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tinroofer
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Everything posted by tinroofer
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Great little town Chernaya Polana, usually well stocked with supplies, and some surprisingly rare items. Only let down was the lack of a well, you have to take a small trip south to fill up the canteens/bottles.
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What dayz could have been without zombies
tinroofer replied to gibonez's topic in General Discussion
I often thought it would be nice if there were different versions of the Chernarus map set at different points in time. 5, 10 and 20 Year "Post Outbreak" or something along those lines. I always imagined the last 'period' would be one where the zeds were no more for whatever reason, and the gameplay would go from the walking dead to book of eli/the road, as animals start appearing in greater numbers and farming begins etc. Anyway, I know this sort of thing won't be in DayZ's future, but hey... -
Playing this game as an FPS is the worst.
tinroofer replied to scaramoosh's topic in General Discussion
I've never really liked 3rd person view in any games at all, from shooters to racing games. Its not that first person perspective is bad, its that first person perspective in dayz is bad. The glaring graphical and viewpoint problems aside, the movement mechanics of the entire engine are currently a complete train wreck and need to be completely overhauled before they think of putting the game into even f&f closed beta. Anyway, I'm just assuming that there will be a complete tear down and rebuild of all the movement/mechanics/view aspects before dayz ever gets commercially launched as anything close to a finished product. Add to that the physics engine that is sorely needed, and you will have a quality commercial level game, and not this current tomfoolery of using so many Arma2 resources, because let's be honest, apart from the firing of weapons it feels like your character has some form of palsy. -
I dunno if its a problem post patch, but when this happens to me its usually just that ive engaged a certain mechanic(hold item up/aim) without noticing. Double tap shift, right click or spacebar tends to clear it up.
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The view distance and landscape size are no problem for cryengine - actually cry can go WAY bigger than 250km, though when you get up into the thousands all you need to do is stick a couple tree's in and it will instantly crash all but the most powerful of systems available - and will look much prettier (of course, its going to cost you in terms of gpu cycles). Add in a dev team with solid cry experience and a good budget to tackle the milsim and tactical style play, and theres no reason why another engine couldn't pull it off. Then just finding people who can run it... lol Anyway, just making the point that it is certainly possible to create this gameplay in another engine.
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Something this reminded me of that I thought was funny. I'll do my best to not step on ants or any insect really, even if its incredbily awkward to do so - like I imagine anybody would -,and if I can't avoid it I'll probably have an errand thought or two about it later. BUT, in DayZ at the moment, when I see another players character - which has a person attached to it at the other end lets remember - I'll instantly drop them and have forgotten about the whole interaction before I've even collected the spaghetti/beans/rice from their bags... Just seems a bit odd when I think about it lol.
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While this engine, especially in its current state having been mated to the DayZ SA 'concept' if you know what I mean, is a little rocky, I think its a good foundation and I don't see it going anywhere soon.Though since its a hypothetical, I suppose there are no rules really. You could technically use Cryengine3(Maybe UDK4) and some of the new soft-body physics frameworks to create a visually and mechanically stunning environment, and then add that to completely coding from scratch the object and player manipulation model(using/crafting/carrying items and full true to biology limb and organ based health system). I think this would probably give you some spectacular results. The drawbacks of course many, you would need a dev staff like an army and a budget that would dwarf most hollywood movies, and there would be about 12 people in the world with a machine that would'nt melt through the floor trying to run it, to name but a couple. For the moment, lets see what the dev team does with current engine, and worry about the above sorts of games in about 5 years or more, because I doubt you'll be seeing anything like it in an open world sandbox game any time soon.
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Putting backpacks in hand - Looting in "safety"
tinroofer replied to stolenbanjos's topic in General Discussion
Nice, really like it. Would love to see it implemented. -
I think the game already has a great way to discourage career bandits, its the bullet in your chamber ;)
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I would like to see these included within the normal spawns at the same rate as the magnum for example: Various model .22's/.30-06's S&W Model-36 .38 Remington 870 I would like to see these included but with a much lower spawn rate and chance, milspec spawn only etc: Glock 19 Sig Sauer P220 H&K G3 M-24 sniper AK-47 - Not sure where I would place this tbh... Given that the area is Chernarus, I would assume they would be laying around everywhere, though, given they pack a punch, it would probably need to be as rare as milspec loot.
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## hour player lock / Gear locked to server!
tinroofer replied to WarAndRuin's topic in General Discussion
It's not a bad idea on paper, but I think the reality of implementing a system like this would be nothing short of a train wreck, given the reasons listed above by other posters. I mean, what if 'your server' simply happens to be at capacity for an extended period, you just cant play?.. I still think a 20 minute loot lockout might be a middling option. If you loot anything on a server, a 20 minute timer refreshes that for its duration "lock you in" to a server - loot wise at least. So to farm a place 3 times with hopping, it takes an hour, roughly the same amount of time it would take to make the journey between the larger loot hubs. -
Can I run this? (Not sure if this is supposed to go here, sorry..)
tinroofer replied to Xei's topic in General Discussion
You might need to tweak some vid settings or crank down/turn off some visual options, but it seems to me that you should get a decent playable framerate with that hardware.- 1 reply
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This made me lol way more than it should have :P A+ for thread title creation prowess :D
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Nice ideas mate, I really would love to see some loot variance :) (Not sure about the doors being randomly opened or closed though, I imagine in any real scenario like dayz doors swinging wide open would be a good indicator of whether a building had been picked through or not.)
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I like the idea, I really do, but I think it would have to be WAY down the road. You know, given that at the moment a ladder is as likely to kill you as a bandit :P
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Oh please no.... The current system is the far better than any leveling system would be imho. I'd rather not have people who simply grind out the hours have their stats padded to the point of becoming wyatt earp with a magnum. If you want to get better at certain things in game, shooting for example, you just do it more, and of course like in RL, you become better at it.
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400 meters is a pretty tough shot in RL unless you really know how to shoot, given that it's an assault rifle, so it seems pretty realistic to me tbh. People seem to want to be able to ping people in the skull from hundreds of meters away with an automatic rifle. At anything beyond a small distance, you're aiming for center mass and hoping you dont wing clip them instead of an incapacitating/kill shot, not eagle eyeing the pink mist.
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Fort Haven Trading Outpost Recruiting for SA(U.K/EU/U.S-NA 18+ Mic Required)
tinroofer replied to strite's topic in General Discussion
I've always liked the idea of safe trading zones in Dayz, depite the obvious difficulties that come along with it. Threw in an app, so hoping to get in on some Fort Haven fun at some stage ;) -
you can put limitless bags into one bag?!? WUT?!
tinroofer replied to blaskapelle's topic in General Discussion
Solid :D -
The solution to constant hunger/thirst (And a bonus story)
tinroofer replied to omgwtfbbq (DayZ)'s topic in General Discussion
How do get around the stomach capacity? At the moment, despite being well stocked in terms of food and water, I still make myself vomit all the time trying to get to the 'regen' state... -
you can put limitless bags into one bag?!? WUT?!
tinroofer replied to blaskapelle's topic in General Discussion
Yeah, this doesnt sound like its "working as intended". Maybe people in cherno have the bag versions of russian dolls..... that can also defy the laws of physics ;) -
Hmm.. I dunno if you actually need the shoreline to be full of loot. I generally just assume they will have been picked pretty clean, grab what couple pieces of food I can, drink myself full at the well and then start the town hop north. 2-3 towns up and you're pretty much set for the real travels north.
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which type of instances would you prefer?
tinroofer replied to Arthur Dubrovka's topic in General Discussion
Indeed, I recently dumped a full ammo box as it was literally just a waste of bag slots on the 30 pack as it was filled with 556 and I recently dumped my m4. I mean the 5 or so zombies per town can easily be dispatched with an axe and maybe one rag to stop the bleed from that one lucky shot they got in. I'm actually pretty happy at the moment with an axe, FNX and a single 15 round clip. I'm going to have to think carefully about when to use it, and it also limits my ability to damage friendlies out of sheer paranoia :P -
What are your thoughts on camping snipers at Balota?
tinroofer replied to crazyandlazy's topic in General Discussion
I imagine that would be fun for about 15 minutes... tops. I'm currently jumping people in the NW airfield with my trusty axe :P (Well, im carrying a gun too, just in case heh) -
Thankfully the people who do gear up using this method tend to have pretty fast turnaround times on their lifespans lol.