-
Content Count
90 -
Joined
-
Last visited
Everything posted by The Ghost of Hoik
-
1: No probably not, i think they tried, but the trees move about in the wind while the apples remain static. 2: Yes this is on the roadmap somewhere.
-
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
-
Hmm, seems the 0.63 checklist has been removed from the official website... is there any reason why??
-
What I Think Players Really Want
The Ghost of Hoik replied to SecondSurvivor's topic in General Discussion
...paragraphs... (and yes, most of what you want will, in time, be implemented). -
UPDATE: Monday, June 04 - New player character - Melee -> Ready for Exp Seven to go!
-
UPDATE: UPDATE: Thursday, May 17? - Infected - Advanced combat -> Ready for exp Eight to go!
-
UPDATE: Thursday, May 17 - AI - Infected - Stealth -> Ready for Exp Nine to go!
-
This is how Infected Multiply by Self Cloning?
The Ghost of Hoik replied to INomadZ's topic in Gallery
lol, nice - but it was probably just swamp gas. -
.63.. Some changes are for the worse.
The Ghost of Hoik replied to Irish.'s topic in General Discussion
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. -
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
-
That is where the action is right now, but for me the checklist is still the best indicator of progress towards beta.
-
Friday, April 27 - No changes.
-
An update is an update - better than silence IMO
-
UPDATE: Tuesday, April 17 - 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.
-
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.
-
I'm not making excuses - just saying peoples expectations sometime don't match up with what we are told.
-
At this point a little cynicism is probably a sign of sanity :) , but this kind of wild speculation is completely unfounded IMO. The lack of consistency with their communication is frustrating. 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 :(
-
Nothing has been crossed off since the 23rd. We were updated on the 28th that nothing had been crossed off though ;) We can only wait my friend, we gain nothing from getting annoyed with the process.
-
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).
-
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 :)
-
Not sure where you are getting eleven weeks from, but yes it will be soon :)
-
I think they have it running on a xbox x ATM
-
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).
-
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?