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Pliskin Scout

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About Pliskin Scout

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    Helicopter Hunter

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  1. New player controller should have right & left hand slots.

    The way I see it, if you don't have any other item equipped on the off-hand slot, then the character will act the same way as it is now, two handing the item placed on the main-hand. So, if you want to two hand a pistol for example, just doesn't equip anything on the off-hand. The problem with this is that we can't go full gangstah like the revolver guy, using anything else on the off-hand. Since to wield one handed pistol, you would need to have something else in the off-hand slot.
  2. New player controller should have right & left hand slots.

    It is pretty complex when we think about it, I think we should have like, main-hand and off-hand. Every item we use right now, instantly goes into main-hand, then we can drag stuff to our off-hand manually, after we did this, the game should decide what to do with said combination, say we have a pistol and a knife... Dev's said that they plan to add melee combat to guns, like hitting zombies with the butt of our gun, instead of doing this, if we have a knife equipped, the game should then swing the knife whenever we use the melee button. There are many other applications, say we have a sword, and a shield. We press the fire button, then swing the sword. We press the melee button (for that melee x gun system), we raise our shield. Since they are doing that crazy middle mouse button usage for aiming, there are space on the mouse for more double handed actions. It will be surely weird in the beginning but we can adapt, can't we?
  3. Putting it simple, with the new player controller we should have two actual hands. One handed items should occupy a hand of choice and two-handed items should, well... occupy the two hands you have. Image the possibilities. In the future we could have shields and short-sword/hatchet warriors, people using riot shields and pistols to breach buildings, it would be insanely cool and I have no record of a single game that has a feature like this (where the character actually has two hands). I can only think of Halo which had dual wielding one handed guns, but it is an offline super arcady game, so there is no way to compare it to the massive mp game that is DayZ. I'm fully aware that a feature like this would take an insaaaane amount of time to implement since the game wasn't build to have this, even now with the new technology, engine, etc... I haven't seen a single question or talk about this in the Q&A's, nothing, and it is something massive for a game like DayZ with so many possibilities! I really feel like if this was implemented, it would be another strong point of DayZ, even if beta took a little longer to become real. I've been feeling that the beta update was missing something for a long time since the begin of talks over it, then the epiphany came to my head a while ago... "It is the two hands thing!" Also, right now as example, flash lights can't really be used well, I mean, why would you carry one if you can't equip it with other stuff like a knife, or a pistol. It is almost pointless as it is, there are lots of reasons as to why we should be able to carry two one handed items, one in each hand. I will leave this to you guys tho.
  4. Dynamic Weather is something everybody wants.

    This is what I was hoping for, that the devs would be at least considering implementing this amazing feature into the game, after the work they did on .62 update, holy smokes... I could only think about what other environmental changes they would come up with, seasons would be the cherry on the cake, but for now, main goals are main goals, at least I know now that they consider implementing this beast of project into DayZ.
  5. Dynamic Weather is something everybody wants.

    I like your attitude!
  6. First of all, check this reddit Thread: https://www.reddit.com/r/dayz/comments/767m9m/winter_is_coming/ To be plain and simple, Dynamic Weather is kinda of a must for DayZ in the mind of many, many people... It is something that would add greatly to the game as a survival game and most players would be astonished about it being implemented in the game, so I ask, fully knowing how hard it would be to code something like this: Why not put Dynamic Weather in game? DayZ dev team has since a long time been one of the most audacious and persistent devs I've ever seen in the game industry, even tho a lot of people take a piss on the game, I still insist to everyone saying crap: "You wait, and you'll see that this game is going to be a beast." You guys have done a new engine entirely, so as a plea from the entire community, add this feature in the near future, just like the overhaul and revitalization of vegetation in .62, do it, as Eugen usually says: "The only way out of this, is creating an insanely good game." (or something along this lines). I believe in you all devs! Thanks u/zombieland78 for creating the reddit topic!
  7. Status Report - 26 September 2017

    Well, whatever you say. The EYE* zooming is not a necessary feature for this game in no way and if removed would improve the controllers of it a lot, try removing the eagle eye zooming in Arma 3 and messing around with your controllers for a more "fluid" approach. You will soon realize that it only gets real fluid when you remove eye zooming. If they remove the eye zooming, and add a well thought mechanic for zooming while using weapons (I do believe that the PUBG approach on zooming only when holding breath is a neat one), the handling of aiming/target acquisition will be just on point. So I insist, remove eye zooming. Either way, I vow for the Devs to decide, do not simply listen to the community, have your own approach about this, only then, the game will really go for an unique direction. Keep focus on what you believe DayZ Devs. In beta we trust.
  8. Status Report - 26 September 2017

    I say: Remove the Eye zoom, so players have the NEED to use binoculars and other proper zooming stuff. It is not as you can't see stuff without eye zooming. This is supposed to be a legit harsh game after all.
  9. Countering combat logging & server hopping.

    Yeah, all this talk is not in the scope of private hives due to their nature now, but talking about the official public server and linked hives. Even tho people would complain, it would make a fair ground for everyone, so the complaints would be absorbed by that point. I do believe that having this 2~5 minutes log-in timer after switching servers is not bad for the community and that's why I'm going ham into this topic, look at these situations. (before CLFix)Situation 1: Guy logs into the server for the first time, 20~30 seconds timer as usual, plays for 3 minutes, notice he was on a different server than his friends and log out going into another server of the same hive. Needs to wait 180 seconds (3 minutes) to log back in, no big deal since everybody is used to it. While all this goes on, his character is 20~30 seconds in-game then *puff*, vanish. (beforeCLFix)Situation 2: Unlegit player is playing for a few hours, has some neat equipment, hear gun shots, go after it, take aim on targets and end up getting shot before doing any harm, he's then in a overwhelming situation but still not dead. He then proceeds to run away a little bit knowing his targets were kinda far from him, and logs out near any bush or rock that is large enough to kinda hide him. Players chasing this guy finally arrive at the scene, 5 seconds before the end of 20~30, spot him, take aim, and when the breathing has finally been controlled, he clicks to do his shot. *puff* enemy vanishes right before their eyes. Nothing can be done here anymore. (after CLFix)Situation 1: Guy logs into a server first time, 20~30secs log in timer, play for a while, legit encounters, keep on surviving as it's meant to be, he gets tired after 2 hours, he knows he is going to take a break for more than 2~5 minutes, then... knowing about the new timers and log out mechanics, think about his moves, hide and log out safely after scanning the area surrounding him, locking the doors with lock-picks, etc... (after CLFix) Situation 2: New patch arrives, Unlegit player do his shenanigans again, and logs out... gets caught "hiding" from his foes while logging out. Well, now... This guy will be there, for 2~5 minutes before vanishing. Bye bye little fella the group(enemy) that once would be annoyed by your ways of "survival" have the go now. The combat logger learn a lesson and should have kept either fighting or running to hide better. Notice that in Situation 1 of either of the LEGIT scenarios, the user had to wait about 3 minutes to go into the game. But before CLFix, the character will be there only for 20~30 seconds instead of the full 3~5 minutes timer.
  10. Countering combat logging & server hopping.

    Combat logging is definitely not sorted out. I play lone-wolf most of my time, have like 1.650 hours in-game and been facing a lot of people lately that will simply combat log whenever they even glance at me running around or I miss my long range shots. There was this case just a few days ago, where I saw a lone guy in Cherno he was clearly all geared, he was kinda far away from me down the street, he saw me too... The deal was, he ran away to the closest house his position, I dashed straight to the guy and reached the place he was hiding, could still hear him there, them when I decided to storm in... Guess what? No player inside. The guy logged out. This was under the frame of 30 seconds. Now imagine I'm sniping some dudes, 400~800 meters away, I miss my shot, dude run into cover, and logs out just for the sake of cheesy surviving the encounter. How long would I take to process his cheesiness and know that the guy is not simply taking cover to fire back at me, then after that, decide go full storm on him from this 400~800m position I was? Sure more than 30 seconds. I agree with you on that btw, but can't agree with the zombie horde flee stuff, most people that are fleeing from infected right now would lock themselves into houses first, so they can't be harmed in the process.
  11. Countering combat logging & server hopping.

    You stay around 10~20 seconds in-game after logging out. Backpack persistence is about 3 hours if they didn't changed that. Zombies sometimes goes into the floor, you can't see the corpse but if you walk around the area it fell with "tab" open it will show up.
  12. Say you are fighting someone, he ran away and hide, well enough so you can't catch him in 20 seconds, then the individual logs out of the game, character is gone, the prey escaped from the hunter... Well... This sucks for either of the parties, the hunter will be pissed because the hunted is absolutely safe after abusing a feature of the game that can't be helped as of now, and the hunted will be taking himself away from a chance of telling stories of how he survived such encounter... Which, in the end, makes the experience of the game just bad, since encounters are not meant to play out like this. You shouldn't simply vanish from your world in order to survive, you can tho, be good and lucky enough so you will outsmart your hunter, hide and effectively escape. And as the hunter, you should have the ability to track down your foe, which in DayZ, can be pretty tricky sometimes. So as a solution for combat logging, I say: Players that log out should think about the location where they are logging out... Make it so after logging out, the player go into a sleep state, using the sleep animation or something else, for about 5 minutes (which is a fair amount of time for this mechanic), and then, vanish from the world like usual. This will make it fair and even for every player, combat loggers will then, have to actually run away and hide well before doing their shenanigans. This is, of course, alike rust's sleep system, but less brutal since we can't build crazy shit to protect our sleeping body, gladly. How does this also prevents server hopping? Well if you want to server hop, you probably are going to die, also the timer for re-logging being 5 minutes, I'm sure people would think two or three times before doing it. I strongly believe this is a topic that should be addressed with urgency in this game. Maybe someone already had this idea as I see some posts about sleeping in beds roaming around the DayZ community, but there we go.
  13. As we all know, bullets get eaten by bushes and spilled out on the other side of them when you shoot at them, so, if a player is inside said bush, the player will not be harmed because the inside area of that object(bush) is like a void for the bullet that is going through it. There is an "old" video testing this, show casing it and explaining better than me what actually happen with bushes as of now. Right now, after .62 patch there are still bushes where players can hide inside... And this is a huge problem. I can't count how many times I've faced a target that was inside a bush, and was unable to hit straight shots, point blank at their faces because of this annoyance. So when .63 pops-up, please... Let players use bushes only for hiding and not for cover, remove it's collision against bullets.
  14. Loot System Rework to spread Chernarus interactions.

    I'm afraid about modding too... But we shall see how it goes.
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