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tingkagol

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Everything posted by tingkagol

  1. Hello guys. I've been away from the game a few months now and was wondering if there's an existing topic that lists all the features that are already in the stable build of the game. Reading through all the changelogs is a pain. I'm looking for a more simplified list without all the minor details (animations, clothing, guns, etc). I'm talking about major features like vehicles, base-building, hunting, cooking, persistent stash, etc. If you have a link please share. Hopefully this thread will be useful to other returning players as well. Thanks in advance. ============== Animals - / Hunting - / Fishing - / Cooking - / Persistence - / Respawning Loot - / Camping / Tents - / Vehicles - X Base-building - X Fixed Zombies going through walls - X New Game Engine - X
  2. Thanks for the inputs everyone. Looks like I'll be reinstalling the game now.
  3. Direct competitor? Don't make me laugh. For some people maybe. But overall? Not a chance. Likewise Project Zomboid/ 7 Days to die or whatever else there is. None of them are similar to each other. They have all different Graphics/Controls/Playstyles i am a huge fan of DayZ but I can't see myself playing rust oder 7days to die. No interest at all.You completely missed the point of my post. You just sound like an elitist DayZ fanboy. Addressing your straw-man, it's a competitor in the sense that both games belong to more or less the same arena that are vying for the top spot in digital sales via steam. Probably explains why Dean is reluctant to discuss the already streamlined building/barricading system of Rust, that is if he got around to playing it. Of course, they're understandably different games, offering different gameplay experiences to players. But how can you say for certain Rust has nothing in common with DayZ when you haven't even played it? Having played both I can say some core mechanics are similar - Rust was after all inspired by DayZ. Still, completely irrelevant.
  4. tingkagol

    Lets post some screen shots (Standalone)

    My first kill after 37 hours of play. He was on a loot run and I happened to be nearby, hiding in the bushes. He ran out to the open field and I decided to take the shot - he went down in one. I'm not gonna lie - it sort of felt good.
  5. With regards to barricading and how barricaded houses will be persistent on a specific server - they should really take a look at Rust. Those guys have already tested that aspect for a long time now. The first problem that I could think of when implementing permanent barricades/buildings will be the high possibility of overloading the server. There was a time in Rust where the whole map was just riddled with wooden skyscrapers and walls to a point where the game is unplayable - both gameplay-wise and performance-wise (I remember clocking in at 1 FPS in one particular server). That said, permanent user-built objects are out of the question. That's where object decay comes in and I think Rust did a pretty good job at it. Basically what a "decay system" does is have user-built objects decay over time. Safe houses that aren't used for an X amount of time begin decaying until such Y amount of time it gets destroyed and gets deleted off the server. With that system in place, the current build in Rust runs consistently at 60 fps at least for me. I was waiting for Dean to mention Rust during that part of his presentation, because that's exactly where Rust excels at. Too bad that game is a direct competitor to DayZ. Oh well. I guess what I'm saying is, maybe the DayZ team can take a few pages off of Rust for the building/barricading stuff.
  6. tingkagol

    Possible FPS Enhancer

    I'm having the same problem. Now I can't edit my character's look. I don't even know why it disables the edit character panel. EDIT: fixed it by just restarting steam.
  7. I was waiting to read "zombie spawning rate increased" in that long list. It didn't come.
  8. tingkagol

    For those complaining about development pace

    The release of new patches feels like waiting for the alpha release all over again. For the meantime, and framerate issues aside, I just want more zombies to pre-occupy my character (who's got tons of ammo on him).
  9. tingkagol

    Players in Asia or Asia Pacific?

    *raises hand*
  10. tingkagol

    Anyone having trouble with new graphics?

    Hi five for the same gpu
  11. tingkagol

    Meele system similar to MnB?

    I'm glad that you brought Mount & Blade's melee combat up! :) Played it too (you guys might also want to try War of the Roses- it's currently F2P on steam). This has potential, but devs would have to code in the different directions of a zed's attack (overhead, sides, bottom) to make the blocking system work. But as it currently stands, the game is too clunky - not to mention the horrible FPS in its current build - to properly pull off this kind of gameplay without frustrating players. I remember when I was playing Mount & Blade you need at least 50 fps and a low ping to keep the game from being frustrating. You also need tight controls - which is something the DayZ engine is having trouble with since the mod. DayZ doesn't even come close to Skyrim's melee combat (and that game is miles away from M&B's supreme melee combat).
  12. tingkagol

    Movement

    I think everyone agrees that movement in this game is clunky. So here are what I think could be improved on: 1. Quickly tapping S (back), A (strafe left), D (strafe right), makes your character move slightly - which is okay / expected. But tapping W (forward) makes your character move a whole meter forward. The same thing happens when crouching/prone- except the displacement is less than a meter. Remember the times when you fell (or almost fell) while trying to use the ladder? This causes it. 2. There is a slight delay when changing directions while moving. (Probably by design to give a sense of momentum?) 3. When your weapon is raised, the transition from a running/standing state to full sprint (double tap W) is delayed by half a second because of a 'lower weapon' animation before sprinting. A half second doesn't sound much, but it feels like eternity when there's a zombie behind you. I believe you should be able to sprint instantly unless you're in a crouching/prone position. 4. Turning around using your mouse when you have nothing in your hands takes longer than when you're holding something (weapons, compass, etc). ... Feel free to add.
  13. I'm feeling the pessimist and think this game will never get buttery smooth FPS even after it goes gold.
  14. Is there a better way to take self-portraits in-game? I don't want to use the alt-key method since it will turn my head to the direction of my mouse. Taking a screenshot of the main menu where you can see your character is also an option, but I have -skipintro -world=empty currently in the launch parameters so my menu is basically empty. Much appreciated.
  15. tingkagol

    Base building

    Question. What if two players boarded up the same house on two different servers and then by chance logged on to the same server? Are bases/bldgs/hideouts server-based?
  16. Man, I don't know. This video is kind of f*cked up. It might have been a joke, but damn - I don't know how to feel about the possibility of people who have pent up prejudices in real life and unleashing them in this game. Could you imagine white supremacist bandits actively searching and executing only black characters?
  17. tingkagol

    Why everyone is soo unfriendly?

    I've no problem with players killing each other for resources. I do have a problem with the rampant killing of other players "for the lulz". I understand it can't be completely eliminated but in the game's current state it seems like most players eventually end up riding the 'kill for the lulz' bandwagon due to boredom / not much else to do in-game.
  18. I actually liked the music from the mod. Surprised it wasn't added in the standalone.
  19. tingkagol

    So this is how you stop server hoppers/farmers

    If a server gets full, you can't play. You can start a new character in a new server, but once that server also gets full, you can go back to your original server and.... forget what your original character was supposed to be doing. I don't like it. I have no problem with this if a server can accommodate thousands of players at a time (like your standard mmo servers). However. It obviously won't work for a game like DayZ. You would have to increase the land area of a map like Chernarus to maintain rare encounters with other players - thereby preserving what DayZ is for famous for - a bleak post-apocalyptic world (instead of a densely populated world).
  20. Couldn't agree more (especially the bad things). There just isn't a real incentive to play cooperatively with other people- it's more a choice rather than a necessity at the moment, And I believe it's because the survival aspect of the game is too easy to beat solo. Now, if the environment were more life-threatening for a group of 5 (moreso for a solo player) I believe it would encourage cooperative play more. Once players form groups, they're pretty much invincible to the environment and the only thing that poses a threat are other groups/players - PvP ensues. This shouldn't be the case. This is the zombie apocalypse. Entire communities are never safe not while zombies roam the landscape. That's my major gripe with the game - both the mod and SA - it won't take long before you eventually get to a point where you feel 'safe' from the environment / the zombie threat - without much work really.
  21. tingkagol

    DayZ End-Game: PvE or PvP?

    After having fully geared my toon after several playthroughs, I think I can't play this game (at its current state) without resorting to PvP. Zombies are fun to kill, yes, but with the (current) low zombie population, there isn't much left to do but go back to the coast and/or cities and engage in PvP with fresh spawns and veterans. What's the point of banding together anyway in the current state of the game? The survival aspect is easily achieved playing solo, so forming groups serves no purpose but to increase your chances of surviving against other survivors, bandits, groups, etc ---- NOT ZOMBIES (which makes me wonder what makes this game any different from a standard multiplayer shooter). So I think I'll give this game a rest until an update rolls in. But, ok, it's still in alpha so a lot of this will change in future updates (hopefully). I've been thinking a lot about this game's end-game though. I've played the mod and the SA and always felt the end-game is leaning more towards PvP. It's something I'm not too excited about since PvP is essentially what other shooters have been doing for as long as I could remember. So I propose the end-game should be more PvE based. I understand the PvP route is much easier for devs since each encounter with another player is unique in itself, while the PvE route is a lot harder to develop since players will more likely get bored killing 1 zombie after the other. And I don't think it's as easy as increasing the zombie count. It would definitely require a lot of variety. But I do believe IF PvE is developed in such a way cooperation among survivors is encouraged, this game would be perfect. Would like to hear your thoughts.
  22. tingkagol

    DayZ End-Game: PvE or PvP?

    Cooperation, currently, is more a choice than a need.
  23. tingkagol

    DayZ End-Game: PvE or PvP?

    Here's something to ponder for those who've played the mod and the SA: After gearing up, count how many times you've died at the hands of other players. Now count how many times you've died at the hands of zombies.
  24. tingkagol

    Possible solution to KOS, hear me out

    The only way to influence the frequency of KoS is through the environment. harsher environment = survivor cooperation
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