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Everything posted by kwhy (DayZ)
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Machinima live stream w/ Rocket going right now!
kwhy (DayZ) replied to VaultDweller (DayZ)'s topic in DayZ Mod General Discussion
taken from video... possible bandit/hero scarfs based on humanity.... dogs...trainable to hunt other animals. maybe track players. grouping mechanics maybe eventually. -
So DayZ will probably eventually reach a point where players are probably going to want some sort of expansion like a map change. So if this happens I figure some of the question that might come up might be... What happens when players playing on one map join a server with a different map? Where are they going to spawn? Do they keep the same gear? Will there just be two different characters? Will the original map then just die because noone will want to host it? Here is my thought on a much larger DayZ world that goes beyond just having one map such as the Chernarus Map. +---------+----------+----------+ | future | expansion| here | +---------+----------+----------+ | map #2 | map #1 | map #3 | +---------+----------+----------+ | future | expansion| here | +---------+----------+----------+ map #1 - Chernarus map map #2 - Westland (new expansion) map #3 - Eastland (new expansion) What if different maps were created to extend the size of the current DayZ world. Each new map would be linked in some way to the other maps by end boundaries (the current empty outer edges) where players could travel to and then unlock entry into the other map (other servers). So basically there is no portal or gate, but a huge open world area that you can sneak in/out of fairly easy. so an example: BanditBob is currently on map #1 which is the current Chernarus Map which is hosted by a number of different servers. Tonight Bob is getting tired of popping caps on the light bugs on the beach near Balota so he decides he wants visit Westland in hopes to find something else to do. Currently because Bob is too far east of the boundary zone on Map #1 at Balota that he wouldn't be allowed to join any Westland servers so Bob heads west. Bob finally reaches the western *zone area* which would stretch from north to south on the western edge and his account is flagged as being in that area (Westland=True). Maybe if he was North West he might even be flagged for Westland and whatever Expansion is North of Map #2). Now bob logs out and finds and picks one of the many Westland servers being hosted. On login the game connects and does its ordinary datase lookup and checks to see if his character has been flagged and why yes he was flagged as being west of map #1 in the boundary area. So he can now log in and play on any Westland server. His starting point is east of Map #2 where some computer magic is done to place him in an area close to where he was from map #1. Each map might also have to implement a starting point much like the one set now for new players. So basically the first player you create your server on is your home map. So essentially you could just join map #2 for a new player, but you have to travel east to reach map #1's servers. Now If that character dies you can then choose any new map to start your character at and you'll be reassigned a new home map which of course should have a number of servers hopefully hosting it. The sky is the limit on how big a world like this as long as there are a number of servers to host each map and a large enough player base to support it.
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Third person vs First person view
kwhy (DayZ) replied to Rising (DayZ)'s topic in DayZ Mod Suggestions
you can adjust the fov in 1rst person and turn off the head bobbing. I'm old school so I like 1rst person because it doesn't allow you to see over walls, corners, off roofs ect and that for me is more realistic. (edit -> to see over walls roofs ect without exposing yourself) The only grip I really have about 1rst person servers is that they are very rare. Expert servers are rare now (1 or 2 in the US) and they are typically not full. I'd personally just like to see more servers with Expert on.... you casual players and your 3rd person wall hacks :) -
I'd like to see more maps and here was an idea I had awhile back on how they might link them.... http://dayzmod.com/forum/index.php?/topic/17346-dayz-map-expansion-go-big-and-go-home/page__view__findpost__p__172403 as long as you have enough servers hosting each map I think it would would work. This would also allow you to keep servers around 50-100 players therefore the ratio of players per square footage might be better versus just making the maps bigger but not being able to up the player size.
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How much would you pay for a standalone?
kwhy (DayZ) replied to Zexis's topic in DayZ Mod General Discussion
I'd pay $30-40 easily for standalone off Steam using the same Arma2. My guess is the standalone is going to be much like how Iron Front Liberation 1944 was done. Now for a standalone with the newer Arma 3 engine or something completely different then I would not have an issue with a full $50-60. -
yes this is sad news for the hardcore no 3rd person players. Now with US Hardcore 1 + 2 going that now drops down the count of Expert servers in the US to like 1 now. I think there was a new LA server added recently but haven't logged in to try it. Really slim pickings now.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
kwhy (DayZ) replied to Denuth's topic in DayZ Mod General Discussion
I think I've figured out why this new patch is causing infected to agro farther... Rocket programmed the infected AI to use 3rd Person! :P -
you can select a new theme at the bottom of the page. IP.Board (white background) IP.Board.Mobile (white background mobile) DayZ (the black background + red) I don't mind the black background/ red text on my PC, but on my Xoom when I scroll it is really difficult to read. The Same thing happens on the Tribes Forum website and COD BO. Black background / blue text / green text.
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DayZ map expansion. go big and go home
kwhy (DayZ) replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
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Raw meat in a deer stand?? Bizarre
kwhy (DayZ) replied to MrQueebs's topic in DayZ Mod General Discussion
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Even though this is an Alpha I don't feel like the the Murder Count Tally in the corner is needed. I doubt that anyone really is using this to debug the game versus just using it as an easy CONFIRMED kill indicator *so now we can move on*. I don't really see its purpose since the boards don't reflect a lot of questioning how Arma 2's game engine deals bullet damage. I'm sure someone will say it is needed for DC, but that is a whole other problem that will eventually probably be delt with by a despawn timer. Since this game seems to strive for some realism and while some servers set the option to remove kill messages (expert mode) which IMO is the way it should be all around then how about removing the Murder confirmation kill from WITHIN the game or at least make it an option? The point I'm trying to hit on here is that your not magically going to know if you killed someone from a shot especially from a long distance every time. There should always be that uncertainty that the player might still be alive or you missed especially if your not equipped with a scope or binoculars and didn't confirm an exact hit to the head or body ect. I've seen enough videos online now that show this is being used as crutch especially with squads trying to gun down someone from a long range. Once they confirm the kill by the arcadey count message or server message then they will move up. It shouldn't be that easy, there is always that chance that maybe the player is still alive or you missed so you need to keep your guard up and confirm the kills yourself by either moving to the body or seeing blood pouring from the poor sobs head. I'm sure you guys striving for kill counts will be able to go online at some time and see these stats. WW2online (Battleground Europe) does this and works brilliantly for that game and if you think this game is brutal try playing that sometime especially before they had any mobile spawn points. if anything I think it should be turned off in Expert or at least made an option for servers to choose.
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didn't see this thread till after I posted the same idea. don't bump this.. http://dayzmod.com/forum/showthread.php?tid=25572&pid=226152#pid226152 I'd say remove it now. my summary... ..I don't really see its purpose since the boards don't reflect a lot of questioning how Arma 2's game engine deals bullet damage... ...I'm sure someone will say it is needed for DC, but that is a whole other problem that will eventually probably be delt with by a despawn timer... ...at least make it an option? I've seen enough videos online now that show this is being used as crutch.... ...confirm the kills yourself by either moving to the body or seeing blood pouring from the poor sobs head. I'm sure you guys striving for kill counts will be able to go online at some time and see these stats. WW2online (Battleground Europe) does this and works brilliantly for that game and if you think this game is brutal try playing that sometime especially before they had any mobile spawn points. if anything I think it should be turned off in Expert or at least made an option for servers to choose.
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Remove Murder Count Debug Monitor
kwhy (DayZ) replied to kwhy (DayZ)'s topic in DayZ Mod Suggestions
heh. my bad. eating lunch and didn't get to your message today. I'll bump yours. -
Simple Solution to Loot Farming via Server Hopping
kwhy (DayZ) replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
For me the only people that really seem to be effected by this are hoping servers in hopes to just immediately be able to run and grab. I don't see how a *loot penalty* that would happen when logging in before 30 mins on another server would really hurt anyone that is legitimately playing this game especially since your also giving them the option to move 1500m or wait the 20 mins. So whats the jog speed in DayZ or Arma like 5 m/s (found off google for Arma 2 The jogging speed is 5.5m/s in ArmA 2 OA 1.52?) 1500m / 5m/1s = 300 seconds * 1min/60 seconds = 5 mins. so thats like 5 mins of jog time? (someone chime in if this is wrong) so either sit still and wait 20 mins or jog for 5 mins and your clear to grab whatever you want. For me this is a no brainer, but I also don't see why people really need to be logging into 16+ different servers each night unless they are gaming the system in the first place. -
Logging with players near us or near players shouldn't be allowed
kwhy (DayZ) replied to gizm0's topic in DayZ Mod General Discussion
How about when you log in you agro zeds within a certain range based on your proximity to a town/building/loot/zed ect. So the farther away you are from from towns, loot areas, and hot spots then this *login agro range* would be extremely small or almost non existent, BUT still possible. If you log in inside the barracks, a building, in major towns, middle of zed pack, ect, then the *login agro range* is extended due to your proximity of being in or around a hot area. Once you login the range is caculated and anything in the area within that calculated range should pull just like shooting a loud gun. Then add in the 1 minute DC hang around feature so you won't be safe to just drop connection without risking 1 min of your player just sitting still and possibly being killed. You could even have it so the zombies stop the agro or move to another alert status once the player is dead or disconnects just so surrounding players aren't penalized by some griefer just logging in/out to start an agro train. The way I look at it is when you log out your character is going to sleep and your chance of being detected should go way up especially if your inside a building in an infested area because your letting your guard down. Sure you may be hidden, but look at it as if during the time you logged out numerous zeds may have checked this area and now know you are in there. Bottom line is that players shouldn't be able to just log in/out of hot zones without some sort of consequence. This penalty still allows them to fight off the swarms, but it alerts the players around too that something just spawned in the area. -
I think if you get infected or fever you should eventually reach a stage where audio and visual hallucinations happen because your sick. Maybe even if your really low on blood. How messed up would that be if the computer randomly renders a player's/zed model or even objects like a tent, gun, ect on your screen for a brief second out of the corner of your eye?! better get the antidote soon!
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play on an expert server and the kills message will be gone.
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The problem I have with NVG and other high end gear is that it just seems like there are too many working exploits in this mod right now allowing players to obtain/dupe these items. Those exploits need to be controlled first before dealing out *end game gear* otherwise people will game the game to obtain these items and in the long run it hurts the legitimate players the most. I personally like the experience of night time play because it really fits with the theme of this game. Flares, chem lights, flash lights really add that extra touch to the game that result in those WTF was I thinking moments. Having NVG is just easy mode IMO along with the amount of scoped weapons that are in this game. These things take away a lot of those up close and personal in your face encounters that otherwise get avoided with this high tech weaponry / gadgets. IMO players that skip this type of play by just playing on day servers until they obtain NVG are really missing out, especially since this is suppose to *zombie* game. I mean come on, a zombie survival game WITHOUT night play?!?! I guess my point then is if everyone is running around with NVG then that whole different play style is lost and there really wouldn't be much difference between day and night time play. Since at some point they need to wipe everything anyway I'd agree it would be worth removing NVG for awhile. If anything it might give more information on whether or not night's darkness should be modified to get more players interested in playing during night. Later, if they are going to be reintroduced NVG then make sure it is something that every isn't easily obtained by exploiting the game or make it so it can't be used without batteries (same goes for all lights).
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if they could make this so it can't be used to spot players that might be hidden I'm all for it. I think it would also have to work based on seeing the players face and would take a few seconds to confirm. you know what would be really funny would be when you died that you were able to see the list of names that people *named* you. so you get a general idea of what impact your playing style had on other players.
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[DayZMod] The Dayz Statistics thread!
kwhy (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
I'd like to see some statistics comparing stats based off what servers difficulty settings are. compare recruit / regular / veteran / expert settings. I'd be curious to see if the more murders happen on recruit and regular modes vs veteran and expert servers. then which server mode has the longest average life span. and most of all what the average number of different servers most players play along with average time playing. -
Proposed standardized difficulty settings
kwhy (DayZ) replied to Babitz's topic in DayZ Mod Suggestions
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Helicopter Crash Site Implementation Change - More immersion, realism, fun.
kwhy (DayZ) replied to 7-75 callaghan's topic in DayZ Mod Suggestions
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mt dew too. I found my first mt dew can. almost didn't want to drink it. I wonder if they could get ingame advertising this way. I'd like to have my Monster Energy Drink along with twinkie meal in the morn.
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