-
Content Count
26 -
Joined
-
Last visited
Community Reputation
19 NeutralAbout Rhaazerus
-
Rank
Scavenger
-
So, with the switch to the new engine, the developers have had to create new animations for weapons and tools ie. reloading, gun jamming, and other animations. The 1.0 release was slotted for December, and by that time there were only completed animations for the weapons and tools that are currently in. They have stated that they plan on "stream-lining" more updates that will slowly be adding in said content. Or so I've heard.... Kind of awkward to think that they put the cart in front of the horse there.
-
Well, it's not really an 'issue' to be fixed, it's more like a poorly implemented inventory system in the first place. And I totally agree, it's silly to have a holster and then see your handgun at the bottom of your backpack. It's like everyone's character just has poor inventory management skills, like their backpack is a messy teenager's room.
-
Well, looks like some significant issues being addressed here. So, I guess we'll see how this one goes....
-
10 crucial features that will bring DayZ back from the dead
Rhaazerus replied to Survivor1431's topic in General Discussion
That's a very fine list there! I'd love to have a blind character sitting atop a firehouse playing his banjo while he contemplates his impending death from lukemia. Oh! And papercuts, they should add papercuts! -
Andrew Huk, it seems you miss the central issue here. Yes, video games are principally a good ol' form of entertainment. But in regards to a game like DayZ, you are playing "online" with other human beings who are also attempting to experience a form of entertainment. In a game like San Andreas and other singleplayer experiences, sure go ahead use all the cheats and wreak havoc if that's how you'd like to play. Heck, I enjoyed the game by trying to follow traffic laws (which was surprisingly very difficult) But when it comes to playing games online, there is etiquette that ought to be followed. No, it doesn't mean "don't have fun and don't be in opposition or competition with other players". But, consider the rules that are so common in online games, "no griefing other players", "no hacks", "no manipulating accounts", etc, because there are more people than just yourself involved. Why? Because your actions are effecting more than just your own video game experience. But server hopping in DayZ is more an exploit than it is a way to play the game. I'm sure you've used the phrase, "that's not fair" at some point. It's not outright expressed but any group of people who join in on a game that's been made up, have the expectancy of a sense of "fairness" to it, rules, guidelines, etiquette that's followed. Just because you can, doesn't mean you ought to. If your intention is to simply eek out any form of "fun" for yourself that you can, with no regard to the issues that it may cause to other players and the exploits that you may be using in order to do so; That is a demonstrable example of sociopathy. "Fun" at the expense of others leaves no winner. (That being said, a player lurking in the woods to simply kill players is just how it goes in the apocalypse of DayZ, so just be ready for those hazards.)
-
Hmm, indeed and realizing that has bewildered me. And it certainly shows. All these changes over the years; they've made things different, broken this or changed that but I haven't seen anything we can call "progress".
-
With the old Arma controls there were plenty of lovely options to toggle. Toggle walking, toggle free look, toggle aiming down sights. With these new controls there is a level of simplified flow to them, but they've really left out some good stuff. It'd be nice to have a good middle ground and I find it embarrassing for them that they change controls and something "stops working"? Do they even have 1 guy that does game testing in their studio?
-
Rhaazerus changed their profile photo
-
Rhaazerus started following Personal Summary of Suggestions
-
I've owned this game since 2014 and I've kept an eye on the many changes throughout the years. Since the 1.0 release this year, I've been taking another look at the game over-all and wanted to share some things I've noticed. Apologies if these mentioning's are things that are already in the works or have been talked to excess. Infected - Their animations seem to be missing a good 2k to 3k frames of movement. There is a choppiness to them, and they seem to glitch and "hang-up" on a lot of their movement. Also, as I've read elsewhere, seeing the infected only in city and civilization areas leaves a lot of wilderness that is just sort of empty. To see them roam naturally and end up on rare occasions near a wild area or valley in the woods would keep players always on the alert. Hit Detection - There is a significant delay in reaction to hits and melee swings from infected and players just look like they kind of go through each other and the reaction catches up later on. No "bouncing off" after striking something, no collision between objects or environment, it just feels off. Melee - Really doesn't seem that bad, but the two-handed weapons do have a terribly awkward animation to them. I don't know about most people, but when I swing a pickaxe I don't use the side of it, I point the pointy bit forward. Also, the two-handed raise weapon and guard animation looks like awkward 5 year-olds trying to play "knights". Guns - The guns certainly carry the same "feel" similar to the mechanics, movements and sounds of the Arma series. I've always seen excellent work in Bohemia's gun-play. The only issue I've noticed with guns is the odd freezing mid animation or getting stuck away from the hands while firing or reloading. I haven't come across any hit detection issues that I've heard of, at least none I've noticed. Animals - Any plans on adding bears to the wilderness? I think if the animation and hit detection was done right, bears could be an extremely fun and extremely scary threat. I have also notice very frequently that animals will get stuck in walls and fences throughout Chernaurus. The GUI - I know the menus and user interface are still being tinkered with so I won't comment. Controls - They seemed intuitive enough when you've gotten familiar with them. However, some elements from the old DayZ legacy controls were very useful, like the ability to set a toggle option like 2xbutton press or toggle for walking or raising weapon. Again though, I'm not sure what's in the works so apologies if this is redundant. The HUD - Maybe the option to hide or have opacity on specific HUD elements? Hide the stamina bar but keep the hotkey bar, or hide the blood level or all stat levels but keep the stamina bar, etc. Or an option of have them come up and fade away when not being significantly affected. Something similar to what we see in Arma 3 with the option of your "crouch or standing" position to fade away or stamina bar to fade away in Arma 3. The Bars on the Doors!? - This last item, is personally difficult to look past. The bars on the doors. The are awkward. And they are unsightly. I understand that they convey "You can't access this door." But that's just it, they so obviously and in a gaudy way convey that the door is not accessible. Besides, I keep finding myself wondering how people were practically using these doors during their daily life, did they replace the bars each time the went in and out? They look like they're keeping people in the rooms, not out of them. A suggestion; 1. Get rid of the bars on the doors, players have accepted inaccessible doors in many games. OR Better yet, 2. Replace the bars with nailed up boards across the doors. There is a level of believability to it and would certainly look more subtle. We already see abandoned car crashes, abandoned checkpoints and military installations. boarded up doors would add to the feel of Chernaurus having been "evacuated" as people fled from something terrible. These are just some things I've been thinking about as I've experienced them in the game. I do hope there is a future for DayZ, because in the end I've never seen such a complex and dynamic survival game.
-
Ha! Jolly good picture show there! I've certainly been enjoying the shinanigens with Becks Privateers
-
Oh man, that's worse than bandit robbery! Well yea, best advice would be try to find a zombie or wait it out until starvation/dehydration. First time I broke my leg I thought my controls were messed up. Finally read about it on the forums and then sat in a field for a while. luckily 3 very kind bandits came my way after about 30 mins, and they encirlced me and aimed just before the wonderful freedom of the "you are dead" screen came up.
-
I had the option early on when I started the game. I came across a guy at the coastline road and he was playing the Mortal Kombat theme song over the speakers and tried to fisticuff me. I knocked him out and kept moving. But so far I've only knowingly killed 2 players. But they were mercy kilings. The first was a guy that looked like a fresh spawn but I met him near the towns up north. He kept saying "please kill me, I just want to respawn, please kill me" I was thinking about it for a bit, thought he might have friends around waiting, and then he raised his fists and I had no choice at that point. The second was a woman looking to settle a score with someone. She wanted me to kill her so she could go find him near the coastline. After contemplating it for a few seconds I swung a pickaxe at her. At least she said "Thank you, have a nice day!" So that was nice, I didn't feel as bad. I'm usually the one getting dropped though. Recently met a fresh spawn and after greeting each other and looting a building together, he promptly punches me out and leaves me with nothing but pants and shoes and a can of food...
-
I always enjoy the excitement of high populated servers. Even with the higher risk of death it keeps you in-the-mix. Even then that som o' B*$@ Murphy never ceases to ruin my day. I had strolled into a town after recently spawning and came across another survivor. He looked to have just a weapon but seemed friendly. We looted a building together and then just as I thought we were both ready to go on our merry ways, he punches me out and strips me of all my stuff. At least he left me some shoes...
-
I've run into that a lot lately. To be honest I'm surprised hacking hasn't been even more of an issue. There seems to be little done about hacking at the moment since the team is still focusing on getting a more full game development in place. I don't doubt by beta there will be some big chances in the way they address hacks and program issues.
-
I like your thinkin' sir!! That would be a fantastic thing to witness. Maybe even just leading a bear into a horde of zombies just to distract them as you loot the area would be a fun tactic. i'm excited to see the wildlife come into play in this game. I can see it now, Animals unite! No zombies are takin this town!
-
I'm liking the new update too. Seems like a sort of animation focused update but it really feels like things are moving in a good direction. My biggest concerns so far are the zombie collision detection what with wall ghosting and such but I know that's an issue that's being addressed and no reason to get all bent outta shape. I mean...alpha right? I'm really looking forward to the new weaponry they have planned as well as the hunting and new environmental changes. And hopefully increased zombie count and more locations with infected, like the open woods and highways, are gonna be in the mix soon, but so far it seems like DayZ SA still has workable potential. And I don't see it being a downhill production though it does seem to be slowing in development. Bohemia Interactive is no high-end production house so I wouldn't doubt they're having some things that need to be worked with before just cranking out the game and fixing things up instantly. Over time we'll see how good this game gets but as of now there's a lot of hope for it