-
Content Count
193 -
Joined
-
Last visited
Everything posted by Timberwolf (DayZ)
-
1.7.3 Sucks! only weapon vs hackers gone, they did nothing to prevent hacking.
Timberwolf (DayZ) replied to Serious Stan's topic in New Player Discussion
The fact that hackers kill you is not a gameplay feature so using alt+f4 to escape them also isn't. It's not the fault of the patch that it happens. -
Killing innocent people in Namalsk..
Timberwolf (DayZ) replied to Unsung's topic in DayZ Mod General Discussion
Dude, you write like a kid. -
No. The only thing that could even be bearable to fit DayZ would be the snow and looting Christmas lights to use on your camp or something. DayZ is not a fantasy MMO with special fucking events with funny loot and presents.
-
Crash course on the 1.7.3 Combat System (by the person who wrote it)
Timberwolf (DayZ) replied to venthos's topic in DayZ Mod General Discussion
It only works for a few seconds. It's not going to be an issue. -
DayZ standalone suggestion: Seasonal loot balancing. "Hunger" season, "Cease fire" season, "Zombie infestation" season etc.
Timberwolf (DayZ) replied to DZR_Mikhail's topic in Suggestions
Dude, why are you not on the dev team already? -
Devblog details on engine architecture for DayZ
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
Uh that's gotta hurt, I bet he's crying in a corner right now. -
Devblog details on engine architecture for DayZ
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
Hey in this post you didn't say you weren't a Nazi! Oh my god u must be nazi u racis and hate jewz! All he said is that servers will make most of the processing of what happens in the game. I really do not understand where you got your ideas from. -
Devblog details on engine architecture for DayZ
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
it looks like some people can't read properly. -
Devblog details on engine architecture for DayZ
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
In a military server yes :P It would be a bit crowded however ahah -
Devblog details on engine architecture for DayZ
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
I don't think that everyone is grasping how amazing this is. If it gets implemented optimally we will see hacking end almost completely, huge performance improvements and no more desync! -
Dayz Standalone should go exclusively Private Hive with name plates.
Timberwolf (DayZ) replied to scaramoosh's topic in Mod Servers & Private Hives
Standalone should not have private hives. Ever. -
How important is NAT Negotiation to server hosters?
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
I agree with this but I think it's actually impossible for them to get and manage all the servers needed for that just by themselves. It would however be much better since there would be the clusterfuck of different server configurations and types that there are now. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
Timberwolf (DayZ) replied to DZR_Mikhail's topic in DayZ Mod Suggestions
While I understand what you say, all the effort you made creating your threads can't go to "waste". They need to see them sooner or later since this is not just random ideas, it's a well organized conglomeration of details that could make a huge difference in the feeling of the game. The type of stuff that most people don't think about right away, all in one place. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
Timberwolf (DayZ) replied to DZR_Mikhail's topic in DayZ Mod Suggestions
No problem. I love seeing amazing threads like this one. It's just glad to see such an extensive post with so many great ideas. I have to ask, did rocket or any other person working on the game seen and commented any of your previous threads? You made some very good ones in the past and the team really needs to be more present on the forums for threads like this one. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
Timberwolf (DayZ) replied to DZR_Mikhail's topic in DayZ Mod Suggestions
An excellent post that covers a big amount of topics that are very interesting regarding the dynamic realism the game could have. That being said there would have to be a tremendous amount of brainstorming and discussion between the dev team to scrutinize all those ideas to see what would be feasible technically and even more time to implement and balance it. As such what you have here are extremely good ideas that MUST be seen by rocket and the rest of the developers and as the game evolves should be discussed and if possible added one by one as the game matures. Keep up with your amazing threads. -
HUGE BATTLE - Custom Private Hive
Timberwolf (DayZ) replied to devildoggamer's topic in DayZ Mod Gallery
I understand what you say but in what part of the whole video is there even a hint that it is DayZ? Only the fact that they have the mod installed and are on a DayZ server, other than that absolutely nothing. It's just two teams on a Team Deathmatch. That's the point I'm making here. The only thing that would make me understand it is if that was not planned in anyway. -
HUGE BATTLE - Custom Private Hive
Timberwolf (DayZ) replied to devildoggamer's topic in DayZ Mod Gallery
From the bits I saw in the video this is basically two clans fighting each other just like in ARMA 2 TDM but they do it in a DayZ server that tries to emulate ARMA 2. Mind=blown. I really don't get it... -
[Idea] DayZ Standalone Game Stat App?
Timberwolf (DayZ) replied to azgoodaz's topic in DayZ Mod Suggestions
Rocket himself doesn't want stats for the game. He will remove the HUD and you will only know how your char is with visual and sound cues such as limping, moaning, sneezing, vomiting, etc. An App like that has no use in DayZ and I hope rocket implements ways to prevent such tools from existing. -
You want some more progress screenshots of DayZ Standalone?
Timberwolf (DayZ) replied to rocket's topic in Mod Announcements & Info
While I see big improvements with these screenshots I can't help but to see them just as a new area on the DayZ Mod on ARMA 2. Still looks the same, the vibe is still the same, the environment and objects still look just like in the Mod. All just feels the same to me. Are these screenshots taken within the new Standalone engine or just in Chernarus Plus with the ARMA 2 engine? Maybe that's why I'm feeling that. -
Passed out for hours HELP ME PLS =D
Timberwolf (DayZ) replied to robbiex27's topic in DayZ Mod General Discussion
That happens if you disconnected while your char was in shock (during a fight or running from zombies) or you spawned in the air and fell. -
New Standalone Screenshots released
Timberwolf (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
While that is interesting there MUST be a messy, dirty and bloody look to most areas, without overdoing it off course. Everything tidy will take all the immersion of it. What you mention has a place in the game indeed but has to be in somewhat small fractions. -
New Standalone Screenshots released
Timberwolf (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Seems good so far but like previously said it does need to be a bit more untidy. Also, there seems to be excess bloom or over bright reflections in some objects. -
The Most Overlooked Part of DayZ - What will happen to it in the Standalone?
Timberwolf (DayZ) posted a topic in DayZ Mod General Discussion
I am excited to the DayZ standalone as much as the next guy. It's great to see all the improvements they are doing to the alpha release of the standalone and I can't even imagine how it would look like in a year or so. However, all I see is people talking about the new items, customization, harsher environments, new maps... The fact is, the most important part of DayZ is being overlooked. Wait for it... Come on I think you can figure it out... THE FREAKING ZOMBIES! That's right, no matter how much everything else improves if no major changes to the zombies is made DayZ will never be able to shine completely. Rocket already said that improvements to the zombies/infected will be made and I know that's true. More zombies, better zombie AI, better pathfinding, etc but that won't just cut it in my view, not in the long run at least. We need a dynamic world where zombies just don't pop and stand around, I want behavior! I want to go to big cities afraid of the hundreds of dangerous zombies that are there, not because there is a bandit with a sniper. Even if there is one, I want zombies to gather in that area and proceed to try getting into the building and reaching him and as more noise he makes shooting other players even more zombies flock to the area and try to get him (The Mall in Dawn of the Dead is a good example of this). I want that zombies "drop by drop" start heading to the zones with more player activity and noise, such as for example a big clan base (as rocket said we will be able to create them) with lots of activity and careless players (The Umbrella base in the middle of nowhere in RE: Extinction is a good example). I want that zombies will be scattered around ALL the map and not just specific spawn areas (with cities having the bigger amount of zombies and mountains and forests with very few of them). On top of all that, a single player with a 1911 or a Winchester should not be able to kill all the zombies he faces as long as he has enough ammo, small groups of players should live true hell when facing large numbers of zombies where killing them is just a way to buy some time to escape and not to clear a area (take a look at the Walking Dead episodes featuring Shane and Otis where stealth is the way to go but when you get spotted by a big number of them your weapons are means to keep zombies away while you escape), this off course in areas with a high zombie population since lonewolf players should be able to clear small villages if they are good at it. For big areas a well organized group of players would be needed to effectively clear a zone for some time. Basically, for the zombies to become a real threat and really dangerous in a good way (not overpowered Usain Bolt way) we need thousands of well balanced zombies around the map with a dynamic mob behavior where player actions affect their positioning and movement around the map. The problems I see here is that not only this would have to be well balanced but also that I have no idea if this is possible to implement with current software/hardware limitations or even possible code wise. For all intents and purposes it would have to be something to be developed with care and for the long run. I just want that the central part of DayZ (the zombies/infected) to actually become the biggest threat players will face and that the actions taken by players affect the way zombies behave in a large scale making them effectively more dangerous and unpredictable. This coupled with the harsher environment we will see in the standalone will make for the best survival experience available. EDIT: Damn that was a lot of text. No harsh feeling if you don't read it. ahah- 35 replies
-
- 25
-
The Most Overlooked Part of DayZ - What will happen to it in the Standalone?
Timberwolf (DayZ) replied to Timberwolf (DayZ)'s topic in DayZ Mod General Discussion
In a zombie game the most important part are zombies. The problems with hacking have been talked about extensively in the forums and by rocket himself, the zombies in the other hand have not hence why I felt I needed to create this thread. -
The Most Overlooked Part of DayZ - What will happen to it in the Standalone?
Timberwolf (DayZ) replied to Timberwolf (DayZ)'s topic in DayZ Mod General Discussion
You see, the thing is almost no one wants that to happen! We want zombies to be a threat permanently, not something that gets improved in the standalone but with time get's easy to deal with. I want the zombies to be the real threat in most situations and that other players become a secondary threat and not the main one as it is now.