-
Content Count
2864 -
Joined
-
Last visited
Everything posted by odin_lowe
-
Mental/psychological status and their effects on gameplay
odin_lowe replied to exwoll's topic in Suggestions
Very nicely detailed suggestion. I would be interested to see how this would play out in game, but seeing the status of the game as it is, I fear if we ever get something slightly similar to this, it would be very far down the line. Like you said, maybe when we get mods someone could try making this if we never get an official mechanic like this. -
I mostly play as a lone wolf survivor type, and similar to you I fix my own goals and such. But I have to admit that I like PVP from time to time. It gives a great adrenaline rush that I've never had in any other online fps/tps game. Of course, I often find the pvp silly since the net-code is all over the place, and too often you kill or get killed because what you see on the screen (client based) isn't what's actually happening on the host. (server based) We'll see how it turns out, with the new mechanics, new predatory animals, new player controller, new weight system and stamina system. We'll see, as for now, we're in a placeholder software that still needs lot of love and caring to take shape.
-
The new slack pants are great with the leather shoes, but we don't have anything "fancy" for the top, so I agree 100%.
-
Back on topic. Even though we find wolves, dynamic shadows, lights not going through walls anymore, or the new sound engine interesting, I can't wait to see how less "desync" we'll have.
-
You shouldn't have quote my positive post in the first place if you didn't want replies. It didn't concern you in any way. You started this, so it's pretty good that you exit the way you came. Case closed kid.
-
Reddit is a source of poison and oppression. It's infection is worse than Chernarus'. I'm looking forward changes to the engine like the new shadows, and new sound plugin. I've been playing DayZ for so long, that even small changes make a difference to me. I just don't take as seriously as many, since it's just a game. It's shaping up nicely, as the engine gets polished and defined as it's own, and not old legacy ArmA2 engine/code. If they remove vehicles because they don't even work properly, than it's far better than letting them sit around for nothing. Players currently run too fast, and never need to stop anyway, and they never needed vehicles to go from point A to B, so it's really just comes down to some whiny spoiled kids who wants more toys, but already have their room filled with toys. Come on, no 2 games have the same development process. I've tested/applied for early access games/alpha/beta for more than 75 games for the past 12-15 years. One of the first ones was the closed beta of Söldner:Secret Wars back in 2004. And since then I never stopped, and noticed that no two game development is alike. After playing video games for 29 years, I don't follow hype trains and don't follow the young generation's trends of Facebook/Twitter/Instagram/Reddit of over-consumption. Now take your negativity and gtfo. You really don't seem to appreciate DayZ, or it's development, so what the hell are you doing here??
-
I don't care for "hype trains" or whatever. I've got DayZ since it first came out, and was a DayZ mod player before that, and still is. I like DayZ, but I don't need DayZ, it's just a means of entertainment I find suited for me, so I couldn't care less if it took 10 years to complete, as currently I've had plenty of great moments in the game. It was well worth it's 24.99$ I paid when it came out. I'm still looking forward to what's to come in the game, but even if it came down to being canceled and development stopped, I'd simply move on and remember good times I've had in the game. People hype everything these days, and consume products like gluttons. Moderation makes you appreciate what you have. Good night.
-
Looking great! Still a few major fixes before 0.61 hit experimental, so keep it up fellas!! This is shaping up quite nicely!! Cheers!
-
Very nice!! Glad to see that the light going through walls is finally a thing of the past!! Great work fellas! Can't wait to test out experimental 0.61!! Cheers!!
-
That's pretty weird, as it was working perfectly in experimental and stable 0.60 until 0.60.133811 as even in 0.60.133772 it was working fine. I wonder what wasn't working as intended...
-
And a deer herd north of Cherno, coordinates 052 113 on DayZDB map. Good hunting survivor, and safe travels.
-
It's from the "scientific" community of experimental and stable + a few dozen hours in from myself. It's a known fact that's been shared in the experimental and stable branch threads that currently there's only chicken, deer and cows spawning at the moment in terms of animals. For "official" reports, well, we never get those unless Hicks, Eugene or Chris personally shares their info, which they rarely do unless the Reddit community start a riot... Here's a cow herd next to Green Mountain.
-
Very nice! Looking forward to all these additions and changes. That said, with the ability to change the CLE on the fly, is it possible to re-add the weapons to the helicopter crash sites? There was no problem when 0.60 was in experimental or when it hit stable at first, but it seems one hotfix screwed this up, and now no weapons spawns at crash sites, which is more than likely a bug, and from what I read, it could be fixed in an instant. Very nice to see Tatanko on the spotlight, he truly deserves it!! Cheers fellas, and keep up the good work!!
-
Right now the only animals that spawns are chickens (with roosters) , deer and cows. Deer and cows can be found in herd, quite easily too. Just run around Green Mountain and you'll spot a deer or cow herd for sure, as I've come across so many since 0.60 hit stable that I can't count them. Around Pustoshka too. As for sardines, I haven't test it again in 0.60.
-
Last Man Standing – Hardcore Squad Battle - 4 vs 6
odin_lowe replied to sobieski12's topic in Gallery
Oh, we might meet each other some time as I've been playing there for a while now! Gotta love DayZ Underground. -
Hmm, it's really not necessary. I currently have 8 or 9 characters on various private hives plus the 2 public ones. (3PP and 1PP) I use certain characters for role-play, others for simple interactions, others for screenshots purposes and some for PVP. I play solo 80% of the time (1900 hours in-game) and it never stopped me from playing. Instead of having 2 characters on the same server in case you die since you want to avenge yourself (like you point out) why not just make a camp and hide some gear so when you spawn back, you just go to your camp, gear up and go avenge yourself? Nothing's stopping you right now from doing this.
-
There's already clipping issues with all the clothes. I don't see this as a problem. The devs don't like clipping, yet, almost every piece of headgear clips when you use face masks, headtorch, gas masks, respirators, balaklava with baseball caps, radar caps, etc. Gun straps or straps in general to hold a rifle or a melee on your back would clip as much as the backpack straps right now, not more, not less, and would make more sense. I haven't carried a melee for the past 18 months+ because it's silly as hell to have an axe glued to your back...
-
They might have fixed it in one of the hotfixes, but the barrel of M4 was REALLY misaligned in the various experimental builds I played. Using the crosshair the bullets were hitting right of it, nowhere near the center. That was a fact. But since there's 0 information about what's fixed in the hotfixes, there's no way to tell what changed unless you test it.
-
I have to agree with Gews as I use the crosshair with other weapons without any problem, at all. But some weapons (Mainly the M4, Fal, AUG) are slightly missaligned with the crosshair. This with a combination of desync seem to have caused what we witnessed in the video. I'm with edoian that many bullets connected with the player, but during his "fire/reload" animation nothing registered on either the client or server. We can all agree this just points out to the obvious culprit, "Alpher".
-
I got 5 characters with M4. They all are bugged and all their barrels are miss-aligned. Like you see in the screen shot, I use the "laser" pointer (the red dot from a reflex sight) to slay infected. When using the "smiley face" crosshair, 0 hit registered. Not sure If I need to do more testing, or you, as the 100+ infected I've killed were all slayed using this technique, or using iron sights or ACOG.
-
Tag & Release - Attempting to capture 3+ armed players at Myshkino tents.
odin_lowe replied to sobieski12's topic in Gallery
I've replayed both myself not too long ago, and currently playing some "D&D" style StarWars RPG (Saga Edition) so lots of Dark side points are being given at the moment... Hehe! -
Tag & Release - Attempting to capture 3+ armed players at Myshkino tents.
odin_lowe replied to sobieski12's topic in Gallery
Love your clothes. Hunting clothes autumn camo looks great imo. The Dark side point was hilarious. :D Great video like always Sobieski. -
I believe what happened to you was that you used the "crosshair" instead of the scope on the AUG. When you can, always use the iron sights or scopes, as right now many weapons are not aligned correctly using the crosshair. If you re-watch the video, you can clearly see your bullets hitting to the right of the character. As you can see using any "red dot" scopes tells you exactly where your barrel is aligned, and it's not aligned with the crosshair right now. You need to aim more to the right if you want to use hip fire. You'll need to aim a bit to the right of the "smile" with the new crosshair, until they fix the alignment. I know it's an M4 in the screen, but it's not the only weapon with a wrongfully aligned crosshair.
-
http://www.dayztv.com/pic/dayz-0-60-megaphone-3d-model-preview/ Already confirmed. Enjoy! :)
-
Question: With the new player controller and animations, chambering animations, reloading animations, etc, will the coupled 30 round STANAG mag eventually have it's own animation for reloading/quick reload? Since 0.28 I've always been bothered by the mag having it's bullets magically teleporting from the 2nd mag to the chamber. About 7 or 8 months ago there was an announcement in the dev blog that a 100 rounds c-mag (double 50 round drum each side) would be added. My thought was that it was to temporarily replace the coupled mag until it gets it's own animation, or fixed. It makes no sense to continuously fire 60 rounds when one of the 30 rounds mag isn't even loaded in the weapon. I always thought they were gonna remove it.