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WOLFGEIST

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Everything posted by WOLFGEIST

  1. WOLFGEIST

    GamesCom Pics/Vids

    I think he actually said "3 months"... he probably let it slip :)
  2. WOLFGEIST

    GamesCom Pics/Vids

    Doesn't only stop the animation. The animation and the action are tied together. So, if you take 3 bites and stop, you've still taken 3 bites. If you load 3 rounds into a mag and stop, you've still loaded 3 rounds.
  3. WOLFGEIST

    GamesCom Pics/Vids

    Nice catch! I was noticing that as well. Another cool thing is that it looks like there is now a belt slot and a slot for the bow! I wonder if this means we'll get belt holsters for our pistols and sheathes for our knives?
  4. WOLFGEIST

    GamesCom Pics/Vids

    Most of the time spent getting to beta has been on the technology itself, as has been documented and explained in great detail. " I'm concerned by how unfinished it seems to be." Why? That makes no sense. This is a demo of an early version of their first build on the new engine. Absolutely nothing about this is supposed to be finished.
  5. WOLFGEIST

    New Ghillies!

    Yes, this is thanks to a Reddit poster who made this thread and was convinced to file a bug report: https://www.reddit.com/r/dayz/comments/6ofy3b/062_the_new_update_completely_glitched_ghillie/?ref=search_posts The issue was quickly addressed. Using the feedback tracker is very important!
  6. WOLFGEIST

    3 Years and 8 Months Later

    If you followed the dev blogs even casually, you'd know the implementation of the old physics with the new physics systems leads to zombies pushing you through walls. You say this as although development were a linear process (1+1 = 2, 2+1 = 3 etc.). It's not, bottom line. For the sake of imagination and immersion, I could say that letting a zombie get that close to you was your responsibility to address. Sure, zombies shouldn't be able to push us over fences as far as what the current mechanics call for, but the bottom line is you were up in a high place and let a zombie get within touching distance of you. Take responsibility ;)
  7. WOLFGEIST

    Reasons for "Mostly Negative"?

    It's called "Emotional Blackmail": - "if you don't give me what I want then i'm going to punish you!"
  8. WOLFGEIST

    gameplay over realism or other way around?

    Here are some of Dean's thoughts on this topic: https://www.reddit.com/r/DayZ/wiki/roauthvsreal The goal AFAIK has been to find a balance between the 2, which is quite obvious. It has to be a fun game, and there's no way currently to make a game completely realistic. For example, you'd need to be able to strip a gun or car down to every single part, and that would create an unfathomable amount of items for the server to handle. It's just not possible. Every conceivable mechanic within the game has it's own unique balance between realism and fun gameplay. Of course in DayZ the scale will tip further towards realism than in most games. An example of something that should be weighted further towards realism is ballistics. Ricochets, bullet drop, acceleration, deceleration, etc are all realistic bullet mechanics and they add to the fun of the game as well. So that's something they can really go as realistic as possible on without much detriment. On the other hand, and issue like hunger should be more balanced. Finding food should be an important part of the game loop. If you could kill a deer, smoke the meat and bury it, you'd have no need to scavenge for food for weeks. Which maybe sounds appealing to some people, but I find it hard to imagine that would really add to the fun of the game. Another example of something that should lean more heavily towards fun is movement. If you've been running for hours with 50 lbs of gear on, and you're hungry and dehydrated, you'd have to drop all of your gear and would become very weak and exhausted. You'd have to eat and rest for hours to recover in some cases. Nobody wants to do that. But having some exhaustion effects and limiting travel can be implemented, having some realistic features that sort of symbolize what exhaustion might be like without actually making you rest for hours. Again, every single mechanic requires it's own balance between the 2. Some people prefer the slider to be closer to one over the other. Overall I think the team has done a great job finding that balance. Personally, I want a more hardcore survival game where cooking a meal over a fire in a building out of the harsh elements is rewarding, and where food isn't something trivial, but an important and valuable resource. But I understand that not everyone wants this. This is where modding comes in. With modding, everyone theoretically can play their preferred playstyle. The only issue with this is finding a populated server that has all of the specific features that you prefer. It's too early to say, but there might not be enough people to fill a server with hardcore survival mechanics. I know many of us exist, but if there's only 1 or 2 servers then many people will not have a good connection to that server. Too early to say for sure, but i'm excited for all of the possibilities.
  9. This is called "ghosting", some people abuse this mechanic on public servers by going to an empty server and logging out in a high traffic area and then logging into a more full server. This is an issue that I don't see a clear way around, unless the game had an algorithm that placed players just spawning in 50 meters or so away from any nearby players. This might be challenging to implement though, as it might accidentally put them somewhere dangerous. Actually, I just had an idea. Give every building a "safe spawn zone". When a player logs in, they will spawn in the nearest "safe spawn zone" that is not within a specified proximity of another player. But even this could be an issue, if you log in and realize you should be in another house, you'll know that another player is within that house. Or, perhaps randomize the algorithm so that when you log into a town you will be randomly placed within a "safe spawn zone" within 200m so you never know which house you'll log into. The main issue I have with your idea is that it really puts the player logging in at a disadvantage, as people will see a flare pop up and then they can just camp that area. They could follow the person until their sickness resided and kill them quite easily, especially if they're playing in 3rd person where they could hide behind a building/wall and watch them in complete safety.
  10. So, I engage in conversations about DayZ every day on Reddit, YouTube, Twitter, Steam, and even Facebook. This is an idea that sort of popped up, i'll give the context: On reddit in this thread: https://www.reddit.com/r/dayz/comments/6n7lw7/questions_sosince_063_is_the_beginning_of_the/ Someone was asking about the future of DayZ. I talked a little about what I know about Enfusion and beta and mentioned that with the Enforce script working so much more efficiently than legacy, we could reasonably expect a larger player, zombie, vehicle count, etc. Someone chimed in and said Mr. Hicks said that the zombie count will remain roughly where it is now, as available bandwidth will be directed towards a higher player count as a priority. Here is my response in which the seemingly obvious idea jumped out and presented itself to me: Well, here ChickenMan805's reply first: And my reply: Well, a couple players responded positively and one said that I should "tell the devs", I thought "why not?". I'm SURE you guys have probably thought of this by now, but it makes sense and actually creates kind of an interesting side effect: Want PvP? Go into a full server (obviously). Want PVE? Go into an empty server! This will also dissuade people from hopping onto empty servers to get easy loot and then switching to full servers. Seems to have no real drawbacks, server owners could adjust the feature to their liking, shouldn't effect performance since it's using the bandwidth that would normally be reserved for extra players to fuel the hordes. Only real issue I can think of is what happens if people start logging in? Well, I guess any zombie that is not in LOS or within a certain range of a player could de-spawn proportionally to however many people log in. What do you guys think?
  11. WOLFGEIST

    Short post about life and direction.

    The renderer launched just over a year ago (May 2016). If you haven't played since then, absolutely check it out! Nobody has mentioned .61, the incredible new gunfire sounds add tons of atmosphere to the game. Also there's now wolves, dynamic zombie spawning, dynamic lighting, a LOT of the map has been changed, especially the western border, and then there were a ton of changes in .62 like DOUBLING the tree count from 700k to 1.4m trees. I would say yes, it's absolutely worth checking out. .63 is a while away but I think it's worth it to play the final alpha build. It's a great time to play imo.
  12. WOLFGEIST

    Status Report - 25 July 2017

    The work towards the demo will go towards beta.
  13. WOLFGEIST

    Player Assistance Team

    I would love to help but my DayZ time is pretty limited. I can definitely answer questions though!
  14. Hmm, that leads me straight into another idea. A server setting in which you can adjust the ratio of players:zombies. People looking for a more intense PvE experience can set up and join servers with a smaller player cap but with much more zombies. Of course, it's easy for me to sit and type this but as deadnome said writing the code and implementing it is another story!
  15. WOLFGEIST

    Let's discuss STAMINA.

    Sounds almost identical to the ACE 2 stamina system, which was IMO the best system :)
  16. WOLFGEIST

    Macro keys disabled. Why?

    Actually, one of the hallmark features of standalone from the begining was an MMO style engine that gave more authority to the server side of things to prevent easy cheating. This is part of the reason that desync has been an issue. In the mod, nearly everything was handled client side making it extremely easy to cheat in. With .63, the Enforce script and new network code along with all assets being re-worked for the new physics module and other new mechanics such as efficient loot spawns should help with desync and other server related issues.
  17. WOLFGEIST

    Macro keys disabled. Why?

    Probably to discourage any kind of cheating. Can always jam a good ol' nickel into your keyboard.
  18. WOLFGEIST

    Exp Update 0.62.144044

    Can you tell me how you found this information? Thanks!
  19. WOLFGEIST

    unplayable ofc

    It's better to approach this game as "Oh, this is very challenging! I want to test myself and see if I can overcome this adversity". Once you become a master of this game you can then scoff at your friends who play CoD and look down your nose at them ;)
  20. WOLFGEIST

    new player new boss

    Cool man! Welcome to DayZ. I'm glad you're getting the hang of it. Good luck finding a group. Personally I like to move alone. You have much more control that way and are much more stealthy. I find the most rewarding aspects of DayZ are the various possible interactions that can occur with people. Sometimes you must defend yourself, but you can also be friendly :) Hey be nice dude, maybe he is ESL :)
  21. WOLFGEIST

    How many people here do legit real banditry?

    I was poking around Krasnoe today on DayZ Underground. It was night, I was in a house searching around and the wind was blowing. I heard footsteps and immediately someone came into the house, fully geared and looked right at me. I had my CZ 75 with a supressor aimed right at him. It startled me and I didn't know if he was tracking me so I put several shots into him and knocked him down. I felt that he was probably just as scared as I was, and felt pretty bad so I patched him up and ran out of there. Not exactly banditry but from his perspective certainly a better experience than just being killed and looted.
  22. Interesting, do you remember where you heard that?
  23. Yeah, I was thinking either monthly or seasonally. I like the monthly idea because then you'd always be able to play, but with 4 events per year each event would carry more weight in terms of hype/preparation, etc. Maybe each "season" could last 4 months, like, well, a season. That might be dragging it out a little too long though.
  24. Yeah... I see what you mean, however the idea was intended to be a competitive platform to showcase all of the various features and strategies within DayZ. I envisioned it as something that people could tune into and keep up on, similar to the t.v. show "Alone" but with combat, of course. I feel this kind of competitive atmosphere would be great for building the DayZ fanbase. Keep in mind however that with food scarcity and the primary need to always be searching for food will severely limit people's ability to go around and kill people. Consider that a strategy may be to live a very stealthy existence, avoiding all conflict (which i'm sure many people would do). You won't see people running inland and going to Tisy or NWAF just to kill people. I mean, you would see those folks but that may not be the best strategy as those areas would possibly be extremely dangerous. But yeah, in the end it IS designed to be a long term survival tournament. It would differ from a normal server with a perma-death mechanic in that it will have a clearly defined goal (survive to the end/be the last person standing). Player conflict is a huge part of DayZ and this tournament would showcase that aspect of the game as well as the survival elements.
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