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Everything posted by BeefBacon
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1 - Not a bad idea, though it should be better as a defence/weapon against zombies than as a viable tool in most PvP situations. It could maybe be used as a shield against low-caliber weapons, like 9mm, .22, etc, but it shouldn't have a prayer against a rifle round. It should also be heavy and difficult to transport on foot. 2 - Gun shops and hunting shops would be nice - especially the latter. 3 - Improvised tent would be great. 4 - As an extremely rare novelty item I don't see why there shouldn't be flintlock pistols or muskets or whatever. Obviously they should be shit, but could be valued as a collector's item given their rarity. 5 - No. 6 - Shooting locks open would be neat. I'd like to see lockpicking and locking doors in general be expanded. I know there'll be barricading, but locking doors is slightly different. It'd also be nice if some doors spawned locked. 7 - I'd like to see grenade tossing completely changed. It's horrible. I expect something will change when the new player controller is a thing. 8 - I think the vast majority of magazines should spawn empty. Those that have ammo should only have a few rounds in them. I want magazines to become far, far less valuable and ammo to become far more valuable. I shouldn't have 100 rounds and no magazine, I should have 3 magazines and 8 rounds to go between them. 9 - Wells should be less common. They currently exist in almost every settlement. You should have to stock up on food and water, because you don't know when you'll next find a clean source. Currently you can just spam a pump, safe in the knowledge that you'll probably find another one in whatever village you wander into. Wells should be hotspots. If you want to avoid the risk, or are simply desperate, you can drink from a pond and suffer the possible consequences. 10 - Food and hydration is something I'd like to see addressed, but for now it's functional and there's nothing strictly wrong with it. Bear in mind that the survival element really isn't a thing in DayZ at this point. It's currently very easy. I suspect this will change.
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Hicks says 'when it's done.' Good enough for me, I suppose, but it'd be nice if some sort of time frame could be provided. Having said that, they said a month ago it might be ready at the end of February which got a lot of peoples' hopes up. I suspect they want to avoid giving any kind of ETA, since issues sometimes take longer than expected to iron out. .60 is taking a while, sure, but I've no doubt it'll be the biggest update DayZ has ever had. I'd rather wait a few weeks for them to iron out the major issues than dive in to a .60 which is virtually unplayable.
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Well that's no more realistic than zombies... though technically they're 'infected' rather than zombies. They're not the living dead. Think 28 Days Later with the rage/rabies virus. It would be nice to see zombies actually eating dead players, though. Maybe even dead zombies and animals. A small chance for them to be carrying a small tool or weapon of some sort could also be neat, but hardly necessary. Having them carrying guns, however, I'm against - that is with the exception of military zombies, where it'd be nice if you could occasionally loot a damaged pistol, ammo or other small military item from their bodies.
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About the new .60 performance comparison
BeefBacon replied to Ironhuge's topic in General Discussion
I meant no offence, I like the talks you give. Perhaps I could have chosen my words more carefully. I think that's where the new military base is going. Could have something to do with that. It is an internal build, after all, so they might have put some stuff up there. Certainly warrants exploration when .60 hits. -
About the new .60 performance comparison
BeefBacon replied to Ironhuge's topic in General Discussion
I don't think I've ever heard Hicks be enthusiastic about anything. I don't mean that as a slight, I think that's just how he speaks. I mean, given the choice between a slightly tired sounding Hicks and Pewdiepie, I'll pick Hicks any day. Cool video, though. I was a bit underwhelmed visually - the performance increase is nice but I was really hoping there'd be a noticeable difference between night times in DX9 and 11. Still, great work. I approve of the fog. -
Yeah I can't wait to 360 quickscope with my leg holster and wooden bayonet.
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That concept looks pretty good to me. It's certainly a lot better than the status messages - Christ they're awful. Icons are far less intrusive, and arguably more immersive as they represent abstract thought. If I'm hungry I don't think to myself "golly, I sure could go for a bite to eat. Oh, there's a bit of chicken in the fridge. Think we've got lettuce and mayonnaise as well, I could probably make a sandwich out of that, right? Oh, shit, do we have bread? I guess I could do a salad. Now I could put the bread on now and then I can have a sandwich in a couple of hours, or I could go out and get some shop bread. Ah, but it'd have to be really nice bread, though. What's that brand? W something. Ah, I'll recognise it on the shelf. Sure won't be getting basic or value or whatever it's called. Wait, what's Morrison's equivalent of value and basic? Doesn't matter, I'm going to Sainsbury's. I guess I could pick up some M&Ms as well, and some crisps. That'd be good." That'd be a hell of a status message. No, I just know I'm hungry, I don't have to articulate it to myself. Not sure I'm mega keen on the presence indicator, though. Surely you should be able to hear how loud you are and see how visible you are? Presumably it only affects zombies, but ideally that's information that you should get from actually playing the game. I certainly wouldn't want an Elder Scrolls/Fallout system where you know when you're detected. Magically. Somehow. Even a broken leg could be conveyed through a limping animation, though I'm not against an icon for that. What could be cool is if you have to check limbs for damage. I remember years ago when I broke my arm, I didn't know it was broken, it just hurt like hell. My dad looked at it and was immediately like "yup, it's broken." As such, it could be cool if you have to examine a hurting limb to determine if it's broken or just bruised or whatever. Now that wouldn't mean physically looking at it, you'd just perform an action after which your character makes a diagnosis. Something similar could happen with diseases, where you'll feel generic 'sick' without knowing what you have. Some sort of diagnosis (perhaps with some sort of medical kit, or medical book, even) could be performed, whereupon you can treat your illness with the relevant medication. Alternatively you can try treating it with some generic medication (antibiotics, for example) and hope it helps. Could also be cool if certain medications (maybe most) provided some severe debuff so you couldn't just neck all the medication you have and hope for the best, as that might kill you. Instead you need to try and diagnose what exactly you have for the best possible treatment. I'm getting off topic, though.
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What is your honest opinion on the future of DayZ
BeefBacon replied to karlkurtz32's topic in General Discussion
DayZ development has been pretty turbulent. It can't be easy providing content that is based on systems that aren't even implemented yet, so the devs have to compromise and add new clothes and guns, as they basically work, and the art team isn't reliant on programming. The result is that everybody bitches and moans "oh, another new gun? Another jacket?" Meanwhile, the real work is under the hood. They release new items in an effort to keep the sweating masses happy, because they know that if they add some fancy new mechanic it'll be rendered obsolete by the work they've been doing on the engine and the renderer and everything else that they've teased, but isn't yet ready. When the groundwork is finally in place, I expect we'll start seeing real, drastic improvements and changes to DayZ. For now it's new weapons and clothing. -
Not the same, no, that'd be awful. But there'll be more of them, and presumably they'll be smarter and lethal beyond just doing a lot of damage per-hit. Point being that when zombies were a threat, I found myself using a gun. I didn't use a gun when they could be one-shot with a fireaxe and strafing around rendered them harmless.
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Bear in mind that there will eventually be zombies. You won't be able to go through whole towns all by yourself, and you won't be able to take on groups of zombies with a melee weapon. If you pick at the edges of towns then you will eventually pick up plenty of ammo, but that would take a long time - and odds are that the edges of towns are where most people are going to be looting, so there'll be slim pickings. Players will also likely use what little ammo they have on zombies as well as players, so it's not as if players will just build up their ammo until they find a player. They'll be using it continuously. I remember back in .55/.54 - around then - when zombies made a brief comeback and were hard as nails. I ended up actually using my gun on them because it was the safest way to deal with them. That, to me, sounds a whole lot better than hitting some random house an accidentally finding 20 rounds, or scouring half the map and finding one bullet for a gun I've never seen.
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Ahem, hm. Politics. I'm sure reloading a gun is very easy, but when you're cold, shaking and pumping with adrenaline I imagine its a bit harder if your training amounts to knowing which way to point the gun. I'd be in favour of reload times being dependent on a variety of factors. The size of the magazine, for example (a drum magazine might be a bit of a challenge) your general wellbeing (are you well fed, warm, uninjured?) and the location of the magazine (faster to have it in your vest or jacket than in your backpack). I think I'll say this in all tangentially related topics. The amount of ammunition spawning is okay, the problem is the distribution. Ammunition always spawns in full stacks (and even back when it didn't it spawned in piles of 10 or more). It'd be much better of the number of ammo spawns was increased dramatically, but if those rounds spawned in piles of 1-5 rounds (maybe 1-10 for 9mm, .380 and .22) then it'd be easy to find some ammo, a couple of rounds maybe, but it'd be very difficult to find a lot of ammo unless you completely scour a (hopefully) zombie-infested town.
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What you want most in .60? (Choose two. Discuss why.)
BeefBacon replied to Espa's topic in General Discussion
I picked infected and weather effects. Generally speaking I avoid large towns, partly for performance reasons but also because I always seem to get shot at. As such I never, ever see zombies. I liked it back when at least a couple would spawn in every village - it livened things up a bit. I'd also like survival in general to be more of a challenge. As far as I'm aware servers can set the time of year, which affects temperature and such. As far as I'm concerned it should always be mid-late autumn. Chilly but not freezing, but a temperature that can make rain lethal. As it stands temperature is pretty much a non-issue. I'm more likely to get too hot than too cold. It means I can wear whatever I want as well. I don't have to take that bright orange puffy jacket because I won't get cold in my camo shirt. As a side note, overheating from sprinting or being next to a fire which then causes you to sweat would be really cool, as that might lead to hypothermia. Currently you just get hot, and then you can cool down. I'd also like all clothes to have some degree of water resistance, and for the rain coat (and gorka) to have water resistance reduced. In anything other than the rain coat or gorka you get soaked in seconds. With the rain coat or gorka you never get so much as damp. Not a fan. Improving performance goes without saying. There was that face occlusion thing that got posted the other day, which will hopefully make it in soon. That should help a lot. I hope. -
That is hilarious. Yeah, a pop-up message saying "are you sure" could be nice, but then I guess that's what you clicking the mouse button is. But still. Incredible.
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Because videogames. Having a pistol as a starter weapon is an extremely common trope. I certainly wouldn't be against the Makarov being somewhat easier to get up and running. Usually by the time I have a working Makarov I already have an SMG or a magnum or something. The Makarov falls to the wayside, as do pistols in general. Most weapons are one-shot kill. I think people are keen on the idea of players having greater access to weapons that don't kill instantly. I'd very much like to see a greater variety of revolvers. Such weapons should be relatively common, but also quite limited in their scope. Low capacity, firerate and limited ammo, with the main advantages being that they don't require a magazine and can pack quite a punch at short range. I wouldn't be against pistols serving as 'starter weapons' or more accurately, starter firearms. Guns should be pretty rare, after all. More emphasis should be put on the bow, crossbow and improvised weapons in general. And I've said it before, and I'll say it again in the hopes that the rare wandering dev sees it. The amount of ammo spawning is fine - the distribution is the problem. I'm sure it must be a bug, but all I ever find are full stacks of ammo. I can go an hour without seeing a single bullet, then I'll find 40 9mm rounds on a desk. I'd much rather find one or two rounds much more frequently, so it's easy to find some ammo, but I won't stumble upon a lifetime's supply by accident - not unless I'm in a military base at the very least. In regards to the OP, locked containers are a good idea. There could maybe be a lockpicking animation that plays for 30 seconds or something (please no mingames). Maybe a screwdriver or a wire could also function as a lockpick, but work far more slowly. Would also be an opportunity for soft skills to come into play.
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I recall some status report or something mentioning that the number of trees will be increased massively - doubled or tripled or something - once the new renderer or 64-bit architecture or whatever is in place. Looking at the kinds of forests that the ones in Chernarus is based off, however, they seem pretty accurate, but it'd certainly be nice if a few liberties were taken to make forests just a bit more dense.
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You're right. How about an arse wiping minigame? Female characters should have periods too. I'd really like to see a sharting mechanic. I need to take a dump I need to take a dump I need to take a dump I am touching cloth You are dead EDIT What a 1000th post.
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'High loot' servers are lies. They call themselves high loot so people will join. Server owners have no control over how much stuff spawns. I've never found a vehicle with literally no parts in it. I have, however, found a bus in Cherno that was only missing a few wheels. I nicked the glow plug. Seems to me that people are probably just stealing parts for their own vehicles. Being able to scavenge wrecks for parts would be nice. It'd have to be balanced, of course. Food is already infinite because you can forage for berries. Infinite car parts would be equally silly.
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Yeah every town and village is pretty much the same. Only thing that really separates them out is whether they have a police station, fire station or are in close proximity to some sort of military loot. Would be nice to see more unique structures (or very rare ones) that spawn specific loot, and are really the only place where you can reliably find that loot, whatever it might be. Obviously most villages are just places where people live, so most villages would be all just residential loot and so on - but it'd be nice if some of them had something special about them. Could also be interesting to vary loot according to map location. Up north we could maybe see more mountain backpacks and clothes and gear related to hiking. In the middle of the map where there are lots of farms we could see more farm-related loot. Shotguns, hoes, pitchforks, farming clothes, wellies, etc. Villages that are remote or are in proximity to a healthy supply of deer stands could spawn more hunting gear - rifles, ammo, hunting backpacks and clothes, and so on. Villages closer to the coast or bodies of water could have items related to fishing, like boat parts and fishing rods. You get the idea. 'Hunting' villages would likely draw a lot of traffic, but that's good. Somebody mentioned decentralisation of PvP spots, and having locations where high tier civilian loot is likely to spawn might spread players more evenly between civilian loot and gunning it for NWAF. Would also make looting more dynamic in general.
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I've never died on stairs, but that's probably because I'm so cautious. Always walk up and down stairs, and don't cut corners. Hasn't failed me so far.
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Some shotguns have rifling? Huh. I knew about slugs, but I assumed they were made accurate by some sort of black magic, or because they were specifically designed to be stable in flight with little fins or something. I think shotguns in DayZ need work in general. Aren't shotguns supposed to be effective at like 100m or something? In DayZ it seems they have a pretty poor range, making them pretty much useless outside of very close quarters combat - and even then you'd be better off with an SMG. Slugs were in when the alpha first came out. I don't doubt they'll reappear.
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I think I gave DayZ a positive review, albeit with the caveat that one shouldn't purchase it yet if they're uncomfortable with the early access format. If DayZ stopped development right now I'd be pissed, but I think I got my £20's worth - bugs and all.
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Time to get PIPSI (from the machine :OOOOOOO)
BeefBacon replied to thefriendlydutchman's topic in Suggestions
Actually not a bad idea. Maybe hitting the machine will have a small chance of putting a soft drink in your inventory - similar to foraging in a bush. Tradeoff is that it's going to be quite loud, which might not be ideal in the middle of a city. Different melee weapons should have different yields, and maybe make more or less sound depending. Worth thinking about, I reckon. -
I saw an AK once. I'm bad at this game.
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Huh. As hobbies and interests go that's really cool. Do you go hunting and make shelters and stuff with those tools, or is it just for the fun of it? And yeah, I figure a shard of glass in pretty much any capacity would probably make a better arrowhead than a sharp stick. Maybe allow foraging around burnt out cars, since there's often shattered glass on the ground around them. It'd be nice if all crafting took time and required an animation, even if it was only a few seconds long. This would include loading ammo into magazines, of course, but not combining rags (or ammo, or anything else that's stackable) because that'd get annoying.