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Everything posted by Monkfish (DayZ)
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Headshot only requirement isn't likely to happen, the zombies in DayZ are infected humans (and therefore still alive) rather than risen-from-the-dead mobile maggot factories. Ergo, they're just as susceptible to damage and trauma as anyone else.
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Are you always this aggressively defensive when someone's post opposes your own opinions? Chill, it's only an opinion. :rolleyes: 10 items in the hotbar is more than enough and putting items into it that do not need quick access (like a stove or some meat and that ammo can you're carrying) is a waste of a slot. You want items there that require quick and immediate access, not items that can either be manipulated from the inventory or dropped on the floor to access. The ammo can, for example. Why would you need that in your hotbar? Anyway, going on the responses thus far, you seem to be in the minority in wanting a huge hotbar that would be full of soda cans and bananas, so you should probably prioritise a little more.
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DayZ mods should be implemented in the DayZ standalone
Monkfish (DayZ) replied to ValorJTG's topic in Suggestions
This ^ DayZ will be tough and unforgiving when it's finished. I imagine that mods to make it easier will follow its release quite quickly and I'd be grateful for them as the KoS run 'n' gun fuckwits will scurry off to it. -
With rabbits making zombie noises and being able to hear people opening cans or stacking ammunition across the map, it wouldn't surprise me. Raise it on the bugtracker if it hasn't already been done.
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Ooh, another "I know this is alpha, but..." post. Seriously, have you even been paying attention to the devs? There's a lot of content coming, you just have to wait for it. No amount of pissing and moaning will make it arrive faster. :rolleyes:
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I'd like to see glint from scopes implemented too. Not the "is he flashing his torch at me" kind of glare that you see in Battlefield, but a subtle and realistic glint that you'd expect to see when sunlight reflects off glass. There's a reason scopes have anti-glare coatings and covers.
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Maybe not sneezing, but sniffing due to a runny nose would be a good indicator of being sick (at least mildly). This could lead to stomach cramps for more serious illnesses (poisoning, for example) leading to vomiting and maybe even death (probably caused by dehydration). Mind you, it wouldn't surprise me in the slightest if this is already in the development roadmap. :D
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Do you play Experimental version or Regular, and why?
Monkfish (DayZ) replied to wmike20052's topic in General Discussion
Up to this point, I've been playing regular simply because that's the game's default and I didn't fancy faffing about on the experimental branch until I knew what I was doing (no, I'm not sure of my logic there either, but meh). As of right now though, I'm downloading experimental because I want to try the new stuff (I'm impatient and can't wait for it to come to stable) plus the lure of better FPS is strong (mine's fucking abysmal). Plus the drastic increase in servers of late means it'll be far more likely I'll be able to get on one. Quite why experimental needs to download the whole game again I don't know. <_< -
Wolfeguard's point isn't that 3PP makes people kill. 3PP does not, it just give players an advantage over the person they're looking at when the view is exploited. Whether that person shoots or not when they move from behind cover has got nothing to do with the view.
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When will the players change? + bonus story
Monkfish (DayZ) replied to doviszxc's topic in General Discussion
When it's finished. -
dat ending :lol:
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And just to nail the coffin shut on any doubts about KoS in the final game, check this video out... http://www.youtube.com/watch?v=tjzX1LSy_TY#t=160 This is on experimental now, with the zombie numbers quite low. Now imagine what it would be like with several thousand zombies in Chernarus rather than the current several hundred and that the zombie AI/glitches will have been sorted as well as the loot/weapons/ammo spawning being balanced. To even suggest that KoS'ing will be the problem it is now is just plain daft. Furthermore, when the game is complete there will be plenty more things to do to entertain oneself than mindlessly killing people. Like, err, getting a vehicle running or making a base somewhere in the woods or, you know, just stayin' alive. Life goin' nowhere. Somebody help me. Somebody help me, yeah. *dances*
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I don't think we'll ever see that. The technicalities of it make it difficult enough to implement and that's before thinking about immersion or anything like that. Related; http://www.pcgamer.com/uk/2013/07/19/new-dayz-player-activity-map-shows-where-newbies-wont-survive/
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/thread
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who else is excited about the recent tweet from rocket?
Monkfish (DayZ) replied to mjf6866's topic in General Discussion
You may. 2.3Ghz AMD Athlon 64 X2 4400+ 4GB DDR2 RAM @ 800Mhz 1GB [Gainward] nVidia 8600GT Windows Vista 32 bit (Clearly I killed some kittens and nuns in a previous life) I'll eventually upgrade to something that's not shit. I may bang an SSD and Win7 64bit into this box as that would allow me to increase the RAM to the 'board's max (8GB) although I'm not sure if the cost of doing so is worth it given how archaic everything else is. As for settings, everything is on the minimum because having it any higher reduces the framerates further. I'd fiddle about with them if I had some arsed. -
who else is excited about the recent tweet from rocket?
Monkfish (DayZ) replied to mjf6866's topic in General Discussion
*saunters in* Ooh, are we having a low-FPS pissing contest? 40 looking at the sky, 25 ish out in open fields if I'm lucky and ~10 in forests/built up areas. Oh, and the game crashes out every 15-20 minutes or so for no apparent reason and usually when shit starts getting frantic or I'm out of cover. So ner. *fucks off* -
I think you've completely missed the direction DayZ is going in. Heart attacks, defibs and CPR are just the tip of the iceberg. :D
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CPR is already being worked on. Go and read some updates from the Devs. Try dayzdevblog.com. Edit: Stupid fucking phone and its stupid fucking autocorrect.
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KoS is a problem now because there's mostly fuck all to do in the game. It will reduce naturally once the game gets properly hard and there are far more "end game" objectives to work towards. Then all the teenagers run back crying to whatever cookie-cutter shooter it is they came from.
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Step 1) Find Mosin and both green and black spray cans Step 2) Paint Mosin with one colour Step 3) Paint Mosin with other colour Step 4) Marvel at newly created caMosin (didyouseewhatIdidthere?!) Step 5) Observe as people cry "Sacrilidge" and "MOSINCRIME" on the forums EDIT: "camoSIN!" Oof, on fire today. Step 6) ??? Step 7) Profit. Or possibly get shot. Probably shot, actually.
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Is circlestrafing/zigzagging ever going to be fixed?
Monkfish (DayZ) replied to MagneticToast's topic in General Discussion
Not sure if Occulus Rift will be supported or not. TrackIR (or a cheap equivalent of) will be a good option also. Anyway, whilst playing last night as I was running across a field (I was a bambi, zero fucks were given), I looked down whilst using the strafe keys to see what happens. Curiously, when pressing D, the character's body makes an instantaneous 45 degree turn to the right and runs in that direction with the head still pointing forwards. Pressing A results in a slightly jerky (at least on my machine) transition of 90 degrees to running at 45 degrees to the left. It's not quite what I expected (legs crossing as sidestep took place) but still isn't particularly accurate in terms of the speed at which the direction changes occur. I now think that one of two things should happen; 1) The A and D keys are disabled when sprinting as previously noted. 2) The 45 degree movement remains the same but the direction changes are dampened and slowed down to replicate momentum and the difficulty in changing direction quickly at speed. This quite accurately simulates being able to run in different directions whilst maintaining your focus on a spot ahead of you. The damping level and rate of direction change should be inversely proportional to the speed the player is running at, so using A and D whilst jogging results in fairly quick direction changes, whilst using them whilst running at a full-bore sprint results in fairly slow direction changes. (OP's point is still valid BTW ;)) -
Pending Changelog: Experimental Branch: 0.42.116002
Monkfish (DayZ) replied to rocket's topic in News & Announcements
I predict this will get a lot of backlash. ^_^ -
Is circlestrafing/zigzagging ever going to be fixed?
Monkfish (DayZ) replied to MagneticToast's topic in General Discussion
Jesus ladies, give it a rest. The OP made their point in the first post which, to some, probably wasn't all that clear. They've now clarified their point so arguing about how the point was made originally brings nothing but bollocks to the thread. The OP is stating that sidestrafing, using A and D, whilst at a run is unrealistic, and it is. If you try and sidestep whilst running, you can either only do a single step off the leg opposite the direction of travel, or you have to cross one leg over the other to maintain a sideways motion which results in either a drop in forward speed (because you have to cross your legs over and you can't do that at running speed) or you fall over. The A and D keys should be disabled whilst running which would still allow serpentine movement by turning using the mouse. This is realistic. TL;DR: OP's point is valid, quit yapping. -
Calm the hell down about Dean allready....
Monkfish (DayZ) replied to crazykage's topic in General Discussion
And this couldn't go into the 42 page thread about Dean leaving because...? -
Rocket standing down from Dayz by end of year
Monkfish (DayZ) replied to Hetstaine's topic in General Discussion
Dude, there's a 20 page topic about Rocket leaving literally right next to this one.