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Everything posted by WolfgangErikson
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Should scopes in dayz have the ability to zero?
WolfgangErikson replied to Karmaterror's topic in General Discussion
I've don't have much experience in-game with the scopes and rifles. How does the zeroing currently work? Is it automatic? I would like to see the need to manual sight in rifles when a new scope is attached. Also, I would think you you want the center point of your scope to hit at 400 yards, you could sight it in manually by shooting at targets and making the appropriate adjustments. Similarly, if you would rather have it sighted in at 200, you find a target at that distance and do the same process. -
Improvement Ideas: Amputation and Medicine
WolfgangErikson replied to Rucki's topic in General Discussion
Amputation is an insanely bad idea for this game. Ignoring the mechanical complications of adding this functionality to the coding and modeling, it provides no benefit to gameplay. I would rather just die. If a bandit came and cut off both my arms, they have essentially "killed" me already, offering me zero reason to keep playing. All this feature would do would be provide the greatest trolling/griefing mechanic ever. -
I think they should just implement a real bear trap. I think the idea of crafting one is somewhat impractical. 30 seconds is also a bit long to set them.
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Clearing this up: DayZ is NOT years afterwards
WolfgangErikson replied to bobotype3334's topic in General Discussion
I'm not sure if you are just unfamiliar with the term or the practice. Producers often apply a thin layer of wax over the apple to block out oxygen (which increases decay). When he says "waxed" he is referring to this practice. This is common in the US at least, I am unsure about other regions. Interestingly, this is why it is a cliche in cartoons and TV to see people breathing on apples and polishing them on their coat. Hot breath helps soften the wax before rubbing it on your shirt to remove it. -
Anyone ever discovered a building with a ridiculous amount of loot?
WolfgangErikson replied to cobaas@live.ie's topic in General Discussion
forum search: http://forums.dayzgame.com/index.php?/topic/214685-found-a-lot-of-loot-in-police-station/?hl=%2Btons+%2Bof+%2Bloot#entry2155851 http://forums.dayzgame.com/index.php?/topic/215476-anyone-ever-discovered-a-building-with-a-ridiculous-amount-of-loot/page-2?hl=%2Bmassive+%2Bloot#entry2167293 http://forums.dayzgame.com/index.php?/topic/215257-massive-loot-in-normal-server-why/?hl=%2Bmassive+%2Bloot -
Where tomato greenhouses close to East coast?
WolfgangErikson replied to Paxom (DayZ)'s topic in General Discussion
They might be in one of two locations there. I'll try and describe them so you can find it easier. Looking at the Dayzdb map, you'll see the grocery store, and follow the white road (on the north of town) west. toward the end of that road there should be one in the middle of a chain linked field on the north side, and another against a house on the south-side. If that's not right, follow the the road going SW of the grocery store, past the hospital. Before you get to that T-intersection, look for the chain link field on your right, and the one against a house on your left. I hope that helps you find them. If they aren't exactly where I described, just look around the houses on the north and west sides of Berizino, eventually you should find them. -
Where tomato greenhouses close to East coast?
WolfgangErikson replied to Paxom (DayZ)'s topic in General Discussion
There are at least two in Berizino that I was using last night. I think they were Northwest of the hospital on the West side. There seemed to be plenty of lime and seeds in the nearby sheds as well. -
I really hope they put some more focus on zombies to bring them to this state. They are doing quite good on content generation and I'm excited about upcoming vehicles. I feel like they should focus and hammer out these zombies soon. It's a huge part of game-play and in my opinion, real zombie threa is one of the best catalysts for interesting player-player interaction, and one of the fundamental building blocks of the game.
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Realistic (SweetFX) lighting preset for Standalone.
WolfgangErikson replied to Intactus's topic in General Discussion
Wow, that looks nice. -
Maybe we can start carving our names into our bullets. Mwahhahaha.
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I just want to put this out there.... I know the new SA architecture has moved processes, including zombie spawning, from client-side to server-side to reduce opportunity for cheating, which totally makes sense. I also know that this (in its current state) this has put a rather large limitation on the number of zombies that there can be at any one time on the server. I think moving things server-side is great and all, but honestly, if they can't figure out a great way to handle zombie spawning, while allowing massive amounts of zombies, I wouldn't be opposed to them bringing zombie-spawning client-side again. I could really care less if people abuse zombie-spawning hacks or something (other then putting strain on the server). If it would improve my own gaming experience by allowing my computer to handle and spawn hundreds of more zombies for me to worry about (like the mod) then I would be all for it. What are other peoples feeling on this subject? Side-Note: I know this is alpha, and that the team is working on zombie spawning, and they may very well have a great solution coming. I just wanted to say that if what they are working on doesn't quite "work" they want it to, then I would rather have more zombies, and less security (regarding zombie spawns and AI, not loot). Remember, I am not exactly suggesting this. It is only suggested as an alternative ONLY if Dean and his team cannot meet their own goals using the server-side system they are currently working on. This is only a long-term suggestion if all else fails before the final release. Also, there would be no "Invisible Zombies." What I meant by "client-side" zombies is that spawning and AI are handled by the local computer, forwarding info to the server. You would see other peoples zombies just like in the mod. There would be no invisible zombies. I am simply talking about a system similar to the mod.
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The mod had client-side zombies, and I never saw anybody shoot in thin-air. I think you misunderstand what I mean by client-side zombies. I mean that spawning and AI are handled by the local computer, forwarding info to the server. You would see other peoples zombies just like in the mod. There would be no invisible zombies. I am simply talking about a system similar to the mod. So if you had to decide between super low amount of zombies running on the server vs. a super high amount of zombies running on your client (and updating the server like the mod), then you would rather have only a few zombies? Remember, I am not exactly suggesting this. It is only suggested as an alternative ONLY if Dean and his team cannot meet their own goals using the server-side system they are currently working on. This is only a long-term suggestion if all else fails before the final release.
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I agree, but if I have to choose between 100s of server-zombies or 1000s of client-zombies, I would choose 1000s. Like the post above said: "It did work for the mod." I seriously hope they can accomplish their goals with server only implementation so we don't have to decide between the two. Best case scenario would of course be 1000s of server-zombies.
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"Realism" and a fine line between fun and it being too much.
WolfgangErikson replied to Nibashe's topic in General Discussion
Dean has a vision for this game, if that vision doesn't match your's, I don't know what to say. I don't think when Dean set out making DayZ he didn't do it to make the game other people wanted, he did it to make the game he wanted. His vision might not be the same as everyone's, but for everyone who doesn't like as much realism, there are other who would prefer more. I for one am looking forward to whatever decisions he makes, and relish the challenge. -
Too much food. I wan't to feel the NEED to eat rotten food, or die of starvation.
WolfgangErikson posted a topic in General Discussion
I have never once come close to starvation. I am always healthy and never in any threat of dying of natural causes. I eat whenever I find food, and never carry any in my backpack. It just seems too easy. I think with the current spawning mechanics, the amount of food should be reduced. I only really have to scavenge for better gear and ammo, I want to have desperate search for food, only to finally have to eat rotten fruit out of desperation. Of course before that can happen, rotten food needs to have more intensive to eating it. It needs to have a "chance" to cause sickness, but not always cause it. Either that, or it should build up and cause sickness only if eating too much rotten food in a few hours. Lower the amount of good food, lower the risk of eating rotten food. Force me to risk eating rotten food out of desperation because it is either that or starvation. Force me to stock up on good food, to get me through the dry spells. I think this would make it a little more fun. Currently, when I am fully stocked and healthy, there is little to no point in even moving around the map, or looting buildings. I have everything I need, and I know if I do get hungry, I just need to go in a few houses. Easy. -
Well, no that's not what I mean by Client-Side. The would still exist on the server, but your client would handle the spawning and AI, forwarding the info to the server and to nearby clients, much like the mod does. That would free up the server from having to calculate AI and handle spawn-checks across the whole world. Only during severe lag might you see someone shooting ghost zombies. The advantage would be that zombies would always re-spawn around players unless somebody hacked their account to prevent it. The other drawback (seen in the mod) would be that it would be relatively easy to tell if a town was player-occupied by seeing if zombies were there before you got close. I know last time I played the mod, I would go through a town with hundreds of zombies everywhere, and only a few feet apart, because my client didn't have to rely on server resources to figure it out. I expect that their future plans for zombies will allow this type of spawning server-side, but if the server can't handle it, I would hope they might revert to client-side zombie spawning as a backup plan.
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Yeah, I'm not worried about the AI and how it functions right now, I know it's a work in progress. Mostly what I was suggesting is that IF they cannot optimize server-side zombies with all of their future attempts in the coming year, then I wouldn't mind settling for client-side zombies.
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Too much food. I wan't to feel the NEED to eat rotten food, or die of starvation.
WolfgangErikson replied to WolfgangErikson's topic in General Discussion
I also referenced my own experience as a source of my knowledge. Besides, I suspect the hunger /thirst modifications didn't effect energy consumption. Either way, It is still a non-issue for me. -
Just died of heart attack, incredibly stupid
WolfgangErikson replied to schofie1d's topic in General Discussion
First of all, I was being sarcastic. Second, Major risks factors for hear attacks include genetics, and being male. So, yes partly random. Third. The only other Major risk factor that would play a role in DayZ would be high blood pressure, and high cholesterol, both of which are also effected by genetics. Causes of high blood pressure: Stress, Lack of physical activity, too much salt, being overweight, etc.. The only viable one for DayZ in this list is Stress. Even then, heart attacks due to stress alone are rare. Most of the foods available in DayZ are heart-healthy and would be part of a good healthy diet. One of the major steps to reducing high cholesterol: Enjoying at least 150 minutes a week of aerobic physical activity. Plenty of that in DayZ. Besides, it takes years of living an unhealthy lifestyle to do this. Eating only beans for a few days and running around a lot would not be enough to cause a heart attack. More likely you would just become exhausted, and need rest. ^This -
Just died of heart attack, incredibly stupid
WolfgangErikson replied to schofie1d's topic in General Discussion
Can we have characters spawn with rare genetic defects that cause seizures, or Tourette syndrome that causes loud screams and curses randomly, attracting nearby bandits? Maybe we can have diabetes or have random allergies, like wheat allergies that cause us to die when we eat spaghetti. How about lactose intolerance that causes cramps, groaning, and vomiting after eating powdered milk? If we can have heart attacks I mean, why not? -
Too much food. I wan't to feel the NEED to eat rotten food, or die of starvation.
WolfgangErikson replied to WolfgangErikson's topic in General Discussion
Energy depletes at the same rate while moving, regardless of the speed of moving. Source: Merino's guides. Besides, I run everywhere. I only eat fresh fruit and whatever soda/water I find, and have never had a problem. I've gone at least an hour without food, and never gotten hungry. The only thing I've ever noticed is dropping from bright green "energized / hydrated" to the dark green "energized / hyrdated" In which case I go into a grocery store (which I was going to do anyway to find ammo) and eat whatever I might find. I do see your point about server population and restart rate making a difference. Currently I play on a hardcore, 10-20 population, 4 hour cycle server. I understand because the of current spawn mechanics the variance of loot amounts from server to server will vary because of this. Based on the servers I play, and what I've seen however, there seems to be way too much easy food lying around. My point still stands about rotten food however. It pretty much offers zero reward for it's risk. The risk should be appropriate for it's reward. I think the current nutrition value is pretty good for it (Merino) however the getting sick mechanics should be adjusted to give insensitive to actually taking the risk of eating them. -
This. There is no need to carry any food around. If you eat enough as you find it, you will be healthy, and never be hungry or thirsty. I don't even carry water or eat canned food, I only eat when I find rice, or fresh fruit. Played this character for several weeks and still going. Black Shirt, Black Jeans, Improvised Courier bag. All I ever really carry around is your weapons, some ammo, morphine (for falling accidents), bandages. That's all you really need. I keep other utility type items around when I have room (I usually have plenty).
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I would like to see the return of...
WolfgangErikson replied to maxotaur's topic in General Discussion
That's my point exactly. If you assumed you killed somebody but didn't, that is your own fault. The game shouldn't hold you hand and tell you when it is safe to come out; that is a decision you have to make, sometimes it is the wrong decision, but that is part of what this game is about. -
I would like to see the return of...
WolfgangErikson replied to maxotaur's topic in General Discussion
Yes to flies. I miss them terribly. I think adding music would be a good idea. Like you said, it can always be toggled off by anybody who wouldn't like it. No to death notifications. If you aren't sure you killed someone, you don't deserve to get to "relax" by being told by the software of you success, nor should you be told that the threat still exists by the absence of such a notification. -
Disagree completely. Realism is the reason. In real life If I have a map, and look at it, there no "You are here" marker that follows me around. Nor does it even give me a general location. I have to find my own locations based an visible landmarks and road signs. And if I did want to mark my location with a pen or pencil, I would still have to identify my location manually and then mark it. This will never be implemented and I'm sure even if/when they implement GPS it will be separate from the paper map forcing you to compare the two using the GPS coordinates or landmarks on the device itself. Hopefully it will be possible to at least look at your GPS screen and map simultaneously to make this process easier and more naturally realistic.