-
Content Count
390 -
Joined
-
Last visited
Everything posted by gorvi
-
Are you playing on 0.62 or 0.63? Hit boxes was a known problem and a mechanic from days past which games like COD still suffer from. It has been revamped so elbow shots and etc will only make you die from blood loss or pass out.
-
Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Pretty much this. I'd use sidestep for the directional swing which can leave the attacking player exposed on the other side and momentarily prevent blocking. -
Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Quick attacks are good against moving or sidestepping players but weak against blocking. Power attacks are good against blocking but poor against moving players. When it comes to directional attacks I would only like to see left or right swings take advantage of getting around a blocking player or kicking while blocking. -
Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Modded skyrim for me. DayZ has the potential to be one of the best melee survival games but devs need to make sure directional attacks or some other system offers a rock, paper, scissors scenario -
DayZ Standalone Base Building is almost here! How do you plan to use it?
gorvi replied to DR. IRISHMIKE's topic in General Discussion
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. -
Lets wait to see how infected are in 0.63 and their impact on gameplay before jumping to conclusions.
-
Wait.. So whos tied up in my basement then? Brb.
-
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
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. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
I'm pretty sure this will be the long term goal. Without reliable transportation, its something we will have to just deal with. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
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. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
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. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
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. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
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. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
about the only thing which matters in this post -
Building DayZ is like eating an orange. First, you have the skin...then the sweet, sweet innards...
-
I see no bananas in holsters in the checklist and am deeply concerned.
-
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
-
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.
-
DayZ has always been
-
Nights need to be dark unless its a clear night and a bright moon. There is no room for complaint from players considering light sources are readily available.
-
Maybe its time you took a break again. Your demeanor over the last couple posts hasn't been in the best of spirits. You are taking what I said out of context and turning it into a personal attack while also offering nothing but anecdotal and false evidence behind the justification of your actions.
-
Assuming you aren't taking alpha out of context. There are a lot of times where criticisms completely warranted the response of alpha as it was most users first look at development from the ground floor. Gradually it has become somewhat of a derogatory term in the eyes of casual users. There is no real word that can sate peoples displeasure when it comes to the early development grind. Constant balancing of gameplay when major systems are still changing is a huge undertaking which most developers dont even bother attempting. DayZ had some balance, but ultimately was restricted by legacy engine features. This confused fans as some problems would be fixed while others went months, if not years to be addressed. The funny thing is; dev's explained this. Supporters explained this. Eventually after each new user would ask the same question, alpha became the only response most fans would be willing to give.
-
This sounds good on paper, but its not the case. Alpha: Feature planning and building the tech which supports those features Beta: Refining those features into polished gameplay. Skipping alpha phases for early access not only decreases feedback, but also very valuable data which is actively collected to help better build those fledgling systems. I understand it can be frustrating, but if these are not processes you wish to be a part of it would probably be best to avoid purchasing any early access titles until they are at a point you will enjoy.
-
I can not stress this enough. Lots of users think that trolling and "nipping at the heels" of the devs makes them work faster, when in fact its probably very depressing to see all your hard work being called shit at the end of the day. Some devs took time out of their personal life to try to explain things only to be met with backlash. For example, I enjoyed Brians perspectives into game design and his passion for DayZ in the status reports. Alas, it only became another attacking point both against the development of the game and his character. Quite frankly, devs are doing the right thing by keeping their heads down. It just sucks that those who legitimately care about the game get left in the dark because a bunch of bad apples.
-
This is work which was done while they are waiting for these new features and systems to be complete. Tweaks to the melee system are just that. Tweaks. The underlying tech is complete which allows devs to fine tune and internally test how it operates in a live scenario. Since they are working on more features which are considered blockers for experimental, it gives devs time to play around with things. You are overreacting and reaching for reasons to discredit the team. Its comments and attacks like yours which make the devs avoid the community. All the answers are there if you took the time to both look and learn rather than going after BI and the devs because of your own ignorance. I'm sure if you didn't act so aggressive and show a willingness to listen a lot of your concerns would be addressed by both the community and devs, but it feels as though your mind is made up. The most that can be done at this point is wait until 0.63 so you can make a judgement with a fresh perspective. Lots of very hard work has gone into DayZ and Enfusion which inadequately translate to words when users dont understand the underlying tech devs spent years on to make possible.