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gorvi

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About gorvi

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  1. Offline Testing Mode for DayZ

    We will need a jump/climb button at some point. Maybe holding sprint while tapping space bar as they maneuver toward obstacles considering shift is tied into most stamina usage. I wonder if we will get different jumping and climbing animations depending if the player is sprinting or not. Edit: TBH, I like the feel of the right mouse button for raising your hands, but a toggle would be most welcome.
  2. I personally look forward to making small fortified bases within the wilderness or cities. Larger ones tend to draw way too much attention. Walled off alleyways and baracaded buildings, natural caves and cliffs, junk yard choke points. All these areas need to be ready for habitation.
  3. Zombie Fix for .63

    Lets wait to see how infected are in 0.63 and their impact on gameplay before jumping to conclusions.
  4. Brian Hicks

    Wait.. So whos tied up in my basement then? Brb.
  5. I think they are talking about the simplicity in making the item. Im sure this is stuff that will come with expanding functionality of the animation system and balance. For example, they mention lighting fires being easy and instantaneous while it should be determined by many other factors such as environment and dampness. Visual representation of successful or failed attempts should reflect this.
  6. I'm pretty sure this will be the long term goal. Without reliable transportation, its something we will have to just deal with.
  7. Its better to try and push the numbers after the engine has stopped going through major iterations and true optimization can begin. At first I imagine we will see the standard 60 player servers for testing experimental. Devs might try to push servers up to 200 near the mid/end of beta, but trying to guess at this point is a crapshoot for both devs and users.
  8. Not true at all. Its going to take a lot of work to make sure barricading will be working as intended and also fit within DayZ's environment. Rest assured, barricading will be more than just locking/boarding up doors and will work in tangent with the persistent player placed objects feature.
  9. Priorities are set for what major system those other features are dependent upon. The primary reason behind the animation system was a huge lack of tactile interaction with the gameworld with a legacy feature. This engine feature will cross the entire facet of DayZ's mechanics such as base building and bikes. In regards to base building itself, we saw a proof of concept with the introduction of tents. Programmers do intend on making it a fully supported engine feature, but this takes time and resources which first needed to be allocated to other areas of the engine. Rushing ahead would have easily meant other critical updates to the engine might have been pushed aside or bases completely reworked if the scope had to be dialed back in favor of performance.
  10. This was only because of the Real Virtuality limitations. Dean very much intended for DayZ to have melee and other forms of combat. Its also very important for Arma 4 as the Arma series leaves CQC something to be desired. There is nothing worse than being left defenseless in a combat situation.
  11. about the only thing which matters in this post
  12. 0.63 Experimental Release Check list

    Building DayZ is like eating an orange. First, you have the skin...then the sweet, sweet innards...
  13. 0.63 Experimental Release Check list

    I see no bananas in holsters in the checklist and am deeply concerned.
  14. I'd rather just post this considering your posts seem like a low key "DayZ is dead" echo. The chart shows is what everyone else has been saying. Spikes in players during major patches/updates. Not only that, but it shows a decline in users just before the Enfusion update when the new player controller and animation system was announced. This is for two reasons. 1. Software engineers needed to focus on the new systems. Attention was taken away from other areas of what would be gameplay or "gameloops" as it took higher priority to complete said loop. 2. Users paid attention to status reports. They understood it would take a long time and took the advice to play other games until focus could be shifted back to gameplay. 0.60 was a great patch for player numbers, but unfortunately DayZ was still plagued by legacy systems. This is the main reason you see such a drastic decline in numbers compared to other updates. For future reason why 0.63 is so important, please regard this. "User actions as we know them are great as they are very robust and allow usage of anything in any way you like, which leads for such a great ArmA 2 mod as DayZ to happen. Imagine if there were only shooting and door opening - such a situation would leave you with a very limited possibility for application of your creativity as designer. On the other hand user actions are also known for their not so friendly behavior like scrolling menu, issues with precision and our underlying implementation of actions on own character and others in SQF paired with old and limited animation system led to many problematic situations, to mention some, no elegant way to cancel action, spamming actions or serious ones like duping. New user actions and controls are designed to be modern, user friendly and of course to address all issues which we run into with the old system. Actions will be contextual, for example performing same eat action will feed yourself, or your friend when you are looking at him. They can behave as single event or can be performed continuously, think of flipping the switch by clicking the use button or drinking from a water bottle while holding it. You can perform them during other animations, so you will be able to eat while traversing countryside. Canceling continuous action can be simply done by releasing the use button. All this and more means that scrolling menu will become redundant in the end as all possible situations are covered through different usage, based on context and duration of action. Every item can be used as melee weapon, and with redesigned controls comes a fresh breeze to melee fights as there is a difference between one click which performs quick attack and continuously charged heavy attack which is performed by releasing the melee button. This allowed us to finally use firearms as melee weapons - bayonet stabs, buttstock hits or pistol whips. Best of it all is that we removed so called aggressive stance which was mandatory to attack with melee or shoot from firearms and it felt forced as it was too static. Now readying the firearm for shooting is a continuous action so once you release use button your firearm is lowered to waist level. Prone position and bipod can make your life easier as far as keeping your firearm ready, also we would like to examine weapons resting in the future. Items can be dropped, rolled or thrown which is especially useful for grenades. I'm convinced that with new user actions and controls coupled with new animation system and physically based character, DayZ will become a fluid, modern and pleasant experience. I'm looking forward to this day, as with these changes it will feel more like DayZ 2.0 than with any others." -Peter Nespesny
  15. A man only hears what he wants to hear and disregards the rest. Hounds follow those who feed them. It is discouraging how many people are shocked by honesty and how few by deceit.
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