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Everything posted by Hethwill_Khan
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Priority on fixing damned error that fcks up your character on server join!
Hethwill_Khan replied to Anarki (DayZ)'s topic in General Discussion
No go for me. Priority on stable and enhanced netcode and increasing number of players and infected. -
I reckon it is planed. But beans for you all the same. At least different hair styles, body frames and facial hair.
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Difference between Hardcore and "regular"?
Hethwill_Khan replied to Mdogg2005's topic in General Discussion
Point of View. Pay attention to the group rather than the server name. Seen some Hardcore in name but were Regular - aka. 3PP:ON -
Taxis = map parts. Not every time but chances are high Happened to found a compass on a pick-up. Make sure to search the car through, both doors, under the seat and trunk and also under the car. Salute and good luck.
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If you fellows are like this on an alpha I cannot imagine how the hell you'll cope with full release. Salute !
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All up to your imagination there. But I sympathize with your stance. My last avatar lasted 5 days, same as my daily partner and the only thing we did was trekking the countryside looking for hidden landmarks. Truth be told, not that many but the whole scope of "lost" and learning the land was quite fruitful. That and the situation we encountered while helping each other through, like broken limbs, infection, sickness, human players, etc. Wasn't killed once properly, just the odd KoS near the lighthouse and the peers, although one son of an axe tried but he ran off once he saw the a maniac with a shotgun coming on his back. Yep double is the basic team. Salute.
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Rewarding players for actually staying alive and surviving.
Hethwill_Khan replied to Slyguy65's topic in General Discussion
IMO a sandbox games must rely more on community rewards, meaning, reputation points. A abstract sterile system of rewards embedded on the machine side doesn't account for human interaction, which is exactly what DayZ SA has the most interesting. Reputation Level ( unknown to everyone INGAME, unless you share it through the forum... ). Make a name for yourself. Best score ever. Best skill ever. Just my 2 beans. -
What You Paid $30 For - A Very Long Post About Early Access
Hethwill_Khan replied to hells high's topic in General Discussion
The steam store page states the following: WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING. It cannot be more clear unless they specify every single tiny infinitesimal detail that falls into the aforementioned statement. Maybe the 18+ is not only regarding the violent content and mature MP relations but also a requirement of interpretation of phrases context and full extent meaning. No pun intended, as maturity of understanding knows no age bounds. -
What You Paid $30 For - A Very Long Post About Early Access
Hethwill_Khan replied to hells high's topic in General Discussion
Early Access buyouts are a "Prosumer" effect. This has been evolving since more than a decade but we had the massive migration of many studios ( and not only on the digital entertainment ) that saw the potential. Prosumer is a Producer Consumer. He will follow the development and test the latest prototypes, ensuring the feedback to the core factory is honest and as detailed as possible, as a consumer. In the end it will not erase the Q&A chain, but will reinforce it because the final Consumer is already proposing the changes necessary, as long as they are valid along the project lines detailed by the project management team. In the case of a game, DayZee in our case, the prosumer community is usual very vocal to a point where information is spread out everywhere. The project has roadmaps and very detailed synopsis but the grand scheme of the product is not yet compiled, in good reason as the process is still early, but the Forum Volunteers ( mods, admins, etc ) team and PR could go through the most pressing information and have it "shoved" in the face of new prosumers with a bible kind of thread ( links, etc ). Decisions of how the product evolves will never meet our expectations. Sometimes is not feasible. Other updates it will go beyond what we expected, and any good development team knows this. So far so good, DayZ delivers what it aims for. Good thread OP. Salute. -
DayZ should have an inventory similiar to CoP
Hethwill_Khan replied to DayzForumer's topic in Suggestions
Inventory system is working fine IMO. Only issues atm is some combos with items, but has nothing to do with inventory layout. No need to reinvent the wheel. edit: The whole per element slots is nice and I like to see them separated instead of being one big pool of spaces. -
Now if you could only stump violently against trees violently while running... a new post apocalypse sport would be cool. Burlaps and handcuffs and some fun. http://movieclips.com/vtGc-intact-movie-the-forest-game/ ( if you never saw the movie it is highly recommended. features max von syd as well :) )
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Ammunition should be extremely rare
Hethwill_Khan replied to hannibaldaplaya's topic in General Discussion
Give me marbles and slingshots... http://forums.dayzgame.com/index.php?/topic/165963-name-weapons-that-should-be-in-dayz-sa/page-4#entry1691335 -
RP'claimers are the usual culprits of pointing fingers with their gospel. There is RP and there is RP that is boring as hell. I did my share of game mastery with Cyberpunk P&P to know both kind of players just by the way they explain their play-style. Gladly WarZ accommodates whatever styles. As I commented on your video -"In a sense all the different player's choices makes the whole game a brand new experience every time I spawn." Now this potentially has infinite combinations as the game matures. Snappy salute.
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Ammunition should be extremely rare
Hethwill_Khan replied to hannibaldaplaya's topic in General Discussion
Military issue should be relatively rare indeed. Civilian arms and shot should be quite common. -
Hope so. Say 4 hours until 9.30 GMT... perfect timing.
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Endgame = "You are dead." Usually comes in small white letters in a funny black screen. Then the fun start all over again... Good luck.
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Game design concept revolves about one avatar, surviving as long as he can or wants. Not against it in your private hive, but completely opposing it in the official hive.
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DayZ's Absurd Public Server Hosting Polcies
Hethwill_Khan replied to ShyIsShy's topic in General Discussion
We alpha players. We alpha server providers. Both aspects need to be tested thoroughly. It is an expensive option you make renting one, but as an alpha you abide to the rules. You may not like them but you decided to buy your access into it knowing the rules. -
you need a compressor for the air supply as well, and oil to make it work and fuel, because there's no electricity... then valve regulators... then paintballs or marbles. Would be interesting, not prioritary.
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OP is lost about some of the basic concepts. Freedom. Expecting nothing and always alert for everything. You don't expect other players to do what you expect. Actually if they do the unexpected that's where the fun starts. I usually plan my evening on Chern. I don't run as a drooling gear freak. I know that everything I carry right now is worth absolutely nothing if the avatar gets reset. Being geared up gives a false sense of security as you can be shot and then what ? Start the cycle again... So as i shared and depending on time available, a session might be only a cross country hike from a hamlet to the next, carefully taking memory notes of land marks. I tend to explore villages a lot and some patterns show up. Big green houses are village doctors or similar given they more often than not have medical supplies, low light wood frame houses with decorative corners have usually tons of food, etc. This knowledge is not lost. It will become useful in the future re-incarnation of my avatar. How you spent all those hours doing absolutely nothing productive apart from sprinting to gear and then setting up ambushes, and on top of that, because i see nothing wrong with it, and there's where you lose reason... you whine about your own choice. Well done.
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Vehicles should be in and be a centrepiece of maintenance mechanics and fuel demand, as many said before. That means basic maintenance, as water, lubricant and of course fuel. The coding of the vehicles might be demanding, given all the parts that could go broken, transmission, tires, refrigeration cycles, etc. Will be good if correctly implemented.
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I am sure lot's of fathers answered already. DayZ is no different from any other mature title, SP or MP. Skyrim, fallout, metro, saint's row, etc... All have the same amount of violence and bloodshed. Heck even God of War had some sexual mechanics in the game. If that would not be enough for you to make a solid decision ( which I find very strange... ) you'll have all the multiplayer component with absolutely everything you can imagine plus what you cannot. My final answer to my offspring is, especially because of the MP, No.
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Dirty Rags do not cause infection but do not combat it. As I said, using the tincture to sterilize them is a better bet. Also you'll keeping getting the messages about "wounds looks cleaner" after you apply the sterile rags.
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I dont mind the walking.... therefore i would suggest mules. Oh and i wouldnt mind finding a banjo ( adding plain non useful items it adds to the dementia of the apocalypse !!! ). KoS by ...w...t....f... factor entering town riding a mule playing Big Iron and having the mule singing it along.
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Name weapons that should be in DayZ SA
Hethwill_Khan replied to Grenadier36's topic in General Discussion
Taken from stuff in game: Slingshot, every kid has one, so wouldn't be hard to find them. Also some pebbles/rocks could be used as ammo. Don't know the size of the rocks we pick up in game. Chainsaws, plenty of woodcutter camps around and i've yet to find one... Bows... well this could be a craft-able. Not all wood makes a bow. Pianowire - All hotels i've came across have a piano. Why not. Machete - Again, woodcutters use them a lot. Staff - from unique wood or craft-able with almost any wood and access to fire/water combination. Net - reckon we could use the burlap sacks and stones to craft this one. Will come across others, given the thread is almost full of firearms arsenals.