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Everything posted by Vattenlarv
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How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
The reason why they see it as a basic pvp game is because of videos like the one I posted earlier. There are literally tens of thousands of videos of DayZ like that. 3rd person, full speed running pvp like DayZ is Quake 3 Arena with a rural Russian countryside as map. When this is what new and future players learn from youtube, you will never see those types of interactions again - Now do you understand what we where discussing earlier, and how it actually is very relevant to this topic? (not flaming or ranting, hehe) -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
I am sorry, I didn't mean to derail your thread. But I honestly do believe that all the things I have mentioned and discussed in your thread (again, I apologize for not staying entirely on point), is directly related to banditry and player interaction in general. You wrote in your first post; "Banditry was a lot more common, - interactions - were a lot more common!" I shared my opinion as to why I believe this is, and what needs to be done to revert this unfortunate trend. Side note; I am since a few months back working online, so I get interrupted when writing a post, and sort of just keep going when I have the time between work tasks. Sorry mate, I'll start a new thread if I feel like discussing this further. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
I agree with you that it will require some heavy tweaking and fiddling with the balance. But do you agree with the idea of a significantly slowed down game? I am glad to see some players who are on the same page for once. Have faith man! By the time DayZ is finally released the market will have been flooded with arcade-ish 3rd person shooters and people will be sick to death of it. They will have to make these changes. And the more we nag and bitch about it, the bigger chance there is they will listen. They have to at least try it, because I am pretty sure the majority of "casual" players has no idea what they are missing and will love it if implemented. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
With a new realistic (for lack of a better word) speed, stamina and weight system in place the game would by itself, without further encouragement in form of lore/scenarios/events or whatnot, become incredibly intense. Players would no longer complain about how there is nothing to do, as just looting a village safely could take up to an hour when you need to sneak past zombies, be on the look-out for other players, stay dry and warm, refill your canteen and so on. Even possibly interact with a passerby looking for food or someone to team up with so he/she can safely reach friends in a nearby city. Unless you are in the northwest, there will be plenty of friendly interactions as you no longer can eat two apples and then run to Vybor and gear up, but instead need a plan of action, plenty of supplies and maybe the company of a stranger with a rifle and a few rounds to even make it that far. At least, that is what I expect from DayZ Standalone. I don't know how or what they should do with the infected. I just wish they were less buggy, and that it felt justified every time they hit you. Maybe give them roughly the same stamina of a less geared up player, so you can outrun them if you're a bambi and do not carry a decent melee weapon. So if you are a little more geared up, and if you got a good head start on an aggro zed, you can still outrun it, but if there are more nearby they will join in on the chase and probably force you to defend yourself. I think the infected can be fairly easy to kill, or at least cripple, but the intense fear of attracting the attention of too many of them should force not-very-well-armed players to be very cautious. If the devs are not aware of this by now, they have been completely blinded by their own development. I think they know, but they need to see an absolute outcry in the forum before they'd feel comfortable in implementing the changes. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
I know I might come off as very tedious when I am constantly bringing up the same issue. But have a look at this video, recently posted to DayZ TV. From 0:40 to 2:28 you might as well have the Benny Hill theme on in the background. There is nothing exciting, terrifying or nerve-racking about this situation. There is no suspense whatsoever or no real consequence for attracting a small horde of zombies. It looks more like an NFL running back being chased by a bunch of toddlers. It is laughable at its best. The player does nothing wrong, he is doing what the game allows him to do, and he knows this is the most effective way to survive in this situation, from both the infected and other players lurking around. Let's say you are observing this situation from afar. Not only does it look ludicrous, but would you want to step in to this situation trying to help this survivor (given that this situation doesn't take place at NWAF)? Why would you? He can just run away. He's not gonna get trapped or be in any serious danger unless he makes a stupid mistake. You will probably see him run off with a horde of zombies on his tail, looking like mama duck with a flock of chicks following him around. Him not being in any real danger, other from encountering another player, makes him dangerous. The KOS cycle is complete! Since DayZ plays the way it does, gear is the only thing that matters. If you spot someone with an assault rifle at a about 100 m away in a village or city, it often doesn't matter that you have a fully loaded mosin or that you have the upper hand. There is no real way for you to predict where the other player will appear next, after he disappears around a corner, and you have no real time to tactically move in on the location, since the other player could be 10 meters to the left of you in less than 15 seconds. Especially if you are playing in 3rd person perspective, as he can stand anywhere in full cover and just watch you advance. Also, let's say you get a shot off with your mosin and the other player doesn't die, or fall unconscious. In a matter of seconds he will have circled around you, erratically A-D-A-D so you can't hit him with a second precision shot, and let off a long burst of rounds at you. The more people play in 3rd person and learn how to survive, which means use (abuse) the game mechanics of DayZ, the less interactions there will be. Like Kirov said; "DayZ combat is only slightly higher than first Doom games in terms of realism." Add 3rd person view to that and it feels more like Mario 64 than a horror, zombie, survival game. It does not go well with the gritty melancholic theme of DayZ. In order for people to feel the need to interact they have to become immersed and involved in the world of DayZ and Chernarus. Traveling on foot should take time and force you to appreciate the surroundings, and the possible run in with someone. The infected have to be a serious threat and you should often wish that another survivor would come around to help fend them off and offer you food or medical treatment. It is baffling to me how this has not constantly been the number one complaint, suggestion, priority or topic of discussion since alpha release. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
Thank you man. I was starting to think I was the only one realizing how extremely important this is. I have tried to raise this problem so many times, not only here but with friends and other gamers, and most of the time it seems like they don't understand the point. IRL; If you are in a room with someone pointing a gun at you, with serious intent, and you try to make a run for it, you will get shot. It could be Stevie Wonder holding the gun, you would still get shot. In an open area the middle of nowhere Stevie Wonder would have more of a problem fixating on you, but anyone else would put you down like a dog if you tried to make a run for it. If this is not emulated properly in DayZ the game will not do well in the long run. You should be awarded for your stealthy, tactical and well planned advance towards a city. You should truly get the upper hand if you spot someone without them knowing you are there. There should be a point to cautiously searching houses and try to maintain situational awareness using your eyes and ears. At this point there is no reason to do anything "realistically". Just run full speed in 3rd person, looking over obstacles and around corners, and you'll be fine most of the time. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
That's strange. I haven't played DayZ in a long time, but I am sure that last time I saw a video like this the result was way different. And how I experienced Arma 3, the running speed with minimal gear was nowhere near DayZ. Maybe that's because of the stamina system that makes it impossible to run 2 km from one village to the next in 5 minutes (2 km at 23 km/h). Or maybe there is more inertia in Arma 3. I am very surprised tho. It wasn't that long ago I saw some video about the development addressing this issue claiming the running speed was close to that of olympic sprinters (and it felt reasonable to me). I went and had a look if I could find more evidence of this, but I found another good video that came to the same conclusion of about 23 km/h. I was wrong it seems. I still feel they should do something, or a lot, about player movement since trying to hit someone running back and forth erratically at a distance, even at close distance, is nothing but annoying. By now it is pretty clear that running full speed at all times and A-D-A-D randomly is the best way to not get killed, since everybody's doing it. Not tactical movement and situational awareness. I think that is the main problem with DayZ at the moment. To get back to the topic, I think this is the main reason why nobody cares to interact anymore. There is no need. There is nothing you could possibly gain by interacting with another player at this point, since all you have to do to get that item you need is press W for another 3-4 minutes til you are at the next looting area, without any consequences. Also, like mentioned earlier, pointing a gun at someone from 3-5 meters away, trying to rob or just ask a question or two with the insurance of having this random stranger in your sights, 9 out of 10 times the guy will "stand there" and A-D-A-D constantly because he/she knows that I might miss if I try to shoot, and also to get ready to bolt and just run away (unless the bandit is armed with a semi- or fully automatic). It is impossible to move anywhere close to that in real life, and It looks ridiculous and just takes the fun and realism out of the whole thing. I have experienced in my early days, and also seen other players, armed with e.g. a pistol being ridiculed by not hitting another player who is just running around you in circles, jerking back and forth like a big lag. Imagine that as your first experience when you want to try out this "realistic, unforgiving survival experience". Because of this, most interactions becomes annoying, hard to control, unpredictable (not in a good way), and often ludicrous (also not in a good way). Sorry for the false information I was spreading earlier. Not my intention. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
Absolutely, as the general idea of an open world "zombie" survival game was proven to be a hit when the DayZ mod for Arma 2 became one of the most played and popular gaming experiences ever. Of course many developers followed this example to catch a ride on the hype train. I am not taking a dump on DayZ, trust me. I see the enormous potential of this game and its community. DayZ can become the greatest game of all time, no contest. But IMO, and this is my opinion, they need to make some serious changes to make the game much, much, much, much, much more hardcore in order for it to reach that potential. This video explains the hardcore element, and why it is so much more captivating and exhilarating; Add more realistic movement, stamina and weight system, and movement speed on top of that and you can get that feeling of panic and terror when being chased by someone and you run out of breath. Again, my point of view. I already own the game, and will try out the finished product when released. Tho, I will only stick around if it takes a much more hardcore turn, and I do think a lot of players would get bored fast if they'd choose a more arcade-ish approach (unrealistic movement and majority of servers in 3rd person). -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
Escape From Tarkov... about the best god damn thing that has happened to first person shooters since Half-Life(based on my taste in computer games, and it looks promising). And it is a first person shooter as well. None of that un-hardcore 3rd person looney tunes crap. You should check it out. Tactical thinking, strategy and precision more than "RUN FOREST; RUUUUUUN!!!". Edit; Moral of the story, DayZ SA is a completely different game that could reach its full potential, and be even more amazing, if they took some notes. -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
I have tried EFT at a friends place and I have been following the development for quite some time. I am "between rigs" at the moment and won't buy another rig until DayZ SA and EFT are released. What I have seen of EFT, the movement speed is more my style. I have played a good amount of DayZ and a hell of a lot of Arma 3. and IMO Arma 3 is light years ahead of DayZ regarding character movement and gunplay. I think I saw a comparison somewhere, and Arma 3 top speed is like 28-30 km/h while DayZ is like 38 km/h or so, which is just dumb on so many levels(I am not 100% sure about the numbers tho). I would like to slow down DayZ immensely, and have a good amount of inertia implemented, to prevent the "free runners" from dodging bullets like Neo. It even takes Usain Bolt a good 10-15 meters before he reaches top speed, and that is bloody Usain we're talking about, from a staring block. 38 km/h would mean a 100 m sprint in under 10 seconds, and you reach that top speed in like half a second in DayZ, with all the gear one wears. I don't know if I am the only one realizing that limiting the running speed, and make it more like EFT or something similar to that, would change the way people play this game so much it would be unrecognizable, for the better. Interactions would be unavoidable in many situations as you wouldn't be able to just sprint the hell out of there. The game would get those 5 stars on Steam within a week. Just sayin' -
How many people here do legit real banditry?
Vattenlarv replied to The_Lonely_Bandit's topic in General Discussion
Another good reason for the devs to implement a decent stamina and weight system, and lowering the sprint speed significantly. Also add some well needed inertia, so a guy just can't go "BAAAAM!!" 38 km/h, like a bloody race car. When I was playing DayZ I tried to not KOS too much and interact with other players as much as possible. The problem was that since I wasn't constantly looking for PVP. I didn't get much practice shooting and getting used to the gunplay of DayZ. So when I tried to interact or rob somebody, me rocking a mosin, the chance of the target just running away was greater than me actually managing to rob the guy. The ridiculous running speed, lack of inertia and the non-existent stamina and weight system killed all the immersion and sense of realism for me. If DayZ had Arma 3's "physics", interaction would be a hell of a lot more common. -
Look at it this way. You go through a bunch of houses in an apocalypse. What are the odds that everyone is your size? Anyone who is older than a toddler knows that too big, or too small, shoes would fuck you up beyond belief after 15 minutes of walking, so even if there would be shoes in every other house, you wouldn't be able to wear 80-90% of them. Me, I am tall, have broad shoulders and hobbit feet. I can't find shit my size when I go shopping. The chance of me finding good clothes going through just a few houses in a real apocalypse would be slim. Use your imagination buddy. You find a shirt that fits, or shoes your size. I would rather have the devs add piles of stuff as "scenery", and then put a shirt in that pile for you to find, but not more clothes. A bigger variety of clothes, sure, but not more of them.
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Acid rain would probably be inevitable in an apocalypse anyways, as the decay of an empty city / society would by itself cause serious pollution, which in turn could cause acid rain.
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They should just go for a contagious disease. So if one goes in to the area without adequate protection you can become infected with some nasty shit. After 10 minutes your character would start coughing and lose the ability to sprint and would be contagious to other players that come within a 1 meter radius. 7 minutes after that your character can't even jog anymore, only walk, and the coughing becomes more frequent. 3 minutes after that you go prone and cough constantly, and after an additional 2 minutes you die. Your corpse is contagious as well. Wearing a face mask or something else that covers your mouth and nose, plus gloves, when you interact with a sick player would protect you from being infected yourself.
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Base Building - What would you like to see?
Vattenlarv replied to thedogfoodyayho's topic in Suggestions
Tarps would definitely be very useful. If you just have a tarp and rope with you at all times, craft a tarp shelter, find two trees that are not to far apart and make a tarp shelter to stay dry in case of rain(no other properties). -
Base Building - What would you like to see?
Vattenlarv replied to thedogfoodyayho's topic in Suggestions
Basic survival shelter that has similar properties as tents but with less slots, and maintenance required to keep it standing for a long period of time. Maybe this is more crafting than base building, but in my opinion that is as far as DayZ should go. Logs, kindlings, rope and "pine branches". -
No trouble at all. Going through all four of your posts was good fun. Good work! That is community dedication. #10 Bow As A Melee Weapon Aaaah, now I get it. I was thinking that but it didn't click. Then yes, good idea. You have like a hatchet as a melee defense weapon and the bow in the melee weapon spot. Fair enough. Maybe you can still beat zombies with the bow, but with damage equivalent to a broom, and the bow would break easily. The feeling of sneaking through the woods, maybe quite far west, with a rifle of sorts in your hands because it's a hostile area, and you spot a deer. Pull the bow from the back, silently take down the dear. Yeah, that would fly. #28 Bloody Hands I am mostly thinking that DayZ shouldn't punish nor reward players for being naughty or nice. Your actions should have proportionate reactions/consequences. If you touch a bloody body, your hands get bloody. That would be a fair consequence and would actually be pretty cool, but your hands could get bloody for many different reasons. Maybe you were trying to help someone in need, you just killed an animal, you got shot yourself and recently bandaged yourself, or in the worst case scenario you just murdered and ate an innocent survivor for kicks as you are a raving psychopath. It is up to the next survivor you run into to decide whether or not you are trustworthy judging by your look and behavior, and if your story when confronted about the bloody hands is believable. There shouldn't be a way to tell what another player has done, other than using your own instinct and wit. It would also ruin the experience for all the murderous psychos out there as they would no longer be able to lie and manipulate themselves out of tricky situations. As much as we want them to suffer for their evil, they should not be punished by the game itself. #30 The Use Of Radios I did sort of mean that I do want radios to be kind of a last resort type of item. You should have it turned off most of the time, because if someone calls out on it the transmission would be heard by players in your vicinity. As well as I think that when you speak in to it, your voice is heard as normal direct communication. I can see some cool scenarios emerging if many players have radios on them. Let's say you fall and break your leg in a remote location and don't have a splint or anything else to fix your messed up leg. You call out for help on all channels, and as it is a stealth breaker, only a good samaritan medic and a mean spirited scavenger with a taste for torture picks up the transmission. A pretty cool encounter is about to happen. But look at it from the other perspective. Bandits trying to lure in hunters and good samaritans just to ruthlessly kill them and steal their gear. Players abusing it, talking shit, racial slurs and so on all day long. I don't think giving a radio to everyone is a good idea. By the end of the first week, no one will be using them. I think it would be better if there are a couple of hot spots for radio spawns and batteries so that people who like the idea of using a radio could obtain one quite quickly and easily.
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Part 1-4, what I agree strongly with, and what I think would ruin the game. Ideas not mentioned is either more of a "meh" to the overall experience (not saying they're bad ideas), or I have nothing to add. Agree with; #1 Survivor's Diary and Map Great idea. If the devs did consider this and tweaked it to perfection I think it would be pretty damn awesome. The map should have a simple paint or scribble system, combined with a diary or not. I think the diary should be a starting item. Make it so it doesn't take up a slot in the inventory, but it should still be loot so a killer, or someone who just finds a dead body can identify the deceased, read their story and track their travels. A looted diary does take up a slot in the inventory. One can ditch their personal diary, to keep their identity a secret. #2 Firearms Simple Melee I think this is an absolute must, and as you say the damage could be equal to that of fists. But the entire melee fighting experience needs to be overhauled anyways, so yeah... #8 Containers Small items that you would most likely only carry one of, like a pen, blood testing kit or fishing hook should have their own slots in a container, and more of them. It can be very frustrating to not be able to bring with you that one set of handcuff keys or that sparkplug you need because you have to leave your hatchet behind. If we do get a diary then maybe a pen should come with it, and have a "slot" in the diary, like putting it in the lining. #11 Blur On Scopes And Variations Yes, yes and yes. Adds so much with not much effort from the devs. #14 Big Handbags Also a good idea, but what I like most is the suggestion to put the bag in your hands to access the inside. However, I think this should be standard for all backpacks. Double-click your backpack to access it, animation of player putting whatever weapon is in hands on back, in jacket or on the ground, and putting the backpack on the ground in front of him before being able to manipulate the content. #20 Gamma Something definitely needs to be done about the ability to see in pitch black darkness. #25 Blood Testing In Blood Bag Don't have anything to add, but it's a great suggestion! #32 No Crosshair At All This. The crosshair has got to go. In first person view (which in my opinion is the only way a realistic and strategic game involving firearms should be played), there really is no need for it. You are instinctively quite accurate at close range without a crosshair, and if you want to peak around corners and look over obstacles without the risk of exposing yourself, that should be the only advantage you have in 3rd person view. If you are going to fire your weapon, do so in first person. If your not armed with a semi- or fully auitomatic weapon and the distance is greater than 10 meter, aim before firing. 3rd person, and add a crosshair to that, is by far the biggest hand-holding there is in DayZ. Also I am wondering, is that very weird limitation to how far up you can aim still there? I haven't played DayZ in a long time. I follow the development but have not really played since I noticed someone on the top floor in one of those big "farm hangar thingys", snuck closer and eventually inside to find out I could not aim at him. I had to be more than like 20-30 meters away from the building to even be able to aim that high. It was the most ridiculous shit I had ever experienced in a game and haven't played more than a couple of hours since. Disagree with; #10 Bow As A Melee Weapon Being hit by a bow would definitely hurt, but there is no knock-out power whatsoever, and most likely beating on someone with a bow would just break the bow. Therefore using it as a melee weapon would be pointless. The devs should find a different solution to make the bow an overall more useful weapon. #17 Scope Reflections / Glare Maybe I would consider approving of this if the glare would be very subtle. For an example; If the sun is in the right position and the sniper is aiming at his target for a long period of time, the scope would gleam for one third of a second every 10 seconds as the sniper is looking at his target through the scope, and only the players who are in the the sights of the scope would be able to see the scope reflection. Other than that, no. Spotting a sniper just by sitting in a bush looking at a large treeline for a couple of minutes would absolutely destroy the game. #24 Battery Lifetime Indicator A better idea would be to inspect the battery and have the description add something like; You lick the battery and feel a strong/mild/weak current through your tongue. No more HUD, less is more. #26 Spawn Background Stories You create your own story. How you play determines who you are, nothing else. #28 Bloody Hans After Killing Something about this suggestion just feels wrong. It would break immersion somehow. I can not explain it really. I would agree if you'd get bloody hands after looting a dead player, applying bandages or handling a dead animal, Meeting a survivor with bloody hands would be creepy, but it shouldn't indicate anything in particular. #30 The Use Of Radios I like some of your suggestions regarding this topic. Personally I do not like the general idea of everyone running around with a radio. Find one, try it out to see if anyone is listening, use it with friends as a part of roleplay. I guess I can just throw mine away as soon as I spawn, and if they make the radio so that when someone receives a transmission, I would be able to hear that transmission and locate the player, if close enough. Talking in to the radio should simultaneously project your voice as direct communication. Alright, that's it. All in all, great posts. Detailed and interesting. English is also my second language and I'm not going to spend all day correcting my post, so I apologize to all grammar nazis if I have caused you emotional and physical pain.
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I agree that this is the biggest immersion breaker, except for the lack of a realistic stamina and weight system. I don't know much about programming or what would have the least of a negative impact on performance, so I will just throw it out there; What if, since we now have whole new animation system for wind, to simulate grass blowing in the wind at distances where grass no longer renders, the ground texture would shimmer in bigger and smaller waves depending on wind direction. This combined with the "opacity" idea could blend pretty well and not break immersion too much. For an example;
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So what? The devs assigned to creating items, such as clothing, should just roll their thumbs for the rest of development? Of course more clothing will be added, and a ski jacket is not less of a suggestion, or less reasonable than a pink dress. For more waterproof clothing I would like to see water resistant activewear style jackets and pants. These items would not be warm at all but would keep you dry and not take up more than 2 slots each, and weigh close to nothing which would make them very practical (but with an obvious downside) when the weight and stamina system is in place.
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Hi, So I have been thinking. Thinking about what needs to be done with DayZ Standalone for it to become a big hit when finally released, and what would bring back many (definitely not all) of the seasoned DayZ players once they finish the game. I know there is some scepticism as to whether or not BI is ever going to finish DayZ, but in a way most of us bought it prematurely as fuck, and like with most early access games the bugs and unpolished appearance makes one grow tired of the game and start complaining about everything. I have done the same. Having that said; DayZ is starting to look pretty damn good and since it is going to finished, at the earliest, by 2029 all rigs and even the PS6 will be able to run the game on max settings at a 100 fps at all times. With the rate of one new clothing item every 3 months they will have added enough content for DayZ to be quite the enjoyable fashion simulator too. That is great! So, what really needs to be done? Sorry for straying off the path. First (no ground breaking new suggestion) the clunkiness and bugged overall interaction must be overhauled and made smooth and responsive. Melee fighting with the infected or other players should feel as responsive and justified as Chivalry: Medieval Warfare. Of course gunplay and world interaction should be of equivalent standards. Second; A decent weight and stamina system and realistic running speed. The tactic of running full speed at all times, which is the most effective way to not get killed, has got to go. I heard somewhere that the running speed in DayZ Standalone is equivalent of 38 km/h (24 mph), which is utterly stupid. I can understand and agree with that if; they have made it this way now so players can get from point A to B faster as the game is nowhere near finished and they want players to be able to explore the map in quite the haste. But it has got to go some time before release, and a realistic stamina system needs to be implemented. The game is going to be beautiful, and if you are hauling 40 kg worth of weaponry in your enormous backpack and wearing full combat gear, you should take the time to enjoy the scenery while walking (jogging for short periods of time at the most) to where you need to be. Third; Add footwear and ground surface to the equation. Navigation is a big part of DayZ. (I know many of you with 1000 hours plus in the game know every rock and tree and doesn't need to navigate for shit, but I do not pity you since you have made the choice yourselves to play a 20-60% completed game for years. Your loss.) Anyways, navigation is a big deal. Or is it, really? Find a sign somewhere that tells you where you are, go look at the map online, set a direction and press W. Running at 38 km/h no matter what surface (except for deep water) you encounter, where the only change in environment that slows you down is a slope... navigation smashimation. Ground surface and shoes worn should affect the new implemented weight and stamina system. Running shoes on tarmac or gravel roads; you can run full speed for about 80 meters / yards before returning to a steady jog, given that you wear nothing more than light clothes and a pack of bandages in your pocket. Pick up a backpack full of canned food and other heavy objects, a rifle and an axe on your back and a fucking motorcycle helmet on your head and you are running 40% full speed for not more than 40 meters / yards. Slap on a pair of jungle boots and you are strutting through the forest with ease, even tho full speed running is reduced to maybe 80% for about 70 meters / yards, given you don't wear much more than jungle boots. Running shoes in the bush with a lot of extra weight on you slows you down and wears out the shoes. Side note; Movement sounds should be a big thing too. Walking in woods = Pretty quiet, jogging in woods = not only energy draining but quite loud, running in woods = sounds like a moose in heat is trying to fuck a female bear and a honey badger wants to join in on the fun. Even jogging should have limitations considering shoes and carried weight. Running shoes, half-full children's backpack and a t-shirt, jog 5 km on smooth surfaces in 30 minutes before needing to drink and maybe catch your breath for 2 minutes. Remember, we are talking about an apocalypse survivor with a restricted nutritional intake here, not some triathlon geek. You get my point. Every time you decide to move from point A to B you need to take a lot in to consideration. What clothes you wear, especially shoes, carried weight and so on. Tactical elements as the extra time and energy it would require vs. concealment and cover to choose to go through the woods over a ridge compared to sticking to the adjacent road. A full novel later... thoughts?
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I always play alone because I like to role play (not all-in but just enough to add that extra flavor) and if I am going to interact with someone I want it to be through DC. I have fallen for the pressure and joined friends who are playing in larger groups with randoms on TS... oh lord, never again. Situational awareness just goes out the window due to constant rambling, everybody's running around like headless chicken and the "where are you"-dialogue is not that much of an exaggeration, believe me.
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That is awesome! I might have to get a new rig once this is out for real then. I have always played DayZ for what it could become, not for what it is. That is why I haven't touched it since I gave away my last rig last years and won't be touching it until final release. It might turn out amazing!
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I will think twice about my language next time I post something, but in my humble opinion language is not a real issue compared to troll farts like Girth Brooks. But I probably won't post anymore on this forum. It feels like every time someone does, Mr. Grumpy Girth Fart Pants Brooks, or someone of equal stature, pisses all over everything and everyone with a couple of simple passive aggressive remarks. No wonder this forum is less visited than the actual game itself. Thank you for the positive feedback tho!
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What is the best you can do? Please show me an example. To answer your question, this is not even close to a low average of what I can do. I put this together before heading off to work, as I felt like writing something. Why do you give a shit? I love you forum warriors looking to pick a fight with everyone, but doesn't have the decency to argue the actual content. This entire thread is complaints? Just because you do not agree with what I would love to see implemented it doesn't automatically make my opinions and suggestions complaints, even less so "recycled complaints". Just because you are a bitter fart who consider every opinion that you have seen before or doesn't agree with "recycled complaints" and not constructive criticism. Check yourself dude, before you whatever yourself. Maybe do something better with your life than spend it all on a game forum to the point where things get "recycled" on you. I wonder how many posts you have made that are very similar to this one? You probably smell as much fart as the grumpy old fart that you are. Still far from the best I can do, but your shitty attitude did make my afternoon just a little bit less great than it was... so kudos.