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Everything posted by gorvi
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Are you playing the same game? Maybe go into the controls to learn them and fool around in sandbox mode with the easiest settings. Windows and doors are fully functioning, and project zombiod is the moist intuitive zombie survival game I have played to date. After Deans endorsement, I bought it and love it. If dayZ inspires to be half of project zombiod in simulation, I will be quite happy. Also, I dont understand the controversy regarding windows in DayZ. Devs said they want to, but I'm sure its only on paper until parts of the engine are upgraded and the new scripting language is working.
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Its best to look at project zomboid like the first sims game, but without being all dumbed down when it comes life simulation. They do a much better job then what Sims has achieved even years later.
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I look at project zombiod, and am sure barricading and climbing through windows will reflect it. Even ladders and rope. The engine can already handle ones placed by the player.
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Here is some more uses for vinegar since I know devs try to avoid single purpose items. Vinegar + empty can + copper pipe + duct tape + paper/rags = makeshift battery. Vinegar can also be used for herbicide and farming. Steel wool on its own or with rubbing alcohol could be used to remove paint from painted items. Copper pipe + pliers could be used for making arrow or spear tips. Please feel free to add any other uses or combinations.
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Thank you. Thought no introductions were needed.
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As medical professionals are discovering we may save the lives of people after dying of hypothermia, who for all medicals terms have deceased. Should current game mechanics reflect that?
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Balancing Wound Infection, Stitching, Rags and Bandages
gorvi replied to Beizs's topic in Suggestions
I can imagine it will be fleshed out more later in development. Project zombiod went from using rags to completely heal to a very indepth first aid system. -
I can imagine when balancing and polished gameplay comes into priority, loot respawn will be for mostly "junk" items with the rare can of food, gun, or ammo.
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the bow is terrible at anything longer than melee range
gorvi replied to Hi Im Brad's topic in General Discussion
I wish we could harvest an ashwood stick from a tree with hacksaw or have a chance to find them under random ashwoods. -
the bow is terrible at anything longer than melee range
gorvi replied to Hi Im Brad's topic in General Discussion
The improvised bow is awesome, and I am able to get good body shots at 30m. Crossbow is just plain deadly up to 100m and a little luck past that.. Remember, these are not hitscan weapons. You must adjust for range and lead your target. -
Time for a necro since my topic of a similar suggestion was locked. Most concern I see from people is getting something from nothing(forgetting about berries and apples). Stealth is soon going to play a larger part in the game. A player loudly scrapping a can against the sidewalk for a ten second animation and loss of some food is a very fair tradeoff to finding a quieter sharp object, especially with zombies and players hearing it from blocks around.
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http://youtu.be/oH2NahLjx-Y?t=49s
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How about shields in general? We have bows and arrows and melee weapons. Makeshift shields only makeshift sense. Dean mentioned he wanted players to rip off car doors so they may install them on another car. Could said player use the car door to stop arrows while transporting it?
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confirmed as placeholder until bikes/vehicles.
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At What Point Will You Say, "This Is Now DayZ"?
gorvi replied to Katana67's topic in General Discussion
1 year from now when we can play modded servers and private hives tailored to different peoples likes. -
That is taken out of context. Nothing was discriminating your ideas, just a reminder its a very early system. You write "Firebuilding should really be expanded." Key word. Should. Like devs just tossed the current system in and said done. You did come off mildly abrasive. I like the look of the firepits, and agree with you. There could me more to building up the fire such as using more tinder along side the kit before stacking logs. Harvested wood being wet after a storm, etc.
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Working 1st person glasses/masks/hats.
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Stealth kills are confirmed, but will most likely involve lots of stealth management and be nearly impossible against an aware player. The framework for throwing items is in the game. We have to see where it goes from there. Realisticly, I think throwing heavy and sharp objects will be a viable tactic in the future. Heck, I've already thrown flares as a distraction.
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I know the ashwood bow was just introduced, and so far I am loving it. On that note, I hope crafting arrows and quivers will be introduced soon. Also, being able to move while drawing the bow.
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Have you fallen off the tour bus? Dynamic Navmesh alone is enough to be excited over. Framerate issues will be a thing of the past with the new renderer. 64-Bit servers incoming soon.
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Experimental brings us hunting, do you want to know what this means?
gorvi replied to hannibaldaplaya's topic in General Discussion
I can sell radroach meat outside of freeside? -
You shot at someone 3 meters with the sights zero'ed to 100m? No wonder why you missed. I have no problem killing players with the shotgun.
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Anyone else think DayZ should switch engines?
gorvi replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
You do know the Big Boy Award Dean received was work on DayZ helping arma 3, right? You are taking what he said drastically out of context to better suit your argument. Which is what exactly? You believe what you want. Let alone dev blogs from over a year ago. Just stop referring to the engine as "TOH plus insert vagueness here." It doesn't help when people think the engine is the problem in the first place. Its a new branch of Real Virtuality. Final. -
Anyone else think DayZ should switch engines?
gorvi replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Dude. You're not explaining anything to anyone. You never said anything educational in the first place. Just spewing out abridged versions what devs already said. Just listing games and expecting people to grasp what the devs have been trying to teach about the engine. rocket is having the same argument with people over on reddit. TOH was the starting point only. Not the current engine. Go argue with him there since you wont listen to anyone else. This has nothing to do with TOH other than, that is where the source RV engine code was when DayZ standalone started. TOH branch already had a lot of the A2 core stripped from it, plus some upgrades, which made it the better option for a starting base because less work for programmers. Ill say it again. If the game was delayed and early access was December of this year, it would have been built from a pre-release RV4. You make it sound like the current engine is the old TOH branch with middleware stuffed into it. That doesn't help anybody worried about an old outdated engine, just reinforces it. To rant even more about it. The current engine cant even be considered rv3. its more RV 4.5 as Arma3 is now receiving upgrades from the DayZ branch.