Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
burneddi
Members-
Content Count
33 -
Joined
-
Last visited
Everything posted by burneddi
-
"Must have's" when vehicles are implemented.
burneddi replied to Magikbeans's topic in General Discussion
Functional mirrors. I have no clue if the engine really supports it, but it makes driving around in first-person that much more enjoyable. A "cruise control" key that locks your vehicle's speed at a certain value. Helps driving using the keyboard, as it alleviates the "no gas or flooring it" problem you described in the OP. -
He's not explicitly saying that, and even if he was, so what? It's not like we're forced to accept his ideas as they are -- they can be changed and adapted for the better. Hell, if I had to choose between no third-person for anyone, and giving people a superficial choice, I'd go for the former, too. It's the same as with any other "choice" like this, where you have two options of which the other is clearly practically superior but not necessarily the preferable one. See: "Don't like thermal-scoped AS50 being in the game? You don't have to use it if you don't want to!"; "Don't like cranking up the gamma to gain faux-nightvision? You don't have to do it if you don't want to!"; "Don't like everyone spawning with Makarovs? You can drop it if you want to!". Anyway, that's beyond the point. The point is, there are a lot of players out there who would rather play the game without anyone being able to cheat using third person, and without anyone being able to fly choppers, and those people deserve to be able to enjoy the game that way as much as anyone else deserves to be able to enjoy the game with those features in. A hardcore difficulty setting would, in my humble opinion, be the best solution for this problem, with customisable "private hives" being the second-best (although vastly less optimal, as they'd split up communities more than an universal ruleset) one.
-
Bring back weapon lengths obscuring your movement indoors.
burneddi replied to Ozelot (DayZ)'s topic in General Discussion
The movement mechanics aren't actually that terrible. I have no issues whatsoever maneuvering out in the woods, or even in urban environments. The only time they feel clunky is inside of houses. Why? Because inside of houses are cramped. You're probably used to running everywhere, because that's what you always do in video games. In reality, running in a tiny farmhouse is quite difficult, and as such, the clunkiness only makes sense. Try walking inside of the houses some time, I'm sure you'll notice how it doesn't seem very difficult any more. One thing they could adjust here is make walking faster. Right now, walking is really fucking slow, it's like a proper ridicilously slow walk. Increase it by like, I dunno, 50% and you have a reasonable speed that is realistic enough and lets you maneuver inside of houses without constantly running into furniture. -
Sorry in advance for not reading all the long posts in this thread. I really like your suggestions. However, they hit "a vein" with the community, so don't be surprised that your thread has gotten a lot of angry replies and controversy. They are all what some would call hardcore features -- although I prefer to think of them as "the real experience", or at least, the sort of game I pictured when I first heard of the concept of DayZ: a tough-as-nails, gritty, extremely realistic sandbox zombie survival game (needless to say, that's not exactly what it proved to be, although a lot of my disappointment is just because it was not only a mod, but not completely finished. I have faith it'll be exactly that eventually). However, a lot of the community the game now has around it is used to much... bear with me with my choice of wording, easier experience. An experience more like to that other video games offer, something not as hard to get into, something more forgiving, something exciting and cool. It's only obvious, though, there's no way a really "hardcore" game could be this hugely popular. It seems like most of DayZ players came to this game looking for different things I did. As such, I believe the situation would be best solved by introducing a new "game mode", or a difficulty setting. Just call it hardcore or something. It would have things such as forced 1st person, better day-night cycles (ie. no 24/7 day servers, so everyone would have to deal with the horrible scary night sometimes. Something like a 6-hour day/night cycle would be cool), gamma and brightness enforced to sane levels to prevent abusing them to gain faux-nightvision, possibly no choppers, body hiding requiring you to have a shovel.. That kind of thing. There is definitely a demand for a difficulty setting like this, and tons of first-person locked servers I played on were very popular back in the mod. Also, by doing it with a standardised "ruleset" like Normal/Veteran back in the mod, it'd help prevent splitting the community interested in something like this onto a gorillion different private hives. also if it's called hardcore I could make fun of my non-hardcore playing friends for playing on a casual difficulty setting
-
Bring back weapon lengths obscuring your movement indoors.
burneddi replied to Ozelot (DayZ)'s topic in General Discussion
I like this solution. I prefer realism, so having people running around in the tiny post-Soviet peasant huts with their four-foot rifles without constantly knocking over furniture definitely ires me, but having to shoulder your weapon every time you enter a house ires me even more. Gun collision being on except for lowered weapons sounds like the perfect compromise/solution to me. -
If this were to be implemented, I hope they'd make it realistic -- you wouldn't hit the broad side of a barn while dual-wielding, especially not if you wanted to utilize the only "advantage" of dual wielding which is a supposedly increased rate of fire. In reality, it's entirely possible to hit accurately enough out to a certain range (like, 10-20 metres or so) without aiming down the sights -- however, it's not possible to do this if you're firing two pistols at once as fast as you possibly can. In other words, to achieve in any way appreciable accuracy with dual pistols, you would have to shoot slower than you would with a single pistol. Now I kind of want to see this implemented, if only as a noob-trap. Imagine the hilarity of coming across some guy dual-wielding pistols trying to kill you. He misses every shot and in the end accidentally shoots himself in the arm.
-
It's technically a good idea, but rises some privacy concerns. I, for instance, don't like using voice activation -- I always use push-to-talk. I want to be in control of when my voice is transmitted and when it's not, in no small part because I have a habit of talking, humming and whistling to myself, and if I used voice activation other people would hear it and think I'm weird. I definitely agree with you, I think the game would be vastly more immersive and, in some situations at least, enjoyable if everyone was forced to use in-game voice communication. Unfortunately, the game cannot enforce that without infringing an user's privacy, so I'm afraid there is no choice but to cope with the situation, or to look for a (roleplaying) community that discourages metagaming.
-
Indeed. Also, the helmets aren't particularly well secured for running, so all the shaking and tumbling will make it move around on your head which is highly uncomfortable. They should be changed so that wearing one will protect your head, but also restrict your view slightly -- I don't mean an overly exaggerated half-your-screen-is-black thing like games usually have when they choose to do this with masks, but like, the lower left and right corners of your screen would be obstructed by the jawguard of the helmet. More importantly, they should give you forced head bobbing that you can't turn off and that also affects 3rd person. Obstructing your hearing would also be a plus, but that's probably difficult to implement properly (although could make for an extremely immersive experience with headphones). This would make wearing one more realistic, as they really aren't in any way comfortable to use in a non-sitting position. Finally, as a final touch after crafting is implemented, it mite b cool to be able to tune them up by eg. removing the jawguard, attaching rope/zipties/something to use as better chin straps to remove the head bobbing etc.