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huggalump

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About huggalump

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  1. Plus we added some restrictions on ourselves because we wanted to spice it up. (read: nudity)
  2. EDIT: wrong gallery dammit, this is my second time doing this. please excuse me being a noob and instead enjoy this classic mod video
  3. Sorry about the goofy aspect ratio, first time using Fraps. Got it fixed afterwards. Also, never realized how horrible I am in gunfights haha
  4. huggalump

    Nightcrawler gets DayZ'd and Review'd

    This is only our fourth video, so thanks for checking it out. If you like, any kind of support you can give in the form of likes, subscribes, or donations of no sum less than five million dollars would be really appreciated!
  5. Thanks man! Yeah the movie seems very devisive. I get why people don't like rogen and franco, but I dunno... it works for me. It's not Coen brothers, but it's a fun movie. And i'm glad to hear you liked it. We have such a strange format, it's taken months to figure out how to make it works. But it's really satisfying to see progress happen.
  6. This is our third episode. We still have no idea what we're doing, but we're seeing progress and that's pretty fun. Let me know what works and doesn't work for you. That'd help me out a lot. Also share the video with a million people. That would help a bit too, probably.
  7. Here's our second episode: Watch as we fight zombies, get mad at each other, swim in the ocean, and communicate with the dead. Oh, and we also talk about the movie, "Noah" by Darren Aronofsky.
  8. huggalump

    Use those books to build a better Chernarus

    There's been some good suggestions on how to implement it into the game. Are there any suggestions concerning the writing? thanks :)
  9. Haha, I have no idea why that would be censored in the title.
  10. Brand spanking new and hot off the press, here's the first episode of our new movie review podcast in DayZ. We speak through the in game chat (except one guy on voice com), talk about a movie, and deal with post-apocalyptic life as it happens. https://www.youtube.com/watch?v=UTRPjPSS2sc
  11. huggalump

    Use those books to build a better Chernarus

    Thanks for the comments and support! First, I absolutely agree that I don't want there to be a concrete backstory. I want it to remain open ended and in confusion. Players pick up one piece that gives one theory, then pick up another piece with a contradictory theory. This is less about giving a back story and more about making the world feel immersive. Secondly, BeefBacon was asking what the item value of these pieces would be. There isn't any. I don't like the idea of finding pieces that lead to loot. This isn't about loot. This is about making Chernarus a more believable way. There already are a ton of fluff items in the game. It would be extremely easy to take some of these fluff pieces and have them actually tell a relevant story with my idea. That being said, if the team decides they would like to have a piece or two that directs the player to loot, that's absolutely a direction they can go. It's just not my focus. Also, your polaroid idea is fantastic! It seems to be a very similar idea to mine, just on the visual side. I think they'd be great companion projects :)
  12. I’m sure the DayZ forums see a million of these a day, so I’m going to get to the point. This is more than just a DayZ backstory. This is building the world of Chernarus. It will be easy to implement and it will improve the player experience. The Plan Add more books and papers. Most of these pieces will be interesting but irrelevant. However, every so often the player will pick up a piece and be surprised to find information that’s actually relevant to the world around him. The Why There’s a critical problem in the foundation of DayZ’s gameplay: there’s no long term goal. Once you have food and a gun, there’s nothing else to care about. You’ve won. It’s over. This leads players to hunting other players not due to survival, but due to lack of goals. It breaks the spirit of DayZ. My plan would add another element of things to find in the world. I imagine players trading information they’ve learned about what’s happened. They try to piece together the information and misinformation, just like they would in real life. A player starving and looking for a can of beans will skip right over these written pieces. However, for a player who is fed and armed, who has been roaming Chernarus for hours without seeing a soul, these written pieces will give a human connection as he listens to the words of the author. The What Attached to this post are samples of what a player could pick up and learn about the outbreak in Chernarus. There will be many more pieces, both relevant and irrelevant to the world of Chernarus. There have to be enough irrelevant pieces so it feels special when the player finds a piece that sheds light on the world around him. Also, I’m sure you’ll notice that I’m far from being professional with photoshop. I just taught myself a bit so you could have something pretty to look at while reading. I leave the origins of the zombie problem vague. Confusion drives the fear in a zombie apocalypse, so I do not want a concrete backstory. Players will read one piece, think they understand what’s happening, then pick up another piece which contradicts the first. For example, Peter Young will have a theory, but then players will also find many other pamphlets from Peter Young and realize he’s insane. Esther has a theory, but it contradicts Peter Young’s and the Editor of the local newspaper. This is building an immersive world, not telling a backstory. Finally, the pieces I’ve attached are all pre-infection or as the infection is breaking. There could be an entire other category of pieces that come from post-infection. For example, Kurt Paine, a pop-rock star famous for charity who travels to Chernarus looking to help. He’s not Bono, but I could see why you might make the connection. Anyhow, things don’t end well for him. This may be pushing it, but it could even be possible to add a unique, single-spawn item of Paine’s signature guitar into the world. Players would fight over it and share stories of how they once managed to carry it for a full two hours. The End This is low risk and high reward for the DayZ team. It’s low risk because this will be easy to introduce into the game, it will not change DayZ’s gameplay, and it will not hinder DayZ’s development roadmap. It’s high reward because it adds an entirely new element of items to find for the player who is past the desperate hunt for food. And most importantly, it’s high reward because it pushes the player’s experience that much closer to feeling real.
  13. Awesome, thanks for the replies. Was worried this might be a forum where you thread goes on for a week with no views :P Sorry for not using the search. I did use it and found a couple threads mentioning vehicles, but nothing that seemed to address what I wanted. What everyone said sounds right. I can understand that there are a ton of technical things that need to be done before vehicles are ready. I know nothing about programming. I was being hyperbolic in the OP. Of course they shouldn't stop everything and put it into vehicles. But I just don't get why some things get development time. Like why there's such a focus on foraging and cooking. These things have virtually no effect on the experience. Right now, everyone can play for thirty minutes and have a gun and plenty of food and be finished with progression. There's nothing else to want. It doesn't matter that there are more varieties of guns introduced or different types of food. I want to convince my friends to get the game too, but at the moment I really can't recommend it to anyone. Certainly bugs and server issues need to be addressed, but in order to maintain player base and grow, I think there need to be long term goals. Vehicles or barricades or something of that sort.
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