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Everything posted by hefeweizen
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By god. I think the concept of an alpha might just be getting through to one of them... Can it really be true? Can someone possibly decide to take a break from the game because it is going to take some time to get near completion without ranting that the game will never be done, that the engine will always be crap or that Rocket is a scam artist? Oh happy day, joy to the world! *confetti*
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If this was a feature, and not a bug. Then all the chicken shit snipers would go home... A man can dream though, a man can dream... *thoughtfully stares out a window*
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Hell, he built a time machine just so he could go back in time and start work on your idea months before you had it. That kid is a go getter, I tells ya.
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Well... Have you experienced this first hand as well? You phrased this like you haven't and that is an awful lot of lofty assumptions to make if that is indeed the case. Because I never haven't experienced this, nor have any of my friends I play with, nor have I heard anyone complaining about this on Global chat.
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Rocket has already said wind is planned, and it will effect long range shooting among other things. /Thread
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Now, to be fair to Rocket, a lot of times it seems like it isn't so much "He doesn't choose his words well." as it is "The internet is filled with angry spastics that read way too far into pretty much everything and get off by shitting on other peoples work." That could just be my perception of events, I dunno...
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Weird, I can honestly say I've never experienced this. In any Arma 3 server with a decent ping, for that matter. To be fair though, I play on Thirsk more often than Altis (just too damn big for DayZ IMO), but my experience trying out the 90 person Altis servers was shockingly good. I don't know what kind of witchcraft the Breaking Point team worked to optimize their mod, but I hope the teams making Epoch, 2017 and Arma Life rip it off just so I can have some of that sweet 70fps action on their mods too.
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No to Global Chat, yes to way more common walkie talkies. Maybe down the line there could be a way to rig up the power lines to handle "mourse code"? That could be a way to bring back global text chat...
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Huh. On full servers, or all around?
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why not use opengl renderer and port to SteamOS
hefeweizen replied to brumey's topic in General Discussion
Its a neat idea, and I'd love for DayZ to be yet another game that doesn't require Windows to run. But making the DayZ/Arma engine work with OpenGL as the renderer isn't something the people at BI have experience with. They've done an upgrade from DX9 to DX11 for Arma 3 when they were crafting that games engine so it seems like pretty much a no-brainer to just duplicate that process the best they can. -
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Bullshit, its happens all the time. Off the top of my head, without any research Team Fortress 2 and Rust both come to mind. Its clear you don't know dick all about software development. Hell, DayZ isn't even changing to completely new engine like Team Fortress 2 did, or Rust did, they're just crafting an new engine for their game by modifying an existing engine to suit their needs just like countless other titles have before. Half-Life 1 springs to mind as an example.
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Its not harder to learn, or accurate. People don't just slow down at an arbitrary point when they're trying to turn 180 degrees, that's just stupid. Anyone can turn completely around in less than a second, the difficulty is aiming accurately after said turn. The Standalone addresses this with gun sway. And its not harder to learn at all, it is just generally unpredictable. 1 : 1 Ratio rewards muscle memory with accurate aim, anything else is nothing more than an attempted guess at how far their pointer is going to move based on how fast they moved their mouse + how far they moved their mouse Vs. some arbitrary set of degrees that don't make any sense and aren't plainly stated. Its pretty clear that it isn't sims that you're into (Even if you've said as much over and over again in that oh so charmingly condescending way), so much as terribly outdated game mechanics. Its cool that you're in to clunky games, but don't act like they somehow take more skill to play. They're just lower quality, and you have to fight the terrible mechanics to play them.
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Fixed that one for ya, don't think you caught your mistake.
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If by CoD you mean "Every god damn shooter since Quake" then yes. I much prefer to having good Arma 3 controls to shitty Arma 2 controls. Its about being accurate, it has nothing to do with 360noscopes, or whatever nonsense you're yammering on about.
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Ew... I just caught this part. Now, I don't generally think there can be a right and a wrong opinion on something. But I can safely say your opinion on this matter in particular is wrong. Mouse acceleration... jeez, I think I just threw up in my mouth a little... I can see now see how its possible that you could think the terrible mod zombies are good. Are you from an alternate universe of some sort? Like that episode where Spock has a beard?
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Now wait a damn minute, nobody here has been able to tell me why they think mod zombies are better than the standalone zombies. Aside from numbers, and some bullshit about stealth that nobody uses. So prey tell, what if anything is better about the mod zombies? And it better have absolutely nothing to do with numbers.
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Jyeeeah. I win the discussion, who's gonna high five me?
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I guess we have differing definitions of believability, the buggy way mod zombies move has always been completely immersion killing for me and most of the people I play with. I don't understand why the mod zombies are set up in different stances honestly, if they got rid of the chimpan-zombies and the crawlers they'd almost be passable. As far as stealth goes... Who still tries to stealth around in the mod? Sorry man, but that is like first month playstyle right there. Much more effective to just sprint around through buildings, only stopping to kill zombies if you see some loot you'd like to pick up, though most of the time that isn't necessary as they're so slow inside you have more than enough to check the entire building for loot and then run past them like nothing on your way out. Also, I'm not sure what you're talking about in regards to clearing out a place before you loot it, if you kill zombies in the mod they almost immediately respawn out of a nearby unenterable building. I guess you can run into a building and kill all the zombies chasing you, and then not worry them jumping you while you're inside said building. But clearing out towns isn't possible in the mod and once again, that is one of those things that the standalone will be able to do, but the mod won't. Like I said, I was talking about a 1 to 1 zombie comparison, if all we're talking about that makes zombies more believable is numbers then I guess there is some merit to that idea. More zombies is probably more believable than less or whatever. However, the standalone couldn't actually have the mod zombies as placeholders as they'd still be server side, and since the servers are still 32-bit their numbers would still be very low. So we'd have a small amount of zombies, they'd just be all terrible like they are in the mod. However, once the servers are changed to 64-bit and the ceiling on server performance is lifted, I'd prefer 10x the standalone zombies to the mod zombies. No question about that at all. I guess the mod zombies might be more of a challenge until you learn their mechanics, but afterward both the mod zombies and the standalone zombies are total pushovers at the moment. The standalone zombies just have the advantage not having seizures and running the complete opposite direction from you when they're trying to close in on you, and also not becoming a headshot conga-line when they get inside.
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Until you pull out the most classic anti-zombie weapon of all time: Running through a building with two entrances. I wasn't talking about the overall amount of zombies, and by extension the amount of threat they pose. The standalone definitely needs more zombies and after 64-bit servers are implemented there will be a lot more zombies for sure. But as it stands the mod does a better job of throwing zombies at you (as long as you're not in a vehicle), that is true. But if we're talking a 1 v 1 zombies comparison, I don't see how the mod zombies are in any way better than the standalone. More jittery and more buggy movement, therefore harder to shoot, sure. But aside from numbers and buggy movement, what else do you think the mod zombies have on the standalone zombies?
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I appreciate your response, and this is the only part I take issue with. Standalone zombies just seems so much more smooth than the mod zombies. Sure, in the mod if you're running outside the zombies might be more of a challenge, jittery buggy monkey running on all fours at Kenyan top speed while they zip back and forth in random paths, it can be tough to land a shot on 'em in that state. But then you can just duck inside any building and they form a conga line so you can head shot all of them at your leisure. Also, the biggest thing that I didn't bring up about the zombies is their server side spawning. They exist even when players aren't within so many meters, which is one of the biggest problems with the mod. You can find a vehicle, drive around until you see some zombies spawned somewhere and you'll instantly know that there is another player around. On that note, loot is the same situation. Log in on the mod, notice that there is loot already spawn in the building you logged in at, and you instantly know what there is another player around. And these things are examples of things that can't be fixed in the mod: Zombies that walk indoors, rendering them harmless little kittens.Zombies that only spawn when players are near by but not in a moving vehicle.Loot that only spawns when players are near by, but not recently logged in or in a moving vehicle.They're all fairly game breaking on top of that, in the case of zombies they often make them more help than hindrance for survivors which is totally against the intention of the game in general. I can't tell you how many times I've ran up to a town, pulled out some binoculars and spotted a few zombies that wouldn't be spawned if there wasn't a player around and used them as my own personal hunting dogs. The standalone has problems sure, but it is in early alpha and the devs can make changes at engine level. We can assume that many of them will be fixed by release. The mod has a lot of problems too, and many of them really won't ever be fixed just because of its nature as a mod. That isn't saying anything bad about the mod developer, Razer does his best I'm sure, but there is only so much he can do.
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Oh man, I wish you could just fly around to peoples houses and staple this to their foreheads. The internet has shown that most everyone thinks they're a game designer and an expert in every field. It is so damn ridiculous. I really wish people could admit that they know jack about... anything really. Everyone is a damn expert on everything, nobody admits a lack of knowledge or an inability to grasp concepts. Just some honesty would be nice, people can still be all butt hurt for no reason, they just need to admit it is based off nothing but their feeling that the game should be done already and not anything rational or reasonable.