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Coheed_IV

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About Coheed_IV

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  1. Coheed_IV

    Status Report - 8 August 2017

    It is pretty amazing to look back at The Long Dark after its recent release. It took them much longer than expected as its scope increased and it was all worth it.....except the gray mother....that was not worth it...a character that talks in third person should not exist....need to replay and shoot her in her rocking chair. Still, that development seemed to drag too and it is single player, DayZ development has a difficulty factor many times higher, even after the tech is in. It's going to be awhile until release still, but at least it should start to get interesting. Glad to hear "hoping for full scale 100 players and tons of ai".
  2. Coheed_IV

    Status Report 27 June 2017

    Thanks for the player feature diagram! Can't wait to take a long look at it. Eugen is always honest about BI, the ups and downs, and for me it just reminds me why I love their work throughout the years. They don't give up, keep at it!
  3. Coheed_IV

    Status Report - 16 May 2017

    Sorry, but this just kills me. Being "simple" has never been the appeal of DayZ. The appeal of DayZ is that is F..ing brutal. This can't change no matter how worried everyone is about it "taking off".
  4. Coheed_IV

    Status Report - 16 May 2017

    Yeah, that's a great point. But, it's EA and the environment has been constantly changing. To me it's more about the final vision and I think a fresh character should feel alone. Though, I fully agree the game needs better MP comms, and that options should exist fairly early game.
  5. Coheed_IV

    Status Report - 16 May 2017

    I think you need to feel alone in DayZ, at least for a little while (no radio at spawn). Everyone starting with a radio doesn't give the feelings that you should be feeling (desperation, isolation). But, by all means spawn them on the coast at a high rate in firehouse, police stations, cars. This gives a option path.
  6. Coheed_IV

    The Promise and Fear of .62

    I would not release .62 until .63 is within a 2 month range, just for PR purposes. Anyways, I can hardly get excited until the game gets hard and has a decent amount of infected.
  7. Coheed_IV

    Individual Hand Slots

    I asked about this over a year ago. Victor even gave a response. Ive seen no indication that they have implemented it in the new player character, but it might be something they want in the long term. The analog use of items is (like Minecraft eating) I think is still in development, which would work perfectly for two handed crafting. I think it's obvious how important this feature would be for the IP. It also makes perfect sense for a console version and controller. They seem to know how important using your hands slot is, as a connection to the world, doing this would multiply the immersion mant times.
  8. Coheed_IV

    Status Report - 8 March 2018

    The ArmA2 DLC, ACR had a small slice of Chernarus called Bystrica, which was more like the real thing with no sea, but instead had a river. It was also in the summer time, which gave it some really nice color. The map could be flooded too! Hopefully Enfusion can raise water levels too, making for some interesting custom maps.
  9. Coheed_IV

    Historical Data on Infected Population

    I don't, was hoping someone else might back me up. But, I think it was more along the lines of we are hoping to get between those numbers. They understandably talked a lot of vague numbers, like "we hope to get X times the amount we currently have. Plus, not sure it matters if the AI didn't respond and function properly, it was all merely a test.
  10. Coheed_IV

    Historical Data on Infected Population

    Also, I believe he was saying 1000 is a lot for the server to handle not the gameplay. 1000 spread out through all the towns would be feel very unpopulated. On the other hand a 1000 only where players are might feel overwhelming, depending on how many players are on and if they are grouped up.
  11. Coheed_IV

    Historical Data on Infected Population

    I know you mean the start of EA, right? The game is still along way from the term "shipped". From what I remember they may have gotten between 1500-2000 when testing global spawn limits over a year ago. They would tick horribly warping while stepping. But, that's why they test. It is a good question, but I think the best question is "how many does it fell like". To get the feel of the mod (depending on date), I would guess it needs to feel like 4,000 or around 75-100 in a average town like Stary and Novy.
  12. Coheed_IV

    Internal Milestone - Road to Beta

    Great..... .thanks for eradicating the only scripting language I've ever known in my life! Just kidding, a massive milestone, congrats!
  13. Coheed_IV

    Status Report - 7 February 2017

    I know .62 is next SR, but I can't wait. Is BI using Silvador Pro, an updated version, or something entirely different? If updated, what was improved?
  14. Thanks for answering my question about the CLE. I really hope they consider including other configs with the CLE (weather, temp., disease transmition probability, wild game population, fish biting, wolf aggression, etc.). Being able to change the environment in DayZ on the fly would make this game more of an event. They guys at BI could play game master. The draw of a changing environment would keep many players coming back. The PR and videos about whats new would influence the long term growth of the community.
  15. Coheed_IV

    Status Report - 10 January 2017

    The indie/EA/kickstarter movement is our outlet to NOT have games which cater to the masses. It gives gamers a voice in what they want. DayZ mod became a phenomenon as a anti game. Games made for the masses suck, that's why we're here. BI supports modding for this reason, to keep their vision focused, not watered down. Obviously ArmA is not for the masses and it's done rather well.
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