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Everything posted by 0.64 Freerider
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PLEASE reverse the NEW "Client Side Personal Night Light"
0.64 Freerider replied to 0.64 Freerider's topic in General Discussion
Thank you, tried to do the same and linked to it in the post but yours illustrates it alot better, so I'm going to link to yours. -
PLEASE reverse the NEW "Client Side Personal Night Light"
0.64 Freerider replied to 0.64 Freerider's topic in General Discussion
Thank you, couldn't have put it better. Backed your post. You complement my point wonderfully by talking about moonlight as well. You put it perfectly in your post, I'll just quote you for the people here: They probably have problems with getting the moonlight and the "gamma-hack-block" working at the same time. -
PLEASE reverse the NEW "Client Side Personal Night Light"
0.64 Freerider replied to 0.64 Freerider's topic in General Discussion
@g4borg Well, as long as the problems that result from this artificial light remain, it doesn't matter to me how much they tone it down. Another problem is that you kind of lose feel for how visible you are from the outside, because inside everything is super bright and you can't tell if people who scope in from a distance would be able to see you. It's just not a good thing imo and like I said. It renders actual light sources pretty much obsolete. -
Did you know that you could store up to 50000 units of energy in former versions of DayZ? You probably all noticed that you can keep stuffing food in your mouth without any penalties. I do not know what the current number is, but regardless, the result of the number having been that high, is not only everpresent but even exaggerated, as the player doesn't have to vomit (or only after an insane amount of food and drinks). YES, vomiting used to be a thing and an important limiting factor. Anyways here is, what problems I have with it being the way it is right now: 1. It's partially immersion breaking, clearly 2. It requires less planning ahead by the player 3. It messes with the loot table The first two ones are pretty self explanatory I believe, but I will touch a little closer on that 3rd one: If there are no penalties for eating everything you find, guess what you will do. Exactly! And so, as a result, if an area was picked clean, there won't be any food left. There will never be a moment where you are like: "Ok, my stomach is full, my character seems pretty well energized and I have no more space in my backpack....aah whatever I still have two cans in my backpack, let's just leave this one." - NO, right now people will obviously pick up everything and eat it right away, until maybe at one point they feel like they have already eaten so much they don't need to, for another 7 or even more hours (the sky seems to be the limit). So here's my proposal: In my opinion DayZ does NOT need a crazy detailed metabolism system such as the one SCUM has implemented. All we need is proper stomach volume and digestion times (emptying the stomach gradually, so you can eat more). When you push past that stomach volume by a certain amount, your character should have to vomit (just like it used to be in the legacy version) AND we need a cap that makes sense, for how much energy your character is able to take in total, to avoid the situation where your player will never have to eat again, before he dies 48 play hours later! Anyways, thank you for reading, feel free to VOTE and share your THOUGHTS in the comments, where I will be happy to discuss it with you.
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I agree that there is too much food, given the very limited current amount of resistance (zeds) in your way to get said current amount. I'd like to get your opinion on the points/questions I've raised as well, e.g. stomach volume, immersion etc.
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Hmm, good point. I can see the terminlogy "proper/improper" being problematic. How would you be setting up the poll. I'd be glad to get a suggestion for it. Your interpretation of this being whining however, is false.
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I understand the entire point that using the 1.0 Label on this barebones version is a massively wasted opportunity to plant a new impression. For me personally however I was thinking, well, they will continue developing the game as they said. But here's the issue. What Eugen Harton said in the Status report "6 November 2018"(https://dayz.com/article/status-report/status-report-6-november-2018) has me very worried: "[...]we have to start working with deadlines properly and be prepared to prioritize. We could have spent years polishing and adding to what DayZ is, but to do so, we need to start planning better and that requires a platform where estimations on complexity can be relied upon." "[...]that is what deadlines do. They make you think twice about what is really important."" He explains that the deadlines and the tight timetable have helped to prioritize and to get these things done. And I am absolutely convinced and have seen, that this has been the case. But here is the question: Where do the deadlines come from after 1.0? Where will the pressure come from that appears to be so clearly needed. The type of pressure they have put onto themselves by announcing 1.0 for 2018. Unless the people with the money and the power at Bohemia Interactive are willing to hold this level of pressure and set demanding deadlines, I'm endlessly worried DayZ will return to it's old pacing of updates AT BEST!
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I've followed development very closely as well and I fully sympathize with everything you are saying. I'm super happy with what Eugen has been able to do with the dev team. He and Nespesny are the team that should have been on it from Day 1, without Halls fuckups and Hicks not being able to turn the wheel, ulitmately bailing as well. Setting this deadline really made them pick up the pace, as Eugen explained himself. It's just so sad, that they are labelling it 1.0. That is my only complaint and I believe yours as well. And there is always going to be this tiny bit of a fraction of a fear, that now that it is called 1.0 it could be called "complete". Tiny bit of a fraction.
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Having crops grow in realtime or slowing down user actions such as crafting to be accurate to realtime is hardly the same as having multiple layers of clothing . I'm not a programmer but it seems to be possible, as the developers of game "SCUM" have implemented several clothing layers into their game. Having several clothing layers would also add to authenticity. I haven't seen the devs denying this idea either btw. However in my opinion there are currently far more pressing issues than this and so I believe it's something that could be taken a look at POST 1.0 Here is a suggestion of mine that falls into the same category of POST 1.0
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Just in case you didn't know, you can add a poll to the suggestion so people can vote on whatever questions you want to provide there.
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I also want to suggest you bring this up in the upcoming 2nd feedback round, as two of the four topics will be "Gun Mechanics" and "Melee Combat".
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Thank you very much for this fantastic list of, as I see them, very much vital improvements to DayZ's core mechanics. I hope the devs will be looking into these within 2019.
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Basebuilding - How far Away? What's Coming? The Hopes and Dreams....
0.64 Freerider replied to Caatalyst's topic in Suggestions
Fantastic stuff man!!! You should add a poll to this so people can get some votings in on this! -
Disclaimer: I know that there are more pressing things to be dealth with. That is not up to question. Something I believe to be crucial to the "see and analyse"/"recoginzing threats", Peter Nespesny has mentioned, is the ability to hide huge-ass guns in your Jacket (e.g. BDU Jacket+M4A1/UMP). If you see another player only wearing a jacket and pants, you might assume they could still carry a pistol, but without a long rifle on their back or a sling in front of them (if you ever plan on adding a sling into the game, would love it), there is no way, you would assume them to be so heavily armed. Don't get me wrong, I have no issue with stuffing an SMG or even bigger weapon in your backpack as long as it's logically possible (Disassembly?) , (unless it's a child's briefcase ofc). Here is what I believe could be done to fix this and to make DayZ even more immersive. It's quite simple really. 1. ONLY allow items to be assigned to the Quickbar, that you could also reach quickly in REAL LIFE, thus speaking of Jackets, Pants, Side-Pockets of Backpacks (I'll get to that) Example: I can't just reach in my backpack and reload a magazine IRL 2. DIVIDE/SEPARATE Item slots according to an items specifications e.g. number of pockets and their size (eliminating the issue of those huge-ass guns in a Jacket) Example: It's perfectly logical that the BDU-Jacket has alot of slots, because it has alot of pockets but those are all individual and shouldn't magically connect to hold one huge object. Now for the Backpack Side-Pockets I mentioned: As you can clearly see, there are pockets on the sides, that wouldn't require you to open the main storage of the Assault backpack. These could also be allowed for the Quickbar. To make my point visually understandable here is a concept a fan, seemingly named Argaf, once made (though this is based on the old inventory, it applies to the new one as well): Here is another example from the game Escape from Tarkov™, that uses a simliar inventory system as Dayz does: As can be seen here, the slots are separated which represents the actual size of the pockets on that specific piece of clothing. And while you can fill them all with individual items you can't just have an AK that artificially shares all those slots. Because that makes it impossible to read that for example someone has a dangerous weapon as a full-sized AK when he is only wearing a jacket. For a hardcore survival game, I believe this shouldn't be the case and I know that Mr. Nespesny wants the player to be able to read other players body language and outer appearance. Make sure to leave a vote in the top and I'm happy to discuss this in the comments. TLDR: Quickbar only assignable for items placed inside upper and lower body clothing (including vests ofc). Item slot separation to avoid things such as pulling a full-sized AK or M4 from a jacket (threat recognization/readibility)
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*INVENTORY* - Slot separation/Quickbar Accessibility
0.64 Freerider replied to 0.64 Freerider's topic in Suggestions
Yup agreed, should be post 1.0 -
*INVENTORY* - Slot separation/Quickbar Accessibility
0.64 Freerider replied to 0.64 Freerider's topic in Suggestions
You got my BeanZ for that sir. Love it! -
*INVENTORY* - Slot separation/Quickbar Accessibility
0.64 Freerider replied to 0.64 Freerider's topic in Suggestions
So you're basically saying you would like it in the game but it should be prioritized in a way that it's quite a bit post 1.0, right? I'm absolutely with you on that one. In my vote I didn't ask wether you want it right now, I asked wether you would like to see it in the game, in more of a general sense with no mention of when, so since that would be a "yes" for you, I'd appreciate if you could correct your vote. Thanks for the feedback! -
[SUGGESTION] ADS memory after weapon collision
0.64 Freerider replied to Asmondian's topic in Suggestions
DayZ needs to be as much shooter as it is and needs to be other things. A game in which there is so much to lose by dying, the gun mechanics need to be solid and reliable. Most importantly they need to be as intuitive as possible. And this suggestion is moving the gunplay one step closer to intuitive. -
This would add alot to immersion simply by being more ingame 3d and less inventory 2d. This is what I understand the devs have intended with adding the ui-popups next to items and the simplified interaction with items, so your suggestion would play right into that. You have my Beanz, sir!
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I really like this, by now rather old suggestion that is still very relevant. However I would like to see how you propose this was to be visualized, as that is an important factor, also for new players to understand what this is.
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Nice one Schwelmer, really dig it!
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In the recent Feedback round, Peter Nespesny said the following:
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Filling magazines with rounds should take time (animations)
0.64 Freerider posted a topic in Suggestions
Dear developer team, in a real combat scenario, when you emptied your 3 magazines you are pretty much fucked without a sidearm. In Dayz people only have to drag rounds onto their mags and their good to go! (Making those sidearms pretty much useless) In my opinion a realism oriented game like DayZ should include animations for filling your mags because it reqiures you just as in the real world, to be well prepared and sparing with the rounds you fire. This 75 drum mag will take about a minute of filling time in real life so all this safety of having plenty of rounds, comes at a price. Oh and would it kill the fun? I actually don't think so. People wait already, till their meat is cooked, till they are finished drinking and many other things. For me it would only bring the game another bit closer to a realistic survival experience and ask even more survival thinking and prepararion from the players. Thank you for reading!! Greetings freerider3434 Watch this video and you'll know why we need magazine-filling time for realistic combat: [^] -
Filling magazines with rounds should take time (animations)
0.64 Freerider replied to 0.64 Freerider's topic in Suggestions
I don't assume that it has to do something with this old post, but I love they're finally doing it in 0.63 :) -
Filling magazines with rounds should take time (animations)
0.64 Freerider replied to 0.64 Freerider's topic in Suggestions
And now they seem to do again, how baffling! People write, people vote. You don't have to stick around if you're uncomfortable ;)