle each other for supplies. I want to figure out what I can make, fix cars, and treat injuries/illness, etc. through trial, error and experience(not with hand holding).
  11. akafugitive

    motorcycle helmet view and sound restrictions

    I also think that even when not wearing a mask or anything obscuring view that adding a slight distortion to the corners giving them a more rounded instead of sharp edged look, simulated centre of the brow and nose distortion would completely remove the need for anyone to require a cross-hair to be in tune with the centre of their vision.
  12. akafugitive

    Perks/skills/professions/stats

    Yes like Elder scrolls but skills regress over time as well without practise. Grinding would be allowed but at a cost of not maintaining balance with other skills since they will regress while not being trained.
  13. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    -Added Diagram for how inventory items receive damage to Damaged Gear section (using reduced size inventory option from The Interface)
  14. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    - Added Inventory Resize option - Added poll
  15. akafugitive

    Perks/skills/professions/stats

    I support what your after, I'm not for gaining exp through kills and spending stat points. A skyrim style progress through usage, with a regression through non usage is more what I'm after. Check out my skill thread and tell me what you think: http://forums.dayzgame.com/index.php?/topic/177124-gameplay-mechanics-pt1-the-playerskills/
  16. akafugitive

    recognizing peoples and studying dead bodies

    Study body but more along the lines of what they currently have with check pulse. Body is cold, no pulse, has serious head injury, etc.
  17. akafugitive

    retrieve - assist - gather missions (please add your ideas)

    Note based treasure hunting could be interesting, but I'm with everyone else for no npc's in vanilla. Maybe something done by modders down the road as a variation And currently we don't have npc's(non - player characters) we have AI monsters and AI wildlife on the way.
  18. akafugitive

    Gameplay Mechanics Pt1 - The Player

    -Added in my rendition of a health system diagram.
  19. akafugitive

    motorcycle helmet view and sound restrictions

    Motorcycle helmet, gas mask, payday masks, glasses, etc. You have my beans
  20. Couple small things I've noticed: Aiming down the iron sights or specially with the FNX holo sight draws in way too much. Aiming with a handgun really should not draw in your FOV at all, this is the advantage of using a handgun. The new melee animations are very nice, however why is the stab animation only for the screwdriver yet the kitchen knife, bayonets and combat knife still use the old swing animation? The protector case being a free inventory condenser for any item kinda bothers me as well, I think it should be resized to 2x3 and just provide damage protection to the contained items. The first aid kit and ammo can make sence because they are restricted to certain items. It would also make sence to not allow items in these containers be assigned to the hotbar(however pulling a first aid kit into your hands should give scroll wheel options to use its contents)
  21. akafugitive

    handgun sights, knife swings and protector case

    I wonder if it is possible for them to do fixed POV/FOV when aiming, would make more sence then zooming in FOV, even the problem with scoping on different FOV setting would be solved
  22. akafugitive

    <Name> killed by <Name>

    They used the same excuse to use this in the mod to "combat hacking" tell me how well did it work?No I think the standalone has much better strategies for combating hacking. I play on full servers and have yet to be teleported into the Thunder dome, see parachuting cows or people spawning in jets Adding this so people can see when to leave the server based on hacking is like sticking a bandaid on a sucking chest wound. The server architecture is the answer to combating hacking, hence why the standalone developed it and is not using mod style early warning systems. If you have ever looked at BEC logs you would know the death messages are also not needed, just an active admin, hacker won't be dealt with one unless they are watching even with death messages
  23. akafugitive

    handgun sights, knife swings and protector case

    Yeah that's why zoom needs to be set to 0 by default, the whole purpose of a holo sight is to not block peripheral vision
  24. akafugitive

    Rolling Update Rev - 0.43.116251

    I'm totally going to drop my thread here but since we are talking zombies, this: http://forums.dayzgame.com/index.php?/topic/171109-gameplay-mechanics-pt2-the-infected/
  25. akafugitive

    Reworked magazine loading

    I agree, I never covered the reloading of dry mags in my section but I do cover a more intuitive firearm reload system in my weapons thread
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