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Everything posted by BeefBacon
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Radios : A Cure for Player Interaction
BeefBacon replied to Damnyourdeadman's topic in General Discussion
I'd rather see slightly increased radio spawns and increased radio range. Maybe not global, but covering most of the map with audio quality degrading the further out you go. Radios will never replace teamspeak. There's no way to prevent people from using third-party software, specially if it's better than anything in-game. -
Or access to a lite debug menu that shows things like co-ordinates. I've found a couple of weird things in forests and such (was wondering along and found a cargo container half embedded in the ground in the middle of a forest. Was definitely not supposed to be there) but without knowing where they are I don't bother reporting them. GPS would be cool. I daresay it won't be too useful to the veteran players who seem to know exactly where they are at all times, so maybe it could provide additional information - though I'm not sure what. Also, as far as I'm aware, DayZ takes place weeks or months following the infection, so a lot of infrastructure, including satellites, would likely remain intact.
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They'll likely have recorded (or found) audio of various outdoor and indoor environments, footsteps, etc and timed it with the video. Reverb and such added as necessary. I hope it doesn't take too long for the new sounds. The sound guys have to be doing something after all. They recorded gun sounds a while back so hopefully they'll sneak in to an update. I hate the creaking gate and similar sounds. It's not so bad since those sounds don't occur naturally in-game (when you open a gate it makes a different sound to the ambient one) but it still sucks.
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Seen these posted before. I do agree, though. Would be great to see a complete overhaul of every sound in the game, and for there to be things like reverb and echoes and different ambient sounds depending on the environment you're in. Sound is very important for immersion. Hopefully the devs are well on their way towards implementing new sounds.
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See, I often consider people who write in chat to be more trustworthy. They have to stop in order to type. I used to type in chat but I find using the mic so much easier, especially if you're trying to get someone to not shoot.
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Whispering would be nice too. People talking quietly can be heard miles away.
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Yeah. Could be worn as a backpack or carried in hands. Even as just a new backpack it'd be good.
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Just have a wait timer of 10 minutes when you die, unless you die within a few seconds of spawning in. This would deter suicide for a better spawn and would make it more difficult to loot your own body after you die.
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Russian and US helicopter crash sites are evidence of their respective armed forces being overwhelmed, aren't they? At the very least the region of Chernarus we play in has been overrun, which may be indicative that any forces in this area were forced to pull out. That might not be proof that they've been overwhelmed everywhere, but it implies a large scale retreat. Crash sites might even be evidence of military remnants from other regions attempting to retreat but being taken down by a crewmember that turned, which implies that the bases they came from have also been overwhelmed. All speculation, of course. I daresay the devs haven't put that much thought into it. Interesting correlation with the black death. Can't really argue with that. Considering we seem to have washed up on shore it's a fair bet that we might have been knocking about on a boat or something to avoid the outbreak. However, I always assumed that the reason we washed up on shore (if that is indeed the case) is that whatever ship we were on was overwhelmed by infected - again going back to that super transmittable disease thing. I've not played Project Zomboid (though I've seen videos and it looks wonderful) but my understanding is that those zombies are usually quite slow. DayZ zombies sprint, making it much more difficult to simply avoid combat with them. That being the case it'd be very easy to become infected. I'm all for a challenge but that might become frustrating. I absolutely want zombies to be super dangerous. I'm assuming that the danger of zombies will come from their numbers (as seen by some recent videos of the hordes) rather than their individual threat. 100 zombies that can sprint after you and are likely to kill you (from infection) after just one hit doesn't sound like it'd be much fun, especially if so many spawn areas are in and around the main cities. I can see your point, though. As I said, I'm not strictly against the idea, I'm just suggesting why players are immune from a lore and gameplay stance. If zombies were slower I'd totally support it, but as it stands it's very easy to get hit (bugs/ getting hit through walls notwithstanding) so even individual zombies would become a massive threat. As I mentioned before, though, I like the idea of more mundane infections being transmitted, with a small chance to transmit something that absolutely requires medicine in order to survive.
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Jesus Christ. So many zombies. I take it this is on experimental? Might have to hop on this weekend. Good video.
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If the infection is so transmittable that the combined military forces of Chernarus, the US and Russia are overwhelmed no amount of survival ability is going to help you avoid the infection. You come in contact with a zombie and odds are you'll be infected before long. I'm not strictly against player zombies (unless players actually control themselves as zombies, that'd be stupid) I'm just providing reasoning for players being immune. Anything else would be irritatingly hard or inconsistent.
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The sprint speed probably won't be reduced, but you're unlikely to be able to sprint for more than a minute or so when the stamina system is in. Working vehicles will be rarer. I wouldn't complain if the map size was increased, especially if proper map borders were introduced in place of an endless plain of nothing.
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I don't see how it's a cop out. Assuming that this infection has spread rapidly it makes sense to then assume that it's very transmittable. Therefore, pretty much any contact with a zombie should infect a normal person. If players can be infected then they'd all be infected very quickly. If it's relatively difficult for a player to be infected then that means that the disease isn't all that infectious which makes the whole 'collapse of society' thing seem even more unlikely. Zombies should be able to transmit regular infections. These infections should be fairly mild for the most part, but there should be a small chance to transmit something that's almost certain to be fatal unless treated with something (and even then the symptoms should only be reduced rather than removed). Things like antibiotics could maybe provide a protection buff against infection, reducing the chances of becoming infected for, I don't know, 20 minutes or something. Zombie dens would be cool. Each building could have a small chance to contain a zombie den (sort of like crash sites but far more common) which contain several zombies and a variety of low - mid level loot.
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I disagree. Magazines should be quite common, but the ammo should be rarer. Having a dozen mags isn't much help if you only have 10 rounds. Ammo should spawn more commonly but in smaller amounts. Instead of finding, like, 20 rounds at a time we should only find a couple. That way there's the same amount of ammo (roughly) but you have to search more to find it.
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I think zombies can group up now, or they will be able to, so hopefully the group AI will give zombies more advanced behaviours. Maybe larger groups will be more inclined to split off and hunt for other players while smaller groups are more focused. Also hoping that they flank around, split up, things like that. Would also be nice if they could break through doors and climb over fences. They shouldn't be able to do anything that players can't do (climb through windows for example) but if a player can go somewhere a zombie should be able to follow.
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Gents of Novo is a good server. It's 3pp but the community is so good I don't care. You'll get shot outside of Novo, absolutely, but Novo is a safe town so it's good to head there and chat with people, trade, maybe make some friends that you can play with if you don't know anybody who plays DayZ.
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I've not fired a gun before and I know very little about guns, but it seems to me as though the fire rate of weapons like the SKS is too damn high. It seems to fire as quickly as you can click, but surely you can't pull a trigger as quickly as you can click? The SKS can very easily be turned into a full-auto weapon (or effectively full-auto) which doesn't seem quite right, especially since it's quite powerful and doesn't require a magazine. The delay between each shot should be small (maybe .25 a second) but significant enough to prevent people from firing off 10 rounds in one second. This should go for all semi-automatic weapons with different (very short) delays for each weapon or weapon type. Pistols, for example, should have an extremely short delay (as they probably already do). This shouldn't affect the double fire mode of the blaze and the shotgun or the full-auto modes of other weapons. Of course correct me if I'm wrong - there may already be a fire-rate for semi-autos.
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I think it'd be pretty cool to have a large cargo plane at one of the airfields. It should be static like the beached ship, but contain a little bit of everything. It'd also add a nice bit of cover for somebody crossing the airfield. It should be damaged in some way (maybe one or more of the engines could be blown out or something) else it wouldn't make sense for it not to be repairable.
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Every video I can find of SKS 'bump fire' has the person firing from the hip and using, I guess, their thumb. I found two videos featuring a regular firing stance, aiming down sights and such, and they have fore grips, special stocks, modified triggers, all sorts - yet they can barely keep up with the fire rate in-game. I found a video of a chap who was firing some bolt action rifle at about 2 rounds a second. That doesn't mean the Mosin or the Winchester should be able to fire that quickly. When people panic fire the SKS it's not at range - it's usually inside of a building. At that range, you're unlikely to miss when you can dump 10 rounds almost as quickly as you can click. The SKS sits in the middle ground between military and civilian weapons. It can be fired very quickly, it doesn't require a magazine, it's accurate and it's quite powerful. It's also not uncommon. That being the case it is arguably the best gun in the game, in terms of bang for buck, as it is effective in all scenarios. Given that the in-game fire rate can only be matched in real life in extremely specific circumstances it makes sense to lower the fire rate both on grounds of authenticity and on grounds of weapon balance.
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That's true. Still, I hope the rest of my ramble was helpful.
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Yet still not as fast as it can be fired in-game, even though you've lubed up the trigger. Again, these are weapons we find lying around - there's nothing to suggest that they'd have been modified or cleaned or whatever to facilitate rapid fire - and if they had it would have been weeks or months since then. That's... quite the firing pose. I'd like to reiterate that I'm not doubting that the mechanism inside the weapon could fire off a billion rounds a second. I'm sure it's faster than light and a mini black hole is created every time the gun fires it's so fast. The issue is that people cannot physically operate a trigger at the same speed that somebody can click a mouse button. I'm sure that if they contort their hands into some fell shape and point the gun at the moon while doing a headstand and praying to Khorne that the trigger is smooth they could get a pretty fast rate of fire, but DayZ doesn't simulate that. That being the case, it makes sense to simulate human fallibility by way of a short delay between shots.
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Yeah I'm pretty sure that's just a texture glitch. I don't want snow in Chernarus. You don't get an autumn area and a mid-winter area - that doesn't make sense. Either all of the map should be snowy or none of it should be - I'm not interested in Minecraft-style biomes. Shall we have a desert area too? I would like to see a whole map that's snowy, though. Maybe even an alternative Chernarus that's covered in snow - that'd be neat.
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If you're going to make very short videos that are tutorials or are showcasing a weapon or feature, it might be best to cut down on the intro. 18 seconds of content in a 52 second video. It's nitpicky, sure, but when most of the video is "please subscribe" it gives a bad impression - even if its at the end. The intro is also slightly misleading. You describe an adventure in DayZ and then show how to craft rope. You should maybe preface longer videos with "here's an adventure" and shorter videos with "here's now to do X". People will subscribe if they want to, and they know what subscribing does. You don't have to tell them what subscribing will do for them. You'd be better off having a screen at the end with links to other videos you've done, along with the logos for Twitch, Twitter, Reddit, etc along with 'links in the description'. Copying and pasting the address bar into the video looks sloppy, but is fine for the description. You could even hold off on making more of these tutorial/showcase videos and then make a longer video that shows some of the new stuff you can do in DayZ rather than only covering one topic at a time. Besides the presentation, it was fine. Could maybe speak up a bit as you tend to mumble a wee bit (might be your mic, mind). The actual meat of the video was clear and concise, which is good when giving tutorials.
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I see. That also formed part of my reasoning for pistols having a slightly faster fire rate. Again, not a gun guy. I wouldn't have a problem with pistols, the sporter or any similar weapons having a slightly faster fire rate than weapons like the SKS. If it's realistic (maybe it is, I have no idea what I'm talking about) then great, but it's also beneficial from a balance standpoint. However, on the subject of balance, I do have a bit of conflict concerning whether there should really be any. Traditional games tend to have all weapons have some advantages and some drawbacks, making all weapons more or less equally effective with a few notable exceptions (hence balance). DayZ isn't a traditional game, so that makes it harder to balance while also keeping the game authentic. In the case of the SKS (I guess specifically at this point since my main problem is with the SKS) it would be balanced on grounds of authenticity since, as I already mentioned, people can't physically pull the trigger that quickly.
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Well I'd only exempt them because I assume that you're pulling two triggers at once or something. Had no idea it was frame dependent - I hate when games do that. Also I assumed pistols are easier to fire or something. Again, not a gun guy. It seems that you're firing faster than that chap in the video. Again (to my knowledge - I'd test it but I'm bad at DayZ) the SKS can fire as fast as you an click. For most people that's crazy fast. Hell, there's nothing stopping you from mapping fire to the mousewheel and dumping rounds like that, I'm sure. My issue isn't with the recoil. Unless a trigger is modified to be extremely light, nobody is going to be able to fire a semi-automatic as quickly as you can in DayZ. Given that these are weapons we're finding off the ground it can probably be assumed that these weapons haven't been customised to allow for extremely fast trigger action. Even disregarding an argument from realism, it helps to balance the SKS which is quite accurate at range, can effectively be fired full-auto and doesn't require a magazine. Weapons should be balanced as little as possible, of course, but in this case it seems to make sense.