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Everything posted by randomspawn
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Experimental brings us hunting, do you want to know what this means?
randomspawn replied to hannibaldaplaya's topic in General Discussion
We are testing. If the developers feel that hunting is worthwhile and adds to the game, I would suspect they will adjust it to have more importance. If hunting a deer isn't any harder than hunting a zed, why bother? Saying they are adding hardcore stuff will help is only true if the hardcore stuff is fluid and engaging. If it is a clunk-fest like the zeds running through walls, or deer spawning every 20 minutes at the same spot(like zed respawning), then it isn't fun, it's just boring. Also, for realism, deer hunters often go days or weeks without seeing an animal(fishing too sometimes). Are you really gonna sit in a deer stand for 5 straight days? That will be the worst game in history. If canned goods are rare, and so are bullets, the only thing being hunted is YOU. No ammo to kill the animals, what are you going to do? Wrestle down the deer by the horns? -
Good question. Also, do the batteries go dead over time? and if so, how do you know?
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Southern portion of map seem sparse these days?
randomspawn replied to Death By Crowbar's topic in General Discussion
Well done. They have done 100% opposite of their goal then. The most dangerous place by far is close to the spawning areas. I am sure it will change in the future, but whether that means they change spawn locations, or they actually start strategically placing various loots, it's hard to say. -
Southern portion of map seem sparse these days?
randomspawn replied to Death By Crowbar's topic in General Discussion
reference please??? It could be that part of the server load testing requires having the 30-40 players ALL concentrated in an area, such as Berez and NEAF. Maybe this is just a server load testing. I don't remember them ever saying we want people to spawn east and travel west to Balota. -
Um, not really. Version .45 just adds more things to keep you alive longer. It doesn't really take anything away to make surviving harder. It will be late in Alpha or early Beta before you see it gain some sort of balance. I also think the developers will have to make some tough decisions about how hard to make it for new spawns. If they make food/guns/ammo really scarce, then the mortality rate of new spawns will be huge. Will that drive away players in droves? perhaps...It might be they start you off full/energized, which gives you time to get your bearings and formulate a plan. Heck, giving you a full canteen and bag of rice would be interesting as well. I am guessing they will push too hard one direction, reverse course, make it easier, then strike a balance somewhere in the middle. Where that middle is, I have no idea...
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Another first - did I just witness a zed kill itself?
randomspawn replied to Death By Crowbar's topic in General Discussion
Yeah, it's never exact. Sometimes, when running downhill, the zeds fall and die, yet other times they run right with you the whole time. I try it once, and if that doesn't work, i head upstairs in a building then double-tap them from the steps. -
Yep, this, and every other feature currently in the game are merely placeholders. Expect lots of changes before release.
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Wait, they have patches? Oh, it's been a while, I almost forgot. I do wonder how much improvements they will make on desync/bandwidth issues. Should a 1mb connection suffice, or is it going to require a 20mb connection? I'm hoping for the former, and almost expecting the latter.
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Here is a good question for the future. Should the game get so hard(rare food/drinks) that you are forced to hunt, and ammo is so scarce, that you are scared to hunt and waste ammo? Some people will love hunting, but I don't really want to spend 50% of the time hiding in the woods praying a deer happens to walk by. I also don't want to know the exact spawn locations of game animals, and easy mode to kill them. How much hunting is enough, and how much food should be in the cities. Right now, servers reset all the time, but with loot respawn in the future, if food/guns/ammo are really that rare, then will we both going into cities at all?
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you seriously had a character for a month, and didn't know that people were glitching in the walls at the AF's? Really?... Really??? If this drives you away from the game, it was probably time to take a break anyway...just saying.
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Should walkie talkies have text chat?
randomspawn replied to leefriendfield's topic in General Discussion
Not wanted by you, but wanted by many others. The great thing about the ability to chat with WT's, is if you don't wanna, don't make the effort to loot firestations and picking one up. It is ALL on YOU. Imagine a game with options, allowing you to participate in these options, or the ability to not participate. Seems like a very good philosophy... -
Should walkie talkies have text chat?
randomspawn replied to leefriendfield's topic in General Discussion
No reason to name call, but if you don't understand the current features of the 'walkie-talkie', how can you even reply to this thread? Anywho, I play this game, sitting on a couch for about 60 min each night, while my kids watch Full House. I choose not to use my mic during this time. It is, and should continue to be, optional. Having the radios with a 30KM text/talk range is a great thing, that won't break immersion. I'm guessing we just leave it on the default channel and it will work almost like a global chat. If you don't wanna do it, switch channels or don't pick up the device. -
Actually the entire game DayZ SA is merely a placeholder for a future game called DayZ SA+. That game is expected to enter Alpha stage next year, probably between January and December. It will have a relatively short development cycle, with an alpha of just 13 months followed by beta, which should be less than twice that. Early rumor says persistent space shuttles will be added at the end of beta. :lol:
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Intresting article on DayZ on Wired
randomspawn replied to [Outcasts]Massacre's topic in General Discussion
The same can be said for most 'comment-warriors' on forums on the web. Anonymity is the great enabler of this stuff. -
Intresting article on DayZ on Wired
randomspawn replied to [Outcasts]Massacre's topic in General Discussion
yes, tasty... -
well, a zed was attacking me, ruined my shirt and it's contents, and somehow hurt/broke my legs while leaving my pants in pristine condition. how is that even possible? sometimes i appear to have a fractured leg but can still walk, other times i get a fractured leg and wallow around on the ground like a drunk puppy. also, what determines if the damage happens to your assault vest or your shirt? i can't seem to figure out the reasoning why one will become ruined and the other remains pristine. this game will make you scratch your head sometimes. all the threads say alpha and placeholder every time. i'm just curious, what in the game isn't a placeholder at this point?
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To the guy that taught me how to fish before the server crashed (and my great fishy adventure)
randomspawn replied to flintandtinder's topic in General Discussion
just curious, when you fall, what does it look like? my toon just stops in the upright position, like he doesn't know how to step over something. I'm guessing you have an option set to 'enable falls'. -
I think the reason for his reply was because we see this same post about once a week. It's just a different person posting it each time. Until we are allowed to cut off the arms of other players(and cook em), then we have to put up with this type of aggression. But when I can start de-arming people, it's going to be a glorious society in Dayz.
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Fishing Guide/Tutorial (Exp 0.45.12499 )
randomspawn replied to sobieski12's topic in General Discussion
Do fireaxes work on trees? better or worse than splittin' ax? -
Think about that. You say it like 15-20Mbps should be the minimum for the game. the min should be somewhere under 1Mbps, not 20Mbps. The upside for me is right now, I can tell when someone approaches me, as i get the yellow-chain indicator. It will disappear shortly thereafter and then bam, I see the guy. It's like clockwork. Sad but true. I have an extremely consistent 3Mbps connection, and it is often not enough. They have a LONG way to go on network communications to make 100 person servers even close to possible.
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The messages should be there if you think about it. We used to have the 'loading' sound when someone logged in close to you. Now, they can log right behind you and shoot you dead, and you never even see them. That sort of kills the immersion factor. There is also no downside to showing the message when someone logs out. It just keeps the players on equal ground. I think 100M is about right, anything further away doesn't merit showing a message.
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We need more community involvment! Official "Private" Servers?
randomspawn replied to Wayze's topic in General Discussion
Well, the current lifespan is a few hours. However, some players hope we have skills and bases and persistent space shuttles and things like that. If they log in and their server is unresponsive, then they will have no choice but to erupt like a volcano, spewing molten feelings all over these very forums. -
How difficult would you like the game to be?
randomspawn replied to hannibaldaplaya's topic in General Discussion
This isn't a jab, but I want to follow up with a question or two. Have you played a game that is unforgiving, iniquitous and makes you pull your hair out before? Why did you stop playing? If not, how do you know you will like a game like that? My gut tells me that people say they want to be hardcore and all that, but when their teeth fall out, and they can't eat anything but canned peaches(which would be practically non-existent), then they are going to get mad and quit. If you do everything right, and you still die 80% of the time, how long will people stick around? -
People copying dayz are doing it wrong.
randomspawn replied to Slyguy65's topic in General Discussion
Meh, not so sure on some of this. A large number of players want to play solo, and don't want to clan/guild up. If you make it so you can only survive in a group, you lose too many players. A skill system sounds okay, but considering you lose it all on death, other groups will come and kill your one or two most important skilled players just to grief you. I like the idea of skills, but I don't see how it works when it resets on every death. They already gave the zombies WOW like Crit strikes on players, I'm not sure what else we want??? Do we enable the zed's to Crit players at a higher %? give them even more stealth detection? allow them to jump levels, like they jump through walls now? The only real weakness they have is their limited numbers. I don't mind the idea zombie groups on the prowl, but they need to be random and not just clustered around special loot areas. As for persistent storage: I don't see how it changes any current behaviors. If you KOS now, you still KOS with a tent somewhere. If you bandit/rob, then you just have more storage area to store your fat lootz. If you hero now, you keep on hero dancing. It doesn't change the fundamental texture of the game. Nor does fishing or hunting. I have seen games with time-sinks like hunting and fishing, and it only fights off the boredom for a little while. In the end, I don't know if player behavior will be any different than it is now. We might be more refined in our tactics, but I don't know if it will this social utopia that some envision. -
Explain this a bit further please. What examples would he choose that would make it pitch black at 15:00 hrs?