-
Content Count
196 -
Joined
-
Last visited
Everything posted by yorkmorgan
-
Expect a big stable update at the end of the month: animals, campfires, akm, maybe a sub machine gun, chopping down trees. Dean was very active on reddit a few days ago and right now they are doing work to stop zombies going though walls, he sounded pretty optimistic as clearly the current zombie system is a complete disaster and he was speaking as though there had been a breakthrough of sorts regarding the zombie pathfinding, something to do with navmesh. I do agree though that a reliable devblog once a week would go a long way to satisfying the community.
-
Too many high value area have overwatch
yorkmorgan replied to mattceran@live.com's topic in Suggestions
Yer thats Pavlovo, the map designers did a great job on that place. OP i get what your saying but many of the large towns are great for skirmish battles -
So, any word yet on when/if we will get realistic (not random) balistics?
yorkmorgan replied to crazykage's topic in General Discussion
I have to say that although i'm torn on the matter of the dispersion, this would be a really great game mechanic. -
Cigarettes would be great, they don't really need any game functionality, for instance a stamina boost would just be a clumsy game mechanic. The RP potential would be enough.
-
Well I think its a pretty cool idea... but only as an improvised attached spotter scope. Using it as the main sight would just be too ridiculous. So instead of mounted on top it could be side mounted. The more 'homemade' weapon attachments the better. I want to be able to tape this on the side of my painted SKS, with a PU on top and a flashlight taped to the barrel.
-
lol, a little melodramatic perhaps? What's worse about the new patch, its made the game a tonne smoother my end?.
-
They are quite common, your problem is your looking in the wrong places. I've never found one in a military building, you want to look in the red restaurants and in the garages. Thats also where you'll find atlas bipods.
-
Describe your dayz experience in 1 word
yorkmorgan replied to AwesomeBeans's topic in General Discussion
Friendly? -
I made a topic on this which was closed because I hadn't realised this topic was already so insanely enormous. Fair enough, no grudges. Here it is: I play hardcore because I hate how combat pans out on regular but I have to admit that I really like walking around chernarus in third person; However weird it sounds it just feels more 'survivory' when I can see my char walking around in his gear. So it would be great to have the best of third person without the rampant exploiting. I actually like orloks idea but sadly Rocket said he wouldn't implement something like this. So here's a different idea to reduce exploiting and make it more of a headache. It has the strength that it would be really easy to implement. The idea is inspired by the similar system in Metal Gear Solid 3: If you are standing up and do not have a ranged weapon in your hands then you can be in third person. If you do not satisfy both of these conditions then you are locked into 1st person. That's it, very easy to code! So if you are lying down or crouching then you will be in 1st person. This would stop people who cant see much in 1st person from being able to see clearly in 3rd person . For instance it would prevent people from seeing clearly when lying in grass and more importantly it would stop people who are lying down on the hospital roof from having a clear view around them. Being locked to first person whenever you have a gun in your hands would make exploiting during a firefight very risky and a complete pain because whenever you are doing it your completely defenceless. For instance I see many videos of players laying siege to others in the barracks and the whole thing becomes a farce as its just a case of whoever 3rd person exploits better wins, now if people couldn't defend themselves in third person its much likelier that they would stay in 1st person for the duration of the fight and it would be a much better experience for both sides. What do you think?
-
MGS 3 like Solution to Third Person Exploiting - Thoughts?
yorkmorgan posted a topic in General Discussion
I'm quite conflicted about regular vs hardcore. I play hardcore because I hate how combat pans out on regular but I have to admit that I really like walking around chernarus in third person; However weird it sounds it just feels more 'survivory' when I can see my char walking around in his gear. So it would be great to have the best of third person without the rampant exploiting. So here's an idea to reduce exploiting and make it more of a headache. It has the strength that it would be really easy to implement. The idea is simple and inspired by the similar system in Metal Gear Solid 3: If you are standing up and do not have a ranged weapon in your hands then you can be in third person. If you do not satisfy both of these conditions then you are locked into 1st person. That's it, very easy to code! So if you are lying down or crouching then you will be in 1st person. This would stop people who cant see much in 1st person from being able to see clearly in 3rd person . For instance it would prevent people from seeing clearly when lying in grass and more importantly it would stop people who are lying down on the hospital roof from having a clear view around them. Being locked to first person whenever you have a gun in your hands would make exploiting during a firefight very risky and a complete pain because whenever you are doing it your completely defenceless. For instance I see many videos of players laying siege to others in the barracks and the whole thing becomes a farce as its just a case of whoever 3rd person exploits better wins, now if people couldn't defend themselves in third person its much likelier that they would stay in 1st person for the duration of the fight and it would be a much better experience for both sides. Thoughts? -
This is not a bad idea, keep it simple though, fixed camo values that do not depend on surroundings would be very straight forward to code, having to assign camo values dependent on location would be rather a lot more work to implement (although it would be awesome, as it was in MGS 3), but we can hope, they said they are rewriting the zombie AI with an emphasis on stealth so you might get your wish.
-
This list is great but it needs more civilian clothing: jumpers: Woollen, polo neck. Shirts: polo, business, short sleeved. Coats: Sheepskin, parka. Jackets: Bomber, hunter, suit.
-
We could get a stat telling us our average lifespan? And just a random thought but maybe when private hives are added some could require you to have above a minimum lifespan to join?
-
[MAP SUGGESTION] Balota->Civilian Airport (+ Lumber Factory Idea)
yorkmorgan posted a topic in Suggestions
I love unique areas on the map, the ship, the tower blocks, the destroyed town, even that tiny scrapyard who's location I can never work out but that I always seem to stumble upon. It would be great to have some more so here's my suggestion for two new unique places: 1. Civilian Airport: IMO Balota is a big mistake. Putting all that military loot right on the coast was asking for trouble and was probably one of the main reasons the south coast spawns were scrapped, which again IMO was a shame. I also think that it just doesn't make sense, a large military airfield just minutes away from the local capital and within eyeshot of large residential towerblocks? It seems unlikely to me. And on top of that there are too many military areas on the map generally. So I suggest that Balota Military base becomes Balota Airport! Now a civilian airport right next to the local capital makes perfect sense and it would be an interesting location. It would not have to be anything fancy, a single building for checkin/checkout, a carpark, some civilian aircraft hangers, maybe a few storage buildings and obviously an airstrip. It would be a great place to find backpacks, police/security-guard gear and the carparks and hangers would be great place to find parts when vehicles are implemented. Here are some pictures of the kind of buildings I mean: Main Building: Civilian Hangers: 2. Lumber Factory EDIT: The 'lumbermill' in berezino doesn't really do justice to the whole abandoned factory in the woods thing im going for here so i'd still class this as a unique area. Its reasonable to assume from all the forests and small towns that this region would have a lumber industry. I think a large lumber factory would be a great location on the map. There is something magical about huge abandoned factories in a horror setting, and lumbermills in particular just seem to hit the right spot. In the game it would have great utility and would be the place to go for high quality base building tools and materials. As for the location, I suggest in the forest far up north that lies centrally on the horizontal axis, the one above Devils Castle and Gvodsno. As for the layout and design. I think the lumbermill from Twin Peaks would serve as a great model. Factory Layout: Workers Huts and Storage Building: Lumbermill: (these are from google earth and are of the actual twin peaks lumber factory) Thanks for reading, Thoughts and Opinions? -
yer, place spawn points along the whole coast and scrap Balota or make it a small civilian airport.
-
From Dean on Reddit:[+]rocket2gunsRocket 59 points60 points61 points 3 hours ago (43 children)" Chop at trees to get wood. Chop enough of a tree it falls over. Use wood as fuel on fire. " He also said we will be able to pick sticks up of the forest floor! Off topic but spice melange should be added to the ultra rare loot. Folding space would make my trips to the NWAF a lot quicker.
-
[MAP SUGGESTION] Balota->Civilian Airport (+ Lumber Factory Idea)
yorkmorgan replied to yorkmorgan's topic in Suggestions
The devs have said they are putting in more unique places so I hope this gets a read. (utterly shameless bump) -
I really hope that a proper well thought out stamina/encumbrance system is put in the game at some stage. It should be an important part of any survival game. Project Zomboid actually has a really simple, effective encumbrance system: Carrying a lot makes you tire quicker, being tired reduces accuracy, run speed decreases, your breathing attracts zombies and you cannot use heavy melee weapons effectively. Carrying massive amounts means you run really slow with the chance of causing yourself a back injury. It would make the map feel bigger, and would encourage forming groups because you could chat on the long journeys. (maybe that's being naively optimistic...)
-
Protest against the new update for night/day being added
yorkmorgan replied to JosephHabib's topic in Suggestions
NOOOOOOOOOO. You see that flashlight in your pocket... Turn it on!! -
What is Persistent Loot going to look like?
yorkmorgan replied to Mr Jizz's topic in General Discussion
Hi, I too am not very learned in the dark arts of programming but I would make an educated guess that persistent objects will be bound to the server and not too the player. Heres my reasoning: 1. Performance wise: Rocket has already said that the 10 min timer was mainly introduced because loading in characters is a lot of work for the server and it causes a big performance drop across that server. If aswell as having to load in a characters local items (clothes, weapons etc.) the server also had to deal with a characters non local objects (cars, tents etc.) this would likely be far to big a load on the server and would kill performance big time. 2. Gameplay wise: it would be fairly odd if when you leave a server all your non local objects disappeared along with you. This raises the question of what would happen if another player was interacting with those objects at the time you log out (eg. someone steals your car and then you log out). Also it would cause difficulties when you log into another server and all your non local objects spawn in with you, firstly it would be immersion breaking for other players who would see your objects magically appear, and secondly it would also cause difficulties on the off chance these items spawn into places that are already occupied by other objects. Basically I would be fairly sure that persistent loot will be bound to a particular server and not a particular character. -
Three Problems: 1. Third Party COMMS 2. Brightness/Gamma Exploit 3. FOV Exploit Why are these Problems? 1. Prevents eavesdropping, makes silent gestures useless, negates the need for stealth, gives groups of friends an enormous advantage, makes all forms of in game radio pointless/gimmicky. 2. Has destroyed night-time only serves. Exploiters don't use the flashlight. 3. Gives players 'bino-vision'. Makes the max zoom on scopes ridiculous. To sum up: These problems ruin realism and put legitimate players at a huge disadvantage. I've read a lot of people saying that nothing can be done about these issues and while its obvious that they cannot be completely removed (friends can still talk over the phone if they really want) surely there are things that can be done to make doing these things much less convenient. Here are my questions regarding 1. I would appreciate it if people don't give answers that they cannot back up. 1.i) Would it be possible to disable steamchat in game OR make it so all steamchat is also broadcast in game? ii) Would it be possible to have a separate program running alongside Dayz that detects and closes thirdparty COMMS running on the computer (ie. Skype)? Is this even legal? Suggestion Regarding 2&3: Surely the ingame FOV/BrighnessΓ adjusters can be removed and replaced by a system where launching Dayz first brings up a menu with 'Play Dayz' and 'Adjust Settings' Options. Clicking 'Play Dayz' would mean the settings cannot be changed until the game is closed and launched again. Clicking 'Adjust Setting' would walk you though setting up your values to make your monitor well represent the devs desired 'vision'. So for Brightness and Gamma there could be a selection of pictures and you adjust your settings until you can barely see X and not see Y atall for example. And for FOV you adjust it until you can just see X in the corner of your screen for example. Would this be effective? Thanks for reading. Any suggestions and opinions appreciated. EDIT: From the great response here are the conclusions I've drawn: 1. Sadly (but very understandably) there's no solution other than to lock direct chat to always be on which is not very palatable and still exploitable and will not be done. All that can really be done is appeal to the community to stop doing it. 2&3. There IS a (IMO great) solution for this: it is the same as that given above with the genius twist (credit goes to akafugative) that any adjustments made to your settings only take effect on respawning! Therefore if you want to play during the night and during the day its in your interest not to exploit brightnessγ as the day will become unplayable for you if you do. And obviously it would still fix the FOV exploit. People could still adjust their monitor brightness but its a lot better than nothing.
-
Wasn't this stable branch alot more stable in experimental?
yorkmorgan posted a topic in General Discussion
Hey, has anyone else who played a lot of 0.44 when it was in experimental found that the build is a lot less stable now it has been released to all the stable servers? Before I was getting 0 rubber banding and the game played smooth as hot butter, and that was on 100 man servers. Now im actually rubberbanding pretty hard on 40 man servers. Have I just been unlucky or can someone verify/explain this? Cheers -
True, but it seems that they have got the message that people want less modern high grade military loot and taken it mean we want extremely obscure novelty weapons... Also seeing as this pistol isn't a troll does it use ammunition that's already in game or will it come with its own rounds? And anyone know the magnification on that scope?
-
I understand this perfectly, my complaint is with the choice of the content being added by the art team, not with the fact that the art team is adding content.
-
if this is actually real then it is a little concerning, while overall I think that the devs have done a great job my biggest concern is with the lack of direction regarding the items we are getting, it just seems like the devs are a bit lost on this one. Payday Masks? Amphibia S (how obscure can you get!)? Crossbow? Colt Python? Blaze Rifle? TACTICAL BACON???? ROTTON KIWI???? ENCORE?????? This game shouldn't feel like a big Easter egg hunt! Couldn't we get more clothing items: a few jumpers, some new camos and backpacks, maybe some headscarf's and balaclavas? And some sensible soviet/czech weapons like maybe a CZ rifle? Its just a pity because the art team are clearly really talented and the models look fantastic, its just the things they model in the first place are very odd.