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The Ghost of Hoik

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Posts posted by The Ghost of Hoik


  1. 4 hours ago, Parazight said:

    I really like the new controls.  I haven't followed reddit complaints.  Sure, there's more going on now and control of your toon requires more keystrokes and extra actions, but this is actually a good thing!   Right now, in .62 you get to dodge and weave and perform complex actions easily and without penalty.  .62 is basically abusing the network to dodge bullets.  Melee combat is way more powerful than it should be.  Midrange tactical warfare is basically non-existant.  It's just poking people with sticks, camp sniping, ignoring zombies, and shoot as much as you want.

    I don't see the complaints people have with navigating the UI and player controller.  You have the ability to change keybindings to suit your needs.  I did.  It worked great.  I play .63 offline smoothly and practiced the keybinds I set.  Muscle memory makes it smooth over time.   It's so much easier to just play when you don't have to think about what key to press in order to do something and this comes with time.

    Completely agree, I think most of the complaints regarding changes is simply people not wanting to adapt - back in the day people would complain about all of the above but have become used to it, therefore it is 'normal' and should never be changed. 

    •  I have no problem with the new ADS configuration, hold to raise weapon is also fine - maybe it becomes toggle-able if you are prone/ resting your weapon.
    • The simplification of weapon mechanics' is a little concerning.
    • Has the run speed actually been changed? I though it was just that stamina now prevents sprinting everywhere? Either way I like foot speed being nerfed - getting to the NW should be a achievement.
    • The way the actions-bar is evolving is great.

     

    • Beans 3

  2. So just throwing my two cents in there regarding moving and doing things at the same time:

    • Great, I love it!
    • I think it'd be great if the speed you are travelling effected how well you perform an action.
      • Jogging while drinking/eating > high chance to spill food/drink > get less hydration > BUT you finish the drink quicker.
      • Walking while drinking/eating > low chance for spillage > all the possible hydration/energy > takes longer to drink
      • Standing still while drinking/eating > NO spillage, etc.> takes less time to eat (maybe?) 
      • Jogging while loading ammo > high chance to drop bullets > longer to load time.
      • Walking while loading ammo >  low chance to drop a bullet > shorter load time.
      • Standing still  while loading ammo > NO chance to drop bullet > fastest load time.
    • You get the idea :) It opens up other possibilities for emergent game play - for example if there was a off chance to choke on your drink (causing loud coughing others can hear) if you eat/drink while running.
    • The amount of food/drink/ammo you lose (as well as the chance of loosing it in the first place) could also depend on what type it is - an apple for example should be pretty easy to eat at a slow jog, the same goes for water from a sports bottle. 

    Why? Well, firstly I think that it is logical (some may say "realistic"). Secondly, It helps emphasise the survival aspect of the game by giving the players *another* reason to think about their every action. As it should be in a survival game IMO. It could be a little overkill, but I wouldn't mind a simple iteration of this just see how it played.

    Edit: wow, obviously waaay too many tabs open... thought I was posting in offline testing mode for dayz thread :/ oh well haha

    • Beans 1

  3. UPDATE:

    Wednesday, April 11 - No new changes to the list. As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here.

    • Thanks 2

  4. On 09/04/2018 at 3:04 AM, blackberrygoo said:

    its almost as if they removed half of their team , and started using that half for some unknown project that’s yet to be seen , but definitely has not much to do with dayz beta on pc that’s for sure .

    At this point a little cynicism is probably a sign of sanity :) , but this kind of wild speculation is completely unfounded IMO.

     

    11 hours ago, Konrad Kwiatkowski said:

    Now we got SR postponed again. This is getting beyond ridiculous. Still no update for checklist as it should be updated twice a week.

    The lack of consistency with their communication is frustrating.

     

    2 hours ago, sarnar said:

     I bet you guys 5 euro moneys that there will be close to no zombies when they "release" 0.63. This whole thing turned into a joke or... a zombie! Heheh. My god this is sad.

    There is nothing on the checklist about increased zombie density - so if that is your marker for a successful beta (edit: launch) you will be sad :(

    • Beans 1

  5. These items represent outstanding blockers for 0.63, not a complete list of things added since the last update to experimental. If you go to the official 0.63 experimental release checklist  you'll find the complete list of items to be ready for experimental. 

     

    Just because they have this list of blockers doesn't mean its all they have been working on for the last 10 months (or more).

     

    • Beans 1

  6. Well glad you are getting psyched for 0.63 - just don't get hung up on any particular dates because it'll bring on disappointment! Some things might take longer than others so we just gotta be chill and see what happens :)  


  7. Not sure If anyone else is keeping track of the 0.63 checklist, but I thought it'd be nice to have a quick reference. I'll try to keep this up to date :) 

    Monday, March 19 - Hit reactions -> Ready for Exp

    Friday, March 23 - Camera collisions -> Ready for Exp

     Wednesday, March 28 - No changes

    Wednesday, April 11 - No Changes

    • "As a result of our internal playtests, most of our staff is now fixing critical crashes and bugs that will get us to a version stable enough for public Stress Tests. Developers currently not assigned to these important tasks are working on their goals for further releases (mainly the vehicles and infected as features). The feature that will be next marked as "ready for experimental" in the near future is jump, as we are in a process of creating data for that right now. If there are any good news and progress before the first Stress Tests happen, we will definitely share them here."

    Tuesday, April 17 - No Changes

    • "Nothing specific has changed from the last team, the dev team is working on tweaking of existing features and getting rid of crashes so that we can start our first Stress Tests."

    Friday, April 27 - No changes.

    Thursday, May 17 - AI - Infected - Stealth -> Ready for Exp

    Thursday, May 17? - Infected - Advanced combat -> Ready for exp

    Monday, June 04 - New player character - Melee -> Ready for Exp

     

    What's left?

    • Vaulting
      • Jumping
    • Melee
      • Evades
      • Blocks
    • Camera
      • Camera Collisions
    • Character Representation
      • Hit Reactions
      • Unconscious States
    • Player Audio
    • Infected
      • Stealth 
      • Advanced combat 
      • Expanded behaviour
      • Improved movement
    • Main Menu
      • Character Selection
      • Option Screens
    • Like 1
    • Sad 1
    • Beans 7

  8. Those icons could work (took me a second to figure out the throwing up one though), but personally I will be switching off as much HUD detail as possible.

    I think there needs to be as many layers of redundancy as possible - visual and audio ques as well as icons that can allow the player to know what their character is experiencing. With the new system being implemented it should be easy to show the character is feeling ill (with a distinct 'slighty retching' animation for example) or feeling full by slowing down of eating (taking longer to finish a can of food) till your character is basically refusing to eat any more, on top of this you could have distinct audio ques (stomach noises, retching etc).


  9. What if the status icons (for hunger, thirst etc) faded in when it was negatively effected and faded out when being positively effected. My logic is that you only care about things like food, hunger, being cold or having an injury when it is effecting you - we (generally) are not constantly monitoring our health and don't care when things are fine. Things might niggle at you (My throat feels a little parched) but unless it gets worse you can for the most part ignore this. 

    If you have no status Icons on your screen you are doing fine. The thirst icon is barely visible, something is niggling at you. The icon fades in till it is flashing, you are desperately thirsty and can no longer ignore the fact.

    This can address the issue of "up and down" arrows being in constant flux, and I feel would be generally more "realistic" and less invasive on the HUD. Just a suggestion, what do you think? 

    • Beans 3
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