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Everything posted by degude
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Hi guys, so I saw this amusing video: (at the bottom), and I thought, in real life if you'd open a canteen filled with gasoline, it would smell like gasoline a lot. So I thought a smell option (like drink) or even a notifications about smells could add some realism to the game. It was talked about this mechanic in this thread about poisoning. http://forums.dayzgame.com/index.php?/topic/216880-poisioning-items/?hl=smell Here are sone other suggestions, that it would be nice to smell the environment: http://forums.dayzgame.com/index.php?/topic/175393-whats-that-smell/?hl=smell http://forums.dayzgame.com/index.php?/topic/178381-smells-odors-sugsmells-gestion/?hl=smell Video:
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Yet, another delayed status report... Don't you think it's easier to just move the status report release date to Wednesday, since it mostly gets posted on wednesdays anyways? Just a thought, because delivering reliably on time leaves a way better impression ;) Nevertheless, I love your status reports! :thumbsup: :beans:
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Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Well, it's not the same server hopping though... Version 1: - Log in near a rare loot spawn (e.g. barracks) - Check the good spawn places - Log out This proces takes about 2-3 minutes and with the current low server switch timer you can visit a lot of servers in a short period of time and gather all the good loot because it only spawns in a few places. Version 2: - Log in on a server in a region where the searched item could spawn - Search THE WHOLE AREA because there won't be a certain building anymore that spawns rare items exclusively (new loot distribution) - Eventually log onto another server if search was not sucessfull, otherwise go back to server where base is This version of hopping takes probably 30-60 min per server and will not have the negative side effects of hopping version 1. In version 1 hopping is extremely frustrating for non-hoppers because good loot is probably taken by the hoppers. -
Somehow it seems the status report, which is usually sheduled on tuesdays, gets often posted with a delay... It seems the Dev-Team has a lot of work to do every Tuesday and Wednesday and therefore less time to write the report. Why not move the official day for publishing status reports to wednesdays or thursdays? Then they also can talk about the latest Wednesday experimental update too... Nevertheless I love your status reports, keep up the good work! :beans:
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There you go
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Stash it in your stomach. As soon as your energized bar is light green, you energy level is above 4'000, but it's maximum is 20'000, so as soon as you find something to eat --> eat it. Don't waste any inventory space on food, food is stored best in your body. Be careful with you stuffed status though. With water the situation is a bit different. When the hydrated bar becomes light green you water level is above 3'500 but the maximum is only 4'000. So as soon as you reach light green hydrated, stop drinking and drink again when it's not light green anymore. Anything you drink which would exceed 4'000 hydration level is just lost. I usually drink all the soda cans I find right away because they don't provide much water but take up a lot of inventory space. For the long term water supply I usually keep 2 canteens in my inventory, which is enough to survive for a long time. With this strategy I only need 4 inventory slots and I am nearly always hydrated and energized. This might help understand:
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How Often Do You Meet Survivors?
degude replied to The Vampire Lestat's topic in New Player Discussion
Well that depends how you play. - How full the server is and which capacity it has - In coast towns like Berezino, Electro, Cherno and Novo are usually some players - In the woods you'll probably never really going to meet someone in the villages chances are a bit higher - North-west airfield (and the other military bases) are even more visited if the server is not completely full (from my experience) - The more loot a place has the more players will be around - In my experience Zelenogorsk has become a place where chances of meeting a player are high, since a lot of truck spawns are in that city. Most of them are not friendly though. -
Here is some more stuff that could be merged: http://forums.dayzgame.com/index.php?/topic/213301-can-we-give-sporter-22-attatchments/page-2?hl=sporter http://forums.dayzgame.com/index.php?/topic/206950-sporter-22-scope/?hl=sporter http://forums.dayzgame.com/index.php?/topic/206900-sporter-22-suggestions/?hl=sporter http://forums.dayzgame.com/index.php?/topic/212114-zoom-for-sporter/?hl=sporter
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Please add panic button to cancel action immediately
degude replied to Uutgrunnen's topic in Suggestions
Please read this http://forums.dayzgame.com/index.php?/topic/220780-status-report-17-feb-15/ And then please realize that your post is irrelevant... -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Yeah, sometimes my english skill make it hard to understand my point :P yep, that's not going to happen (at least it's not planned) Barracks are the worst I can't relate, when I was hopping you could still find the M4 in the hangars :P Yeah, I don't doubt that, but for others it's a factor. What also came into my mind -> with more survival functionality, more people (like me) will love the survival feeling in the woods. I don't know, I'm usually just one a few servers and rarely switch -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
1. Well, you don't seem to understand this logic (btw,it's not mine, it's from the devs). A server spawns a certain quantity of each item. Each item has it's areas where it can spawn, but independantly from a certain spawn point, so it could be in any barn, house, etc. of the south-western area. I'd suggest you to investigate on your own how the devs plan to new loot distribution, I can't explain everything here... 2. Again, read the latest status reports, they precisely explain that they want the zombies to become a real threat. Of course the rural areas will never be as crowded as the cities but with the upcoming base building the forests will become very interesting for players. 3. Loot will be distributed over the map, so certain things will not spawn in Cherno, but in other cities in other areas. Does that make sense now? 4. Yeah, I meant let's wait :P 5. What kind of answer is this? Well if you don't know which building spawns the item you search you have to search every building, this will make server hopping more inefficent and more risky (see post #132 & #134 too) 6. The "please wait" screen is for loading some data (I don't remember which), so it's depends on the performance of your pc, internet, server (idk which exactly). For me it usually resolves very quickly. 7. For restart it has never been more than 30 for me... when switching servers the timer is for decreasing server hopping a bit. Not the best solution, but for the moment it seems ok to me (I'm usually not switching). "Just think there needs to be inventive for players to spread out" --> That's what they are intending with the new loot spawn system... -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Well, it's not a stopping them rightaway, but they will change their behaviour. Running arrount the airfield or base and checking ever building takes a lot more time and is way more risky than just to visit the barracks. So "hopping" will not be as rewarding as it is now. A small comparison: -Right now, the best places (imo) to go on NWAF are the two barracks and the "tent-area". If players are just checking the barracks close to the tent area it's only about 800m they have to run; can be done in a few minutes. - In the future they'd have to check all hangars (8; no cover), firestation (exposed in tower), airport tower (exposed), industrial hangars, barn area, prisons, south end (with barracks and prison), road entrance, guard towers (there's like 20 of them), and some small other spots... That's quite a challenge in such a dangerous area and will take way more time. -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Maybe I was a bit rude, sorry for that, but the ammount of posts that haven't been tought through is too damn high... The problem you described can happen in any building right now, but you really figured out the key problem about server hopping. Loot is distributed among certain spawn points and that's why someone will spawn in barracks. As soon as all the military loot is distributed over the whole airfield, nobody will do this anymore because it's too risky. Right now it pays off because the barracks spawns the best loot. This makes all other "enforcements" unnecessary (besides all other negative consequences). Do you get my point?7 Regarding the hoppers, read posts #120 & #121 Here they talk about it: http://forums.dayzgame.com/index.php?/topic/220780-status-report-17-feb-15/ They've talked about that in other reports and topics, but I obviously not going to search all of them :P -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Oh, yeah that seems really smart... You clearly don't seem to understand the whole situation. They ARE randomizing loot spawns, but NOT like you described it. They make the chances of each item spawning dependant on the area of the spawn point. Please read the past status reports and the dev blogs here in the forum about those topics, then you'll understand that what you posted is complete nonsense. I was so kind to add numbers to your post so I can respond properly: 1. No, there won't be any "big spawn points" anymore. 2. Wrong, with increasing number of zombies, increasing intelligence of zombies and stamina comping up, cities will be dangerous as f*ck. 3. You won't! That's the whole idea of randdomizing spawn points and distribute loot among certain areas of the map (I can't believe I have to explain this...). 4. Will improve, yes. Hard to deal? Let's wait, then we know. 5. If you are reffering to hoppers that change servers quickly --> read my second last post (#124) 6. Well, they already reduced it, it used to be 5 minutes. IMO 30 sec are totally acceptable. 7. For me the timer is 30 sec., are you complaining about 30 seconds?!?!?!? Most games have a loading screen that is more than 30 seconds... nuff said. Seriously guys, read the information that the devs provide (http://forums.dayzgame.com/index.php?/forum/134-developer-discussion-status-reports/). It would stop so many non-sense posts here... -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
But let's get back to the original topic: "Full auto weapons" I agree that full auto weapons are not very common among private weapon owners in Mid-eastern Europe, BUT: - There are two military bases nearby and they usually have full auto weapons. - Imagine a "zombie outbreak" in such a country. What would happen? Other countries would send help and military support --> Helicopter crash sites (nearly only spawn for western weapons) - The V3S-version in DayZ (also the ones upcoming) are military vehicles, suggesting that some military troops came to that area. With all that military activity would it rather look weird if there weren't any full auto weapons. And like I said in my former post, the more auto-weapons we get, the harder it will become to find all necessary parts and the right ammo for a functioning weapon. EDIT: Especially with lots of new ammo types, a full-auto-weapons can be a disadvantage because you're going to run out of ammo very quickly. -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Exactly. I would assume that they didn't do it earlier, because the "current" loot spawn system is just a placeholder for the propper system. I think they said something like, "the central hive has to work first ..." -
Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
I wasn't really precise with my statement. What I meant was that with the loot spawning, it won't be as easy to find whatever you need as it was before, because loot will be distributed randomly among the spawn points in a certain area. E.g. currently the AK-Family mainly spawns in barracks, so server hoppers exactly know their spots where to look for what they need and as soon as they've been trough them, they leave. With the new loot distibution it won't be that easy anmore. Your statement is not 100% correct. Yes, they want "server hopping" but not the kind of server hopping everyone complains about. What you are probably thinking of, is that somebody logs in/out near a military area or any other rare loot spawn, checks the good places and leaves. As far as I understood the devs, they want you to join different servers (servers where you don't have your base or vehicle) and search for loot there. Since it's distibuted independatly from the spawn points, it's a more challenging hunt for the items. It's not the classsical, "I join the server, loot 2 min and leave"-hopping. It's more like the: "oh crap I need a 'xyz' for my vehicle. I'll join another server and see if I can find one there because here on my current server I've checked all the sourrounding places"-hopping. Their main goal is to ensure that you also visit other servers and don't just stay on one server where you have your base. -
Hi, I recognized that since the status report was announced to be published on tuesdays, there was always some kind of delay. It semms plausible to me that this is due to higher amount of work that needs to be done before releasing the wednesday updates and doing the maintenance. When publishing the status report after that (let's say thursdays), the devs may have more time on their hands and post it on time and even can talk about the new updates they just implemented. Btw, this status report is currently not in the "featured intel" box on dayz.com Keep up the good work, I love your status reports :thumbsup: :thumbsup: :thumbsup: :thumbsup:
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Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
degude replied to lucianpin's topic in General Discussion
Hi guys, I'm going to be the annoing guy who sais: "THIS IS ALPHA!!!" But seriously, this game is far from being finished and therefore they won't do any minor balancing like this. A few reasons why balancing would be stupid: - The problem solves itself time after time. For each new automatic weapon they put into the game, there will be new magazine type and eventually a new ammo type. So in the future it will be a much more challenging task to find a fully equipped automatic weapon. And if somebody manages to get one, they'll probably not go on high populated servers into a major city. - If the devs would start balancing now, they'd just waste their time on something that balance itself in the future and needed to rebalance everytime they added a new gun. - As soon as loot spawning, central hive and persistance are working balancing is much easier and effective (especially against server hoppers) - At the moment it's possible with your own server to let loot respawn, so balancing wouldn't change anything because people who can do this now, will still do it and get their weapons nearly as quickly. Major problem: nobody else then has good weapons to fight them. -
1) Seems like a good idea. 2) Skills are not planned so far (maybe in the late stage of development) 3) Wait till bows are optimized, then more will come for sure (Bows are in development right now). 4) That's a balance issue and an issue with animal behavior (wounded, scared), so we have to wait at least for the new animation system and a finalized animal AI (new one coming up). I think they'll make it realistic when the time has come. Right now it would just be a waste of time, because so much is changing right now.
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So if a snow map ever makes it to DayZ SA, ice climbing should be implemented (requires two axes and spikes or specal ice-climbing-boots):
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Two things to mention: 1.) I experience FPS drops (problems) only in cities, and there terrain quality is not the issue, it's the object rendering distance. 2.) True, that the day/night issue is also a problem. But they "allow" it currently because there's other ways to make "night vision" possible, even with enforced server setting on the relevant options. So with enforced settings to "stop night vision" exploiting the "night advatage" would be way more unfair, because it would give a huge advantage to those who know how to "enable" the "night vision" even though server settings are enforcing ingame settings. But right now it's pointless to discuss about that, because the whole situation will change when the new renderer gets implemented into the game. So let's just wait till then and then you guys can make some suggestions or complaints that are not due to an early development status (alpha reminder :P)
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Hi, First of all, I know there are many topics about reading books and learning, BUT I thought of a different approach since the devs didn't like the ideas of "skills and professions". My idea is that crafting some very "difficult" receips is only possible with a certain book. Let's say to craft a leather jacket from animal skin (I wouldn't know how to do it), you would need a "leather sewing book". The books could also influence the quality of crafted objects, so that with a "leather sewing book" you can reapir your leather boots to worn, otherwise only to damaged. UPDATE: The Devs stated how they plan the future crafting system. Possible ways how books could affect crafting: 1.) Books could be used like a tool, so you'd need to hold them in your hand in order to craft some special receips or to craft an object with a better quality (worn/damaged) 2.) Books could be part of the items you'd need to place somewhere in order to craft something 3.) If a book is among the placed items it improves the quality of the crafted object. EDIT: I don't want a skill system (like the devs), I want that carrying a book arround or improving gear with the book gives you an advantage! There are so many possibilities where books could be used: - Better status of the object after sewing (normal & leather) with a book (worn instead of damaged) - Better status of the gun after using cleaning kit with a cleaning-kit-manual - Repaing car parts (required or better object status when repairing) - More output with horticulture - Higher quality of ghillie suits - More food receips, better nutrition values - Quality of the bow - Quality of improvised backpacks Similar approaches (but more focus on skills): http://forums.dayzgame.com/index.php?/topic/213364-recipe-book-medical-journal-mechanic-manual/?hl=%2Bbooks+%2Bskills http://forums.dayzgame.com/index.php?/topic/171935-skill-books/?hl=%2Bbooks+%2Bskills#entry1752502 http://forums.dayzgame.com/index.php?/topic/163644-not-just-another-skills-post/?hl=%2Bbooks+%2Bskills If this was suggested before and I didn't see it in the search function please let me know.
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Something similar was suggested here. There even CDs were suggested which also seems like a coll ad on for cars to play the collected CDs or casettes. Another post about radios in cars http://forums.dayzgame.com/index.php?/topic/218405-radios-and-radio-stations/ I like this idea
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not really, it's just a movement of an object or even just a sound. Your computer renders everything else so there most of the performance for that is required.