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Everything posted by Parazight
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Why? gloves don’t wring out very well in real life anyway. If you put them on the floor by a fireplace it literally takes 5 seconds to dry completely. In fact, drying clothes on the floor near a fire is probably overpowered right now.
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Why don't use real values in weapon ballistics?
Parazight replied to Kathosky's topic in General Discussion
I agree with Gordon’s post, with the suggestion to change ‘BI’ with ‘Marek Spanel’. Did a whole bunch of devs leave the company before the title was complete? Yes. Is it reasonable to blame anyone but the guy making the money decisions? No. The developers wanted to make a great game, for sure. Fairly likely that they were salaried. They had no motive to dilute the game. Only moron spanel deserves flak. -
black·list /ˈblakˌlist/ noun To be denied services/participation from certain activities. Usually caused by disagreeable acts against a person, government, or something stupid you did.
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Why don't use real values in weapon ballistics?
Parazight replied to Kathosky's topic in General Discussion
Good post, kathosky. Let’s balance based on rarity, realize this is a simulation as per the original high concept. If I wanted a balanced pvp game to test my gaming combat skills then I wouldn’t be playing a looting simulator like dayz, after all. -
What's the plan, ScottyB? When are they gonna fix cars? I thought that was in the works. When are we going to be able to pick up chickens again? I saw your video for 1.19. Real artsy. Do you have any practical skills that relate to being a brand manager? Because the brand is a mess. We're way, way out of beta now and the game's ballistics are being reworked. The core part of the game. As Early Alpha subscribers, we were sold on the idea that DayZ would represent realistic ballistic values. We're years past official release. Why are we still changing the very core elements that the game must obviously be balanced around? We were warned about possible bad design issues but were led to believe that such issues would be ironed out. When are vehicles going to be in an acceptable state? Can we get some information? Is this the final iteration of car physics? I'm sorry if you answered these questions on some other youtube video or podcast, but I don't watch that nonsense. I assumed going to the Official dayz website for information about dayz was the right approach.
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Bohemia Interactive In all honesty, the game left beta years ago. You'd think this would be a extremely important element to the overall balance of the title, but it just keeps waffling. You'd think ballistics and player inertia would be core fundamental principles in this game, but it just seems like they make decisions based on whims and crying instead of the original core concepts. Sad. It will prove to be true that they will never have enough people for acceptable quality assurance. Both in the company and out. BI adds code to game fully knowing it will be a shit show on stable for quite a while. They don't have enough people to host a proper playtesting session. Players don't test experimental and a preset date is always set in stone for each update. Also, could we be able to pick up and/or skin+quarter chickens in the future? Instead of having to perform asinine workarounds for it? A survival game is based around managements like eating, diseases, and not dying, right?. This one of the most iconic early gameplay loops and it totally fails. This is a major bug since before 1.19. Core gameplay mechanics completely upended years past official launch.
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When crouching, the character should make an effort to 'stifle' coughing & sneezing
Parazight replied to sean-817d5aa082c3be95's topic in Suggestions
Maybe they should have a sneeze meter when you're sick. Watch it fill up before a sneeze and then if you time it right, press a button to completely suppress it. You can, afterall, stop a sneeze IRL by holding your nostrils closed. Totally necessary for survival. -
Why don't use real values in weapon ballistics?
Parazight replied to Kathosky's topic in General Discussion
That’s a great question. When alpha started, we were told the numbers would be based off of real life values. Apparently that doesn’t matter. Dayz is definitely more game than simulator now. -
Both of these things were mentioned in the changelog.
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I played on experimental this round. Right before the update went to stable, it was decided to make wheels indestructible and unremovable. The change was never tested. Probably a mistake. Maybe the lesson is to wipe experimental whenever you make adjustments to cars like this. Wipe and see how they respond before moving to stable. /shrug.
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I think you should buy both trucks.
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Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
There are no driving bugs. It’s working perfectly. It was designed terribly. This is the best possible simulation we will get. -
Clearly, a lot of work was put into this update, and not just for vehicles. Thanks. This looks new. Should be interesting.
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BI, this does NOT inspire confidence
Parazight replied to THEGordonFreeman's topic in General Discussion
Let’s not get ahead of ourselves. If the goal was to optimize the code then why would they put cars server side to begin with???? Because BI decided to compromise performance for security measures instead of letting their anti cheat system do its job. That’s why. That’s why they are server side. They knew this when they assembled the engine. Now it’s WAY too late to fix it properly. Cars still shit the bed except now it’s just easier to clean up. Cars perform the same but only recover slightly better. The only way to truly fix cars is to completely reassemble the game. Total fail on the part of marek spanel. This company deserves a real board of directors and not some clown driving it. -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
While driving, the wheels of a car eventually go back to home position when you're not turning the steering wheel. This seems to work fine while driving forward. I don't think this is happening while in reverse. Something is different, but the old controls for going in reverse felt more responsive. Reverse is very fast now. We don't need a soft brake and a hard brake. Just one brake. Feathering the hard brake in the past was optimal in order to control speed. Needing two fingers to hard brake is cumbersome, especially when soft braking rarely occurs. I drove around in an Olga a lot during experimental. Most of the time I was just coasting everywhere @~ 60 km/h, with hard braking whenever I went downhill. -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
Maybe a way to balance it would be in the consumption of the repair item. Like, repairing a sledgehammer once should consume up to 85% of a roll of duct tape. Maybe it should require a blowtorch. After playing experimental with this new change, I would say having the condition of items randomized is the right move. Some things could be repaired by wiping it down with a rag (e.g. non-perishable foods, boxes of ammo) while other items require much more. I imagine that players would enjoy spending time repairing trivial things to worn state. Being able to repair as many things as possible (handguards and buttstocks) with simple cleaning (consume one rag) might be interesting. Combining two items to create a good one, in some cases, isn't a bad idea. I didn't have the need to hoard at all. I've used the splitting axe, mining pick, and sledgehammer to defend myself from infected and none of them felt like they were wearing down too fast. I think that the wear levels are fine where it's important. I went through maybe 1 sharpening stone from new spawn to driving a car. It's true that base building activities might cause excessive wear, but if you're doing that then survival is not an issue, so it really doesn't matter, so it shouldn't it be balanced around that. Repairing clothing is not bad. I pull zeds individually and prioritize blocking. The clothing requires a lot less repair and there's very little bleeding. Sneaky stab attacks are worth it. Bone knives are awesome, maybe should require more bones. -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
The bumper on my car became badly damaged today. I relogged at one point. Came back and the car engine sound was gone. Repaired the bumper to worn and then the sound came back instantly. Ha. -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
After finding many Sledgehammers in a badly damaged state, I would suggest to make them repairable with something. Duct tape makes sense. You're going to fix the handle, if anything. -
Devs, could you please stop this endless raining ?
Parazight replied to ignitra's topic in General Discussion
I’ve been playing on an experimental server, with dark nights as the only change, on Livonia, and think the amount of rain is just right. Waiting out the rain (and dark nights) is authentic. -
In the same vein, we should be able to pop the clutch to start a manual transmission, right? They should bring back motor oil. And belts. Both were in the game previously. May as well code Junkyard Dog mod right into the game.
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The raincoat should attach to the player's back instead of the torso
Parazight replied to Brother Hao's topic in Suggestions
You mean like clipping other clothing items? Check out the other dozen threads about this, maybe. -
The raincoat should attach to the player's back instead of the torso
Parazight replied to Brother Hao's topic in Suggestions
Yes. Attach to the head. Probably no clipping issues. I swear, raincoats have never been suggested before. -
Experimental Update 1.19 (Change Log)
Parazight replied to Kyiara's topic in PC Experimental Updates
There’s no reason or incentive to play by yourself? What if you just want to? That’s not okay? seams reasonable that the devs make it optional without having to have access to admin tools. -
patch after patch still no locker and codelocks
Parazight replied to waffen's topic in General Discussion
I second this. A locker would be great. Also boarding up doors as part of the base game. Completely authentic. Lots of mods have it. Everyone would love it. Makes way more sense in a zombie survival MMO than gas grenades, imo. We've got all of these guns, let us put them in a gun cabinet. Small additions like this really make a base feel more personal.