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akafugitive

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Everything posted by akafugitive

  1. So I saw recently that Rocket stated that wind will be added to effect bullet trajectory, but only after the figure out how to give feedback to the player. Moving foliage, flags, ect. Will provide some visual aid, however using the Guesture system you could add a "feel the wind" Guesture that would give basic info through text feedback "the wind is blowing against your front, it feels strong". Adding in lootable kestrel meters to get detailed info could happen also.
  2. akafugitive

    Barret 50. cal?

    I remember it being asked before and if my memory serves me well then the .50 is not out of the question, but will be much later when the economy system is finished so the numbers can be limited. I also remember is being said that if it happens then they will come with a huge downside like weight and mobility limitations, plus it would be a bolt action like the Tac-50 or something similar.
  3. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    *Disclaimer* The following are my opinions of features I would enjoy seeing in the game, this thread is in no way intended to express negativity towards the current development or express ignorance towards current development plans. I am fully aware of what alpha or "work in progress" means, as such I am doing what is intended for alpha testing and making suggestions, not demands. Please keep feedback constructive, and on topic. Carrying Weapons Firearms (inspired by Shadow134) Reloading (inspired by YorkMorgan) Melee Weapons Less-Lethal Weapons Military Grade Explosives Damaged Gear If you liked this, also read/like/comment on these: Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt1 - The Player(skills) Gameplay Mechanics Pt2 - The Infected Gameplay Mechanics Pt3 - Environment Gameplay Mechanics Pt5 - The Interface DayZ - How it all began... (coming soon)
  4. akafugitive

    Gameplay Mechanics Pt3 - Environment

    *Disclaimer* The following are my opinions of features I would enjoy seeing in the game, this thread is in no way intended to express negativity towards the current development or express ignorance towards current development plans. I am fully aware of what alpha or "work in progress" means, as such I am doing what is intended for alpha testing and making suggestions, not demands. Please keep feedback constructive, and on topic. Loot Containers Loose Loot Re-spawn Immersive Loot North East Airfield North West Airbase Military Response to the Infection If you liked this, also read/like/comment on these: Gameplay Mechanics Pt1 - The Player Gameplay Mechanics Pt1 - The Player(skills) Gameplay Mechanics Pt2 - The Infected Gameplay Mechanics Pt4 - The Weapons Gameplay Mechanics Pt5 - The Interface DayZ - How it all began... (coming soon)
  5. This, was at the edge of a tree line in a field close to devils castle: Up close of the sign if anyone can translate:
  6. When I play on a regular server game runs great, my connection to the hive is normal, but when I play on a hardcore server I am desyncing and loosing connection every few seconds. I've seen this bug before in an Arma 3 Mod because an old character file still exists in the hive database and it gets confused on what one to check, possibly the issue?
  7. OK I'm going back into hiding... Dev team and rocket if you are reading this, please don't give up on your design idea of using your survival experience to create this game, we may be more quiet but there are a lot of us who support what you stand for as like minded people. It will be a benefit to the others here in learning adaptation skills even if they resist it, specially if they play games like this and aspire to move into relative careers at some point in their life. I will continue on with my suggestion threads when I find time
  8. akafugitive

    Whenever you use the realism card for DayZ...

    Well let's face it, most of the people who complain about realism don't really know what real is anyways. They really just want their viewpoint in the game, realistic is an over used excuse.This is a game that provides a decent authentic experience. Since you will always encounter people who don't take it as serious as their own life it will never be "realistic". The ability to leave the game world, have disembodied conversations, and respawn will always kill that. The game does however provide a great experience to people who enjoy being challenged into higher battle strategy then a simple casual shooter, that I support. I do like the more sensible approach to balance that uses more complexity, like close to true ballistics, instead of just dropping the damage of the .50 Cal sniper because "it's too powerful", or increasing the damage of the m4 because "I shot him 11 times in the toe, why you not die". Fact is, if it's realism you want, go serve your country. I bet your view of what real is changes fast ;)
  9. akafugitive

    Removed.

    I'm thinking more along the lines of each item and pouch gets an assigned width value, if the pouches value is lower then the items value then the item wont fit. eg: Mag has assigned value of 4, mag pouch has a value of 4, so it fits. Canteen has a value of 6, mag pouch has a value of 4, doen't fit. yeah they are 2x5 so 10,20,30,40 round mags all have a different size(grid length)
  10. So a lot of anti KOS threads are poping up everywhere and have made me think, because I do want to interact more with others but the lack of trust usually leaves you going for the trigger instead. One thing I have noticed from my point of view is that vertical movement is quite unnatural allowing guys to do the so called "Detroit sidestep". when you have the jump on someone, knowing they can do this unnatural movement makes you sometimes not want to risk them getting a twitch shot off ending your game. Is there a way to add a lag to directional weight shift, causing movement to feel more natural? I'm thinking from standing still to moving forward would have a small lag before you start moving, little more when moving backwards or sidestepping(movement speed also reduced slightly), the most would come from a change in direction(Left to right, back to front).
  11. akafugitive

    Removed.

    How about this: Front(current inventory grid) Front(resized inventory grid) Back
  12. akafugitive

    This is how dumb punching is in this game.

    Bare handed closed fist strikes to a hard surface, such as someone's face, usually hurts the attacker also. Guys break their hands like this all the time, it's called a boxers fracture. Creating injury, including the risk of a fracture, to the attacker for throwing punches could also be a way to go also.
  13. *Disclaimer* The following are my opinions of features I would enjoy seeing in the game, this thread is in no way intended to express negativity towards the current development or express ignorance towards current development plans. I am fully aware of what alpha or "work in progress" means, as such I am doing what is intended for alpha testing and making suggestions, not demands. Please keep feedback constructive, and on topic. So a bunch of you have done your concepts of the "Tab" screen so I thought I would jump on board doing one. I am not as talented with picture editing as a lot of you guys so this is not represented for the art purpose, just functionality. I have included a few features in this that I could from my other suggestion threads. Here is my basic design when opening the "Tab" menu: "Tab" screen closed and contextual interaction menu's: Some opened inventory screens (default grid size): Resized inventory grid option: If you liked this, also read/like/comment on these: 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 DayZ - How it all began... (coming soon)
  14. akafugitive

    Verticle movement, aka the "Detroit sidestep"

    If they added screen effects such as the camera view tilting in the direction before the movement starts it might help display the weight shift, kind of like the dexterity update with the weapon lagging behind.
  15. akafugitive

    Verticle movement, aka the "Detroit sidestep"

    You have to watch Morgan Freeman plays DayZ lol
  16. akafugitive

    Gameplay Mechanics Pt5 - The Interface

    Yeah I would still want the reload feature to still prioritise full mags, the point of this UI along with the mechanics ideas I had is to actually limit the amount of time required in opening the "Tab" menu. I would like the majority of actions be done while the Tab UI is turned off and really is only required when you can stop and take a knee to sort your gear, fill mags, ammo counts, ect. -Added one screen for player interaction menu when Tab menu is closed, more to come.
  17. akafugitive

    Gameplay Mechanics Pt4 - The Weapons

    Check out my final thread "the Interface", I paint a better picture of how the game can handle non slotted items in its current capabilities. We already see it with the chest holster, flash-lights and attachment system. Specially with the weapon flash-light not being able to mount unless it detects the RIS handguard.
  18. akafugitive

    Mosin automatic reload

    I want that and more. I cover a detailed reload system in my weapons thread
  19. akafugitive

    The only solution for DayZ: Simulation.

    Amazing post, I could not have said it better myself, and I've tried lol.
  20. I think diversity to give the element of the unknown and sheer numbers will make zombies a threat worth shaking hands to fight against.The saying goes "the enemy of my enemy is my friend" I tried to paint a picture of diversity in zombie behavior in my the infected suggestion thread http://forums.dayzgame.com/index.php?/topic/171109-gameplay-mechanics-pt2-the-infected/ Maybe I see the possibilities of the game and that is what keeps me from being bothered by the current state but I haven't been disappointed by the collaborative efforts of the dev team and the molding community yet.
  21. akafugitive

    Would you want Persistent Bandages?

    I like that idea, I cover off on injuries, treatments etc. In the health section of my thread, and small/heavy bleeding in my catastrophic damage section. You should give it a read and let me know what you think
  22. I agree with you for the game in its current state. I have high hopes the development team also sees these issues and are working around putting in the right mechanics to increase the difficulty of surviving. I don't think KOS mentality will ever be curbed, and is kind of the beauty of the game. People are free to interact with others the way they want, blind trust in strangers is likely to get you shot. No markings for others intentions leaves you needing to be suspicious and apprehensive of others, increasing the atmosphere. I do however think the game is over run with the death match mentally over survival mentality. A lot of this probably has to do with it being accomplished very easy and without punishment(finding supplies such as food, guns, mags, ammo are incredibly easy). Another issue is once you are geared in a couple hours what else do you do? When finding the firearm you have took 3 days to find you might not want to mess around and loose it. Also base building, vehicles, managing health and illnesses, and having alternate means to find food, allowing for a spawn reduction. As the new mechanics are introduced it will all play a huge role in changing the atmosphere, rewarding survival and keeping the ones that don't want to adapt dead or on the coast punching each other in the face. When I spend weeks moving through the bush and building a team to invade what would otherwise be a suicide mission into the NWAF(because zombie population becomes deadly), successfully accomplishing this difficult task will reward us with superior equipment. After obtaining that equipment, when me and my crew encounter someone with a death match mentality they just won't stand a chance. When ranging shots requires wind, range and deviation calculation they will have a hard time hitting us, on the lucky chance they do: a] my armor will absorb the impact while my crew turn you into swiss cheese, or b] my medic will smoke up the area and get me back up while my crew turns you into swiss cheese. They may get lucky and we will take fatalities, it happens, but overall organized groups(bandit or otherwise) or lone wolf's minding their business in the shadows will rule over all else.
  23. akafugitive

    Would you want Persistent Bandages?

    I like the idea of bandages and splints not being a "instant fix" and being a persistent item that displays like you said to heal over time. If they made them work like the burlap sack(over the head) but the effect was they would repair the injury over time. They should allow for an instant effect like being able to limp on the broken leg instead of crawl while it heals though. I would like it to eventually repair the injury allowing it to be removed though. I also went into detailed wounding in my player thread in my signature
  24. I get what you are saying, but I would take the issues BI have had with accessibility over the other options out there any day though. Have I had moments in Arma 2, DayZ, Arma 3 that made we want to turn it off? Hell yeahHowever other games don't stimulate me and I just can't get into them. They may be a smoother experience, but that is because they are simple in design and cater to more of a pick up and play without testing your mind play style. I like the challenges that having both skill of shooting AND skill of mind offer. If they can solve the issues, great. If they can't solve them, that does not break the game for me, becoming so simple that it bores me to tears does.
  25. Your tactics were superior to his capabilities, that's why I love this game. A guy with a gun in his hand is a threat. A guy with a gun who knows how to use it is dangerous. A guy with a gun, knows how to use it and knowledge of how to put the enemy at a disadvantage is lethal.
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