pillock
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Everything posted by pillock
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I really dislike the inland spawns we have now. I think we should always start at the coast and work our way into the interior. It just feels better as a gameplay feature. My ideal system would be completely random spawns on any part of the coast.
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Yes. http://forums.dayzgame.com/index.php?/topic/206644-devblog-status-report-week-of-04-august-14/
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The updates I'm most looking forward to are the ones that affect the health mechanics. So when you are fit and healthy you can run around all you like and carry loads of kit, but when you're sick, injured, hungry, tired your character starts to perform progressively worse in all aspects of gameplay. That's the thing that will really make DayZ into the sort of game I'm expecting in the long run.
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People need to Do This Stuff More Often
pillock replied to over9000nukez's topic in General Discussion
You still give him the chance though. It's the done thing in those situations. Otherwise, you're no better than mere barbarians. -
People need to Do This Stuff More Often
pillock replied to over9000nukez's topic in General Discussion
I think you should have at least asked him if he had any final words or last requests. -
Good save, sir.
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Rumbled!
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Smart players won't put all their best stuff in a single tent, or in an obvious place like the edge of the map. Idiots might, though, so you could still get lucky searching there.
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It's almost certainly people repeatedly picking up and dropping items so that new stuff is respawned in its place. Either that or cannibals, yeah.
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The hotfix to enable persis tents is scheduled for wednesday 13th, along with a stop-gap bodge-fix for melee hit detection and (hopefully) a fix for that fucking LMB-be-gone glitch.
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Seeing this picture really highlights the fact that belt holsters for pistols are glaringly absent from the game.
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My god. that's not t a very good advert for the game.
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I totally agree with this bit. Starvation should be much longer and slower, but it should have debilitating effects that stagger the process, rather than just being a ticking timer towards sudden unconsciousness. Similarly, the "Healthy" status needs to be much harder and take much longer to attain, again with staggered effects along the way. This would give so much more depth to the survival aspect of the game, and I'm looking forward to when they start beefing up the health mechanics and adding stamina and such like.
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I've found mountain backpacks in those isolated wooden sheds with the ramps going up to the entrance (what are they supposed to be, feed stores or something?) while searching,unsuccessfully, for tents.
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I'm not sure it makes a great deal of difference. There's so many people who will shoot anyone they see, regardless of how well geared they look, that even if you aren't "visibly" armed you still have to approach every player with the same degree of caution you would if you are obviously tooled up. I guess the main advantage comes from being able to ward off fuckwit new spawn chancers that see better clothes than they've got and try to fist fight you for them.
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It isn't a problem, though. Players not using all the map is not a problem at the moment, because it doesn't matter at all at this stage of development. There is no reason to expect the way players behave now with the current set of features, mechanics and spawn locations will be the same as the way they behave once more features and different balances are added. To me, there doesn't seem to be any point in suggesting ways to balance the game in terms of playability when many of those aspects that are important to this side of DayZ are not present in the game yet. With the way that updates have increased in frequency recently, player behaviour will probably be changing with it, and just as often.
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The man Accolyte posted the other day that they were deliberately concentrating spawns in the north at the moment because that's where the new towns they're adding are and that's where they want the higher player concentrations. It's not a permanent feature, and gameplay balance is not a priority yet.
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a motorbike would fit the bill pretty well. Perhaps a quad, so that they don't have to worry so much about falling-off physics.
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Unicycle. Or... space shuttle?
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Trying to shrug off respawning zombies outside Novy Sobor, some dude with a AK turns up and helps me kill them off, then leads me into town where his mates are. We chat, all's friendly, then they handcuff me and start shooting zombies again. Then they fucked off and left me to get beaten to death while I couldn't run away from the respawns.
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It's very unlikely that there will ever be any centrally-organised currency items in the game. Perhaps the community will come up with certain conventions involving ammo or food or hats or whatever, or involving accepted trade values for various items; but players will always be able to barter with each other for whatever they like. At this stage in development it isn't really possible to really think about what trade value you give to what specific item, because loot rarity is changing, as well as new items appearing, all the time.
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Item persistence (not sure I understand correctly)
pillock replied to James Hawke's topic in General Discussion
I think that's the longer-term aim for the respawn system. But to start with, dropped stuff will just disappear as it is replaced by newly-spawned loot, I think. -
I wouldn't mind if there was a more drawn-out fade-to-black thing when you die, instead of insta-blackness. Especially if you die from sickness or hunger, but also from a non-head gunshot? I also like the idea of being knocked down when shot, unable to move, but not dead and still able to see.
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Add weapon slings and get rid of weapon slots
pillock replied to scriptfactory's topic in Suggestions
I've thought this for a while. Lootable and craftable slings to carry larger items on your back are far preferable to artificial 'slots'. If you find a rifle, but have no sling and nothing to make one out of, you have to carry it, and put it down whenever you need to use your hands for something else. Same with larger melee weapons. (there's also no way that double-handed melee weapons should fit into backpacks, unless there is a mechanism for an exterior strap). -
About that persistent hotfix..................
pillock replied to OmpaLompa's topic in General Discussion
Good grief. Is copy/pasting PR material with a few sarcastic comments inserted the only thing you need to be able to do to be a games journalist these days?