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Everything posted by GhostDivision (DayZ)
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I think we really need to have an indication of whether our shots hit our intended target or not. I'm not talking about hitmarkers, but simply having your target "flinch" when shot. What do I mean by this? Simply watch this video: Example of an unclear situation: As you can see, my crosshairs were dead on the money, the weapon and ammo was pristine, but there was no indication of him being shot. Instead, he puts his gun away, before I receive a bullet to the head (I'm guessing we fired at the same time and this was just lag). While I wasn't expecting to kill him in one shot with the Longhorn, I did expect to at least see blood, or to knock him out... I'm definitely all for this system, what about you?
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Not sure, in 0.48 vehicle wrecks had no loot in them.
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The War on Wilderness - Reclaiming Myshkino
GhostDivision (DayZ) replied to Katana67's topic in General Discussion
This may not exactly relate to the topic (with which I agree btw), but I think that the military base should be in the middle of a forest, instead of a huge clearing it is in. For once, almost every location in Chernarus is in a big open field, it would require players to be far more tactical if they couldn't simply survey the area from hills overwatching the camp to see if anybody's there. Secondly, these big open high loot areas (for example NWAF of the mod) attract people who've nothing better to do than to snipe those foolish enough not to check the hills... -
Nope. The vehicle spawning thing meant that vehicles (crashed) spawn loot.
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Special high-grade ammo is definitely a great idea. Would mean that they would have to make every shot count.
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Chances of that person seeing this thread: 0%
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Sniping should be harder not easier. It's an absolute joke tbh.
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...all military spawns were removed and everyone used a Double Barrel/Sporter .22/Mosin/Hunting rifle? How do you think this would impact the game? Positively or negatively? p.s Keeping in mind that people would still explore the map despite lack of military loot (so you can't say people would stop moving around).
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Chill, what if he didn't know where to post the bug report? Jeez
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Seasons in DayZ (+question for a dev [map related])
GhostDivision (DayZ) posted a topic in General Discussion
I think that seasons in DayZ would introduce a whole new dimension to the game. For example: -Winter clothes would be useful in the winter season -Cammo clothes for each season would make sense (i.e those very very white winter hunter pants) -Things such as animals,fruit and water would be scarce (or frozen) in certain seasons -Driving conditions (ok maybe I'm hoping for too much here, we all know how "sick" driving is, even on A3) would deteriorate in winter or autumn with leaves/ice on the road -Hypothermia/frostbite in the winter Now, you might think that this would be impossible to implement right? I mean we can't dynamically change Chernarus... Or might there be a work-around?! While I can't guarantee this is the method that would work, it seems logical to me and perhaps the only obstacle would be transferring players, player structures and vehicles.... What am I talking about? In order to make the seasons illusion work, there would have to be 4 versions of Chernarus - Spring, Summer (late summer already present), Autumn and Winter. Each map would be loaded in by the server upon the beginning of a particular season. Maps would only undergo cosmetic (or gameplay) tweaks - the actual map would have to remain the same (at least that's my guess) in order for characters/vehicles/camps to be transferred over (again, I'm not even sure if this is possible, but if it is...). Basically, my entire idea hinges on one question. Can you export character data onto a different version of the map? My guess is.... maybe. While we've seen the landscape of Chernarus drastically change - new buildings, towns, roads etc - we're not really sure if each change is basically a new rendition of Chernarus - for example, is there a "different" version of chernarus for every landscape change? Anyway, I hope you've read your way through this rather long winded post. If a dev (or someone who's messed around with arma 2/3 maps) could explain whether this idea is feasible or not, that would be greatly appreciated! Cheers! -
Then all the Wasteland nuts would stop playing the game lol.
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To clarify on my OP... The whole game would have to be designed around this aspect i.e big cities and towns would be essentially empty (that's right no loot), the main source of food would come from gathering/hunting, hence people would have to spread out - perhaps instead of military spawns, there would be farms around Northern side of the map, so instead of raiding the NWAF people would now raid farms etc. UN Evac sites could also be set up in random locations in the North, further encouraging people to explore as they would be the only source of medication apart from heli crashes.
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Do you carry a handgun when you have an automatic rifle?
GhostDivision (DayZ) replied to roguetrooper's topic in General Discussion
In the mod handguns also didn't take up inventory space -
What is there to do? I usually loot Vybor and NWAF and then go to NEAF/Krasnostav and back again. After I'm geared up, there isn't really much point in looting the military bases, but I do so anyway (mostly to find other players).
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Months? There's almost no way to stay alive that long. If you don't get randomly sniped you might die to doors (or other bugs), your character data may corrupt. server may shut down... I guess it would be possible to survive that long if you either "parked" your character on a server and went on only once a month, or if you played super passive i.e lived in the woods on the west side of the map and only hunted for food and never went into towns..
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Let's talk about body armor and its possible negatives to gameplay.
GhostDivision (DayZ) replied to gibonez's topic in General Discussion
To be honest, I don't know. The hit detection is so broken that I cannot even begin to imagine what sort of silly situation we'll be running into when body armour is implemented into the game... -
2-3 months creating one unique building -SenChi
GhostDivision (DayZ) replied to victusmortuus's topic in General Discussion
Absurd amount of time... I mean, getting an idea for a building/location shouldn't really be that hard - look at already existing construction irl. I can't imagine that planning the building's interior should be that difficult either - look at the Police station and jail houses (do you really think those would take you 2-3 months to design and create?). The only thing that could possibly cause issues are bugfixes... I mean, falling through floors, peeking through walls etc... But tbh everything with the development seems to be insane. -
DayZ Experimental updates - new features not listed?
GhostDivision (DayZ) posted a topic in General Discussion
The devs like to post that the new experimental update is going live, but they never say (or link) to a post listing new features or additions. It's not a big problem, but I find it weird.. -
DayZ Experimental updates - new features not listed?
GhostDivision (DayZ) replied to GhostDivision (DayZ)'s topic in General Discussion
Yes, I know, but I'm not sure why we're not simply told what things have been added and need further testing. Ya get me? -
Pretty sure it's l2p issue here. I have no problem sniping people 400+ meters away.
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Shouldn't this be in off topic? How are most of these pictures related to stand alone in any way...
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DayZ Development progress makes no sense
GhostDivision (DayZ) replied to Doomlord52's topic in General Discussion
@Doomlord, I think people would do well to read your insightful posts. I agree with you 100% regarding the fact that we're not really testing anything. The dev team is simply giving us "new toys" to play with. Great and insightful posts, keep them coming buddy. -
DayZ Development progress makes no sense
GhostDivision (DayZ) replied to Doomlord52's topic in General Discussion
That's a great way of putting it. 100% agreed. -
DayZ Development progress makes no sense
GhostDivision (DayZ) replied to Doomlord52's topic in General Discussion
QFT. I agree 100%. This isn't as much an "Alpha" as "Early release" for the people who loved the mod. edit: that ninja merge. lol. -
.... I would think Inception's comment applies here.