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BeefBacon

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Everything posted by BeefBacon

  1. BeefBacon

    Chernarus Needs Fire Stations

    I hadn't really thought about it, but you're quite right. I wouldn't mind seeing an HQ variant of each emergency building. A police headquarters in, I don't know, Novo - I think there's already a massive hospital or two - and a fire headquarters in Zelenogorsk or something. Each major town should have its own unique building or feature. On a similar note, it'd be nice if there were more crashed emergency vehicles. Police cars randomly spawn, so why not ambulances and fire engines?
  2. BeefBacon

    0.60 V3S too slow

    1500 posts isn't exactly low, though. The alpha card has its place. DayZ is indeed in alpha, and vehicles do not yet work as intended - this should be taken into account. The V3S has always been a bit shitty. I only drove the V3S in the first patch it was released, whenever that was. Even then it was pretty tough going up hills. I think part of the problem is the physics system - there's very little in the way of friction, and it seems pretty rudimentary in general. I imagine that once vehicle physics is improved (I assume that's on the cards) the V3S, and vehicles in general, will perform a lot better. For now, yeah, just avoid going up hills if possible until you generate some good momentum. Easier said than done given the awful acceleration. Well, a lot of suggestions people make are pretty shit. Most shitty suggestions are posted by people who only have a couple of posts. People who have been around a while tend to have a pretty good idea of how DayZ will turn out. When somebody comes along and says "I want an island that's 3 times the size of the original map where all the buildings are made out of AS50s" the people who get the direction that DayZ is taking will tend to criticise that suggestion - and those people tend to be the ones who have been around a long time and have a lot of posts. Of course not everybody who has no posts is completely new to the game, but it seems to be a pretty common theme. Sometimes suggestions are considered to be unrealistic goals, but remember that most people here are not game devs and they do not necessarily know what can and can't be done. They can probably make an educated guess, but you shouldn't get too upset about it. If somebody tries to tell you that your suggestion is unfeasible, either try to disprove them, or guide the discussion towards something that people agree is a realistic goal.
  3. BeefBacon

    What Direction they should take now?

    And you can't enjoy new content if they're spending all their time fixing bugs that affect legacy mechanics. Again, there is no point in fixing bugs when many of those bugs relate directly to systems that are going to be replaced. When bugs render the game virtually unplayable, then they issue a hotfix. As for the renderer and performance, this is only the first iteration - it will get tweaked and updated to perform even better. This will happen over the course of development. As it stands, they are focusing on core stuff. Once that core stuff is in, I expect they'll start thinking about bug fixing and optimisation to some extent.
  4. BeefBacon

    What Direction they should take now?

    Add content, then fix bugs. Remember that there are still a ton of core features - the new audio and animation system, for example, that aren't even in yet. Most of the bugs will be related to systems that won't even exist in a few months. There's no point in cleaning things up yet. Remember that DayZ is in early access - you have to expect performance issues.
  5. BeefBacon

    Return to DayZ SA

    Well, as I said, there'll be a new player controller that will affect how players move, animate, interact with the environment and so on. There's no point in spending time fixing anything that has anything to do with player movement because it's going to get completely replaced. Again, if there was a bug that rendered the game unplayable (say your legs invariably broke whenever you walked on a road texture or something) they would fix that, but unreliable vaulting isn't worth the time to fix since the entire system that allows vaulting in the first place is going to be replaced. Given that the new DX11 renderer is going to exist in the final game, I expect that the devs will start working on renderer-related issues - flickering shadows, stuttering and so on - but these issues will probably take a back seat while they work on things like the new audio, player controller, AI and so on. When the basic framework is finally in (and they can start properly building on game mechanics) I expect we will see more bugfixing alongside new content, and then a final round of bugfixing before release.
  6. BeefBacon

    Return to DayZ SA

    I don't code, but from what I understand bugs can be created by new content very easily. If you're constantly fixing bugs as they pop up you'll be doing just that - constantly fixing bugs. They fix the bugs that make the game literally unplayable, but for the most part they get ignored - which makes sense. Old bugs that everyone knows and loves - like dying randomly on stairs - will likely be resolved by the new player controller. There's no point wasting time fixing a bug if it's going to be made redundant soon™ anyway. Yeah I'm a lot like you. I just tend to wait between updates, or play so irregularly that I don't get bored with it. I know a lot of people plough thousands of hours in, but I've not even got 300 hours in yet, and I've played every patch since December 2013. I think most of my time in-game has been over the past 12 months or so, since my mate bought it... and probably many hours spent on the .60 server menu... I don't like the UI at all. I hope - in fact I'm sure - that it's temporary. It uses space just... horribly. It works pretty well, like technically, but it's not well designed. So far I've not bothered with vehicles or camps. I drove a V3S when vehicles were first introduced and I put something in a barrel once. Until it's more robust, that'll do for me. As I understand it, zombie numbers will increase dramatically at some point soon™. This means that the food found in town and cities will be much harder to get a hold of, making hunting and foraging and so on a more attractive option. But yeah, for now there's not really any point in hunting. Zombies are much better now. They don't glitch through walls (though they can be a bit funny if you close a door on them), they'll be able to knock downs doors and stuff at some point and they can already hop over walls and other obstacles. Couple all that with more of them and they should be pretty lethal. There's still a lot of work to do, but I think people are starting to get a good idea of how DayZ is shaping up. Certainly the massive improvement to performance has made people a bit more positive. However, even though I'm the sort of person who would defend DayZ's development pace as being pretty normal in the grand scheme of things, I hope we don't have a .60-style wait for .61.
  7. Are you saying that the devs should continue developing the game? That's a revolutionary attitude to have. Also, you're only surviving one hour? I am very bad at DayZ, but I'm not quite that bad. I do agree with the ruined gear thing, though. Getting shot in the leg shouldn't break everything I have stored in my trousers. Items getting damaged like that should be quite rare. I don't have a problem with clothing being ruined, but the items in your clothing should be relatively safe.
  8. BeefBacon

    More features and activities besside pvp

    Very well presented, but I'm going to be that guy. DayZ is feature incomplete. It is in alpha. Crafting more things (weapons, attachments, clothes, facepaint, traps, bases, armor protections, armor personalization, etc) I don't doubt there'll be more crafting options in the future. To what extent I do not know, but given that there's a scant handful of crafting options now, I assume we'll get more down the line. Just adding some achievements (steam) I don't see why this is important but, again, I suspect DayZ will eventually get achievements. If it doesn't I don't think I'll lose any sleep, mind. Some kind of system of reputation for goals and good/bad behavior This will never happen. Mods, maybe, but never for the base game. Some pasive skills or skill tree wich restart if you die (like unturned) (Example: doctors) Soft skills are planned. Cities or buildings repair (posibility to add lights, generators, etc.) Planned, as far as I know. Correct the looting economy (make more realistic) Vague, but the loot economy will see incremental changes. Buildings with realistic side and worn (it looks that dayz architects made builings for single mothers: 1 bedroom, short side bedroom environments, a few huge buildings; all in perfect conditions). If you are in a zombie apocalypse: would you make a base in the middle of the forest far away of any resaurces or you probably find a random huge building and set you base in one fo the floors, loking the doors and putting some barricade? Not certain what exactly this means. Chernarus is a post-Soviet shithole - most people don't seem to even have plumbing. Houses are bound to be small. More destruction would be nice, and I seem to recall devs saying there will be 'destruction passes' where they go through the map and add ruined buildings and things like that. Barricading buildings is planned.
  9. BeefBacon

    Please remove the Gamma option.

    I have no issue with gamma only being something you have to set before you start playing. However, that wouldn't really fiix the issue. People could just set the gamma so that it's not too bright for day, and not too dark for night - or they could just change their monitor or video settings. The third-party solutions mean there'll always be gamma exploits. Limiting the degree to which we can alter gamma would make it less convenient, but it wouldn't do much to actually address the issue. I don't know what can be done about it. Perhaps we could discuss other solutions.
  10. BeefBacon

    What's the point of small cases?

    Still fixed. Protector cases protect the items inside. I put a stick of morphine and bandages in mine, plus maybe some spare ammo and a magazine if I have one. Sometimes you can win a fight and still bleed out because your bandages got ruined, or you won't be able to reload because your other magazine got ruined. So yeah, handy to be able to protect emergency items.
  11. Yeah I've seen a ton of animation glitches, though they're not quite as bad as they were in .59. I often see my mate running around without moving his legs - sometimes he's crouched when he says he's standing, hands by his side when he says he's aiming his gun. I expect this is a similar issue. I expect, or I hope, it'll be resolved by the new animation system. Great video.
  12. BeefBacon

    Banners, Banners, Banners for DayZ Standalone

    Simple but functional. Nothing wrong with that.
  13. BeefBacon

    Ideas about chernarus plus map

    No. Regardless of how many posts somebody has made, or the rep that they have, if an idea is good then it will be supported. If an idea is flawed then it will be criticised - that's just the way of it. People with more posts and more rep are more likely to be better received because they, typically, understand the game and the community better than the people who are new and so are more likely to post things that the community will agree with. I don't think people make a pre-judgement. People don't automatically like something that a forum regular has posted, and they don't automatically discredit something a new person has posted. The issue that people are having with you is that you've stormed into a thread talking about something that isn't even related to the topic, and then declared that nobody likes your ideas before anybody has even responded to you. Then, when people do respond, you declare that your idea only got criticised because you've not been around very long, even though nobody outright disagreed with you at any point - they, we, just pointed out a few flaws with your idea. People are trying to facilitate a discussion - even though this isn't the thread for it - but you act as though everyone is waving burning torches and pitchforks. Chill. Whyherro at no point implied that his opinion was worth more than yours. What he said is that he is very well known for being strongly in favour of the more survival-focused aspect of DayZ. Tanning leather, hunting animals, making fires, stuff like that. Others might be more interested in finding the most kitted M4 that they can, getting into an Apache gunship and levelling Cherno with rockets. Both are perfectly valid. I, as most players do, sit somewhere in the middle. So when he brings up the fact that he is very well known for sitting on one end of the spectrum rather than the other, and then you accuse him of only being interested in suggestions revolving around military-grade weapons, he corrected you... and you interpret that as "I'm right because I have more posts than you." Hell, he agreed with you when you mentioned that fuel pumps don't work without power. So yeah. Relax. Maybe post something related to the actual topic. You could even post your own thread regarding power plants and such - as I said before I'd be in favour of hydroelectric dams. I suspect Whyherro would be against hydroelectric dams for reasons he's outlined - realism and authenticity is something Parazight touched on, which is a recurring theme in DayZ discussions. People won't just discredit me because Whyherro has more rep, they'll judge me based on whatever arguments I make. Make a good argument, respecting authenticity and realism and gameplay implications, and people will at the very least respect your opinion, even if they don't agree with it. Being generally rude (by posting something completely unrelated on somebody else's thread, for one example) isn't the way to go. - Rocket, years ago, mentioned flowing rivers. I don't expect it's something that's incredibly hard to implement - in its most basic form it'd be little more than a scrolling water texture. Plenty of games have done it in various ways. I don't expect there'd need to be water physics or anything over-complicated like that. I'm hoping they add at least one wide river that only has a couple of bridges over it, but lots of little streams would be wonderful too.
  14. BeefBacon

    Ideas about chernarus plus map

    You're all over the place. He said you can't power a city on a small generator - I'm sure you'd agree with that. You also can't just 'turn on' a power plant. However, there are a number of dams throughout the map, so maybe hydroelectric power could come into play - or maybe the devs will add wind turbines - who can say? I mean, before Whyherro was talking about changes in terrain, and then you go off about electrical grids? That's not even the topic. Just relax. You came into this thread hyper-defensive before anybody even responded to you. Flickering lights would be cool, sure, but I can't see why they'd exist. If there's no power then lights don't just come on for no reason. You've experienced power cuts, surely? Blackouts? There's not a lone street light flickering ominously when that happens. If people want to use a genny to light up a few street lights then I say go for it. If the devs want to have dams provide power, then that sounds like a cool idea. That's not the topic, though.
  15. BeefBacon

    The Queue

    I think it's something I'd like to see trialled, maybe in experimental. Another way could be to, perhaps, punish the player for suicide, or even death in general. In 7 Days to Die when you first log in you have 100 health. You can increase your health cap by eating, drinking, staying warm and so on. The higher your current health cap, the harder it is to increase it further. However, when you die your health cap is lowered by 10 for a bare minimum of 60. With the new player skills, maybe this is something that can be looked into. You spawn with a base skill level in all skills - let's call it 0. You can increase these skills by performing them (as is planned) but death will decrease these skills. If your skill level is higher than 0 (in anything), death will decrease your skill level to 0. If you have no skills above level 0, death will will decrease your skill level into the negatives, making all tasks more difficult to perform. While this could potentially punish players who are simply bad at the game, or who just have shitty luck, it would certainly deter players from killing themselves for a better spawn or from trying their luck at knocking out a geared player with their fists. Obviously, the lower your skill level, the easier it is to increase it - but players who let their level drop too low will be at a serious disadvantage, and will have to put a lot of work in to get back up to 0. There could maybe be a buffer, maybe allow for one death at the base skill level before it drops into the negatives.
  16. BeefBacon

    Ideas about chernarus plus map

    I don't like the idea of 'biomes'. Also, mountains are pretty freaking big, you'd need most of the map to lead up to the peak. There are rarely any major geographic changes over a short distance in real life. Terrain is pretty dull for the most part. The differences across different parts of Chernarus are small but noticeable. Up north are cliffs and woodland. The middle is dominated by open plains and patches of trees. As you get near the coast the terrain becomes forested and quite hilly. A crater caused by a nuclear weapon would be massive, and I expect that any radiation wouldn't be lethal enough to instantly kill. If it was then nothing in Chernarus would survive. Chemical weapons, maybe, but then Tisy will pretty much fill the role of a contaminated area. There are already lakes, and if you look around you can see what will probably one day become actual flowing rivers. Caves I like and more evidence that there was military or civilian resistance to the infection (and each other) would also be nice - though the devs have done a pretty good job so far. I'd like to see more interesting landmarks along the roads, though, as most of the focus has been around cities. In regards to cities looking unique, I think it'd be nice if each major town/city had one or two unique structures. Residential buildings will look the same wherever you go - it's not like there are distinct architectural differences between villages in real life, even villages on opposite ends of a country (let alone a county or region). However, if each major town had a building that only that town had, that'd be pretty cool. Maybe a unique town hall, or a unique hospital or police station - like the provincial police headquarters or something.
  17. BeefBacon

    Login Animation

    Your character does this to communicate the fact that you've logged out. Just going prone does not communicate that, and would also facilitate combat logging. If you get shot at you could just go prone behind a low wall, and yo'd have a good chance of getting out alive since nobody is terribly likely to push you if they can't see you. If your character stands up and sits down and so on then it makes combat logging considerably more difficult. Just hide in a tree. If you think you might be being followed then wait a minute before logging. If you have to, I don't know, answer the door or something then I guess do your best to hide and hope it'll turn out okay.
  18. No. Working together is something that should be encouraged by game mechanics and the difficulty of the game, not the threat of hallucinations or some random debuff. DayZ isn't like the trailer for a couple of reasons. Firstly, the game isn't even finished yet, and probably won't be finished for quite some time. Current player interactions will likely change drastically over the course of development. Secondly, it's a trailer. Most game trailers are not exactly representative of the actual game. Hell, I design game trailers as a freelancer - the aim is to make the game look as good as possible and that often involves setting up a scenario that, odds are, you'll rarely, if ever, actually see play out in-game. This is especially true of multiplayer games. I mean, there could be a 30-minute uncut trailer of a player running across the map only for it to end in *CRACK* "You are dead" but that wouldn't be especially interesting. No doubt the devs want as many people to have that 'trailer experience' as possible, but that won't happen until the game is, you know, finished.
  19. BeefBacon

    Status Report - 24 May 2016

    I'd love to see more about decals and shadows from dynamic lights. Will these shadows be impossible to disable? I certainly hope so, since keeping them off would only confer an advantage. Are we talking actual, proper decals or the Arma 2 method of simply changing the player's skin so it has blood on it? Will there be a decal limit? I assume there'll be bullet decals, will we have blood decals? How long will they last? I'd love to visit a military base that has evidence of a recent - or not so recent - fight.
  20. BeefBacon

    More Intense Pain (The effects of pain!)

    Is this screen shake upon the injury (get shot, screen shakes) or is it constant? Because there is no way I'd be pro-screen shake if it was anything other than extremely temporary. I think when you're extremely injured or in a lot of pain it'd be cool if a low pass filter was applied, making the audio muffled. A change to screen brightness could be cool as well. A few years back I broke my arm and I remember I was okay to begin with - I was in a lot of pain - but I was more or less fine. After a few minutes, however, I had to sit down because I almost passed out - I remember seeing lots of colour and bright lights. Simulating shock, rather than just pain, would be a great touch - even if the effects only become apparent after a few minutes. Current damage models are a little wack. I imagine they'll tweak the numbers when the new player controller is in. I don't think it should be entirely realistic, however. Almost every time I've been shot at I've not seen my attacker. Weapons are extremely accurate. A few days ago I was happily running along when I got shot at by either a RAK or a Scorpion. One round hit me in the chest, which probably would have killed me in real life - and that wouldn't be especially fun. It can take a long time to gear up in DayZ, and I'm not especially keen on being one-shot by just about any weapon you can get your hands on - as realistic as that might be. it's fine in, say, Red Orchestra because you respawn and you are instantly back in the fray. Not so in DayZ, so there needs to be a little bit of leeway there - though not surviving-a-Winchester-shot-at-point-blank leeway.
  21. BeefBacon

    Can we skin and eat Zeds soon please?

    That doesn't mean there are 40 patches left. There could be more. There could be less. The devs aren't going to get to patch, I don't know, .89 and then realise they've finished, so they go "quick, let's release 11 1kb patches so we can get to 1.0". They're not going to get to 1.0, realise it isn't finished and then just release it because "it's 1.0, that means it's done!" There have been 30-odd versions so far - .28 was the first EA version. The rate that updates have been released has varied greatly. There have been weeks that have seen two new versions. There have been months that haven't seen any. .60 has introduced a massive component to DayZ. The next few versions will add more massive components - the audio engine, player controller, new AI and so on. Development seems slow because new features are reliant on these massive projects. Now that these projects are nearing implementation we will start seeing tangible progress in the core game. You've taken the time it's taken so far, and then you've decided that 1.0 is the end point, so you've filled in the gaps assuming that development will progress at its current rate - a rate that you know is severely slowed for reasons I've outlined. A statistician you are not. In regards to the OP, I didn't address the guts thing before. If doing it pretty much guarantees disease, I don't see why not. Then again, the zombies aren't undead, they're infected - that doesn't mean they're stupid. They're not rotting corpses, so I don't see why covering yourself in rotting corpse would be an effective disguise.
  22. BeefBacon

    Can we skin and eat Zeds soon please?

    ...I don't think you get it. You can skin and eat players. You can skin and eat animals. He's saying we should be able to skin and eat zombies. I personally don't see the point. Lore-wise, if there is a lore, zombie flesh should be so tainted it'd be lethal to eat. I mean, I don't have any particular problem with it, I just don't know what it'd add to the game. Agreed.
  23. BeefBacon

    Alcohol and drugs in Standalone

    Yup, we got my dad a little cider press a while back. Made really nice cider. I imagine making cider without a press wouldn't be too too difficult, but it'd be cool if it was an actual item. Stuff like relaxation is sort of an abstract concept, though. Our character is only as stressed as we are, and I'm not sure how the idea of stress would be put across - maybe the same way as all other statuses, I suppose. I don't like the idea of sleeping, or at least I hate the way games like Rust do sleep. Drugs that provide a buff/debuff would be good. Maybe increased pain resistance for increased water consumption or increased risk of infection or something. It's gamey, but DayZ is a game after all.
  24. BeefBacon

    New YouTuber, Check Out My Video!

    That was pretty good. Watched to the end. Best to post videos in the gallery, though. https://forums.dayz.com/forum/81-gallery/
  25. BeefBacon

    Additional Food Items

    I could get behind that. I'd maybe simplify the things you can gather, but I do like the idea of waste products. They shouldn't be entirely useless (bad apples, for example, could be a sort of last resort food. Maybe some sort of mulch could be used as fertilizer or in fuel or something like that). I hope the devs outline how difficult they want the game to be as some point. I know they've said they want it to be difficult, but I'm wondering how difficult. As someone who wants a challenging game, there are limits where, for me, it would become too difficult and therefore not fun. Currently it is far too easy. I've said before that .55 was the most fun I've ever had in DayZ, just because finding the most simple items was extremely difficult. Using that as a base, I'm wondering if 1.0 will be more or less difficult than .55. I suppose you can't really compare .55 and 1.0 and 'difficulty' is a nebulous quantifier, but I'd still like to know more.
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