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Coheed_IV

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Everything posted by Coheed_IV

  1. Coheed_IV

    Status Report - 14 May 15

    Yeah, but I'm betting it's going to be the hardest update in terms of survival. The current stable is a joke compared to the experimental.
  2. Coheed_IV

    Should DayZ 1.0 feature events and world cycle?

    Not sure about that, a server restart has nothing to do with items spawning. Persistence its what happens at restart. CLE then sees numbers of total item classes in persistence (not on player/tent/bag within time), then realtime respawn every 5 seconds to adjust to minimal value. Or I could be completely wrong too, don't quote me. :huh: Also, would like more info on this part "as a total" what is qualifying a total?
  3. Coheed_IV

    Should DayZ 1.0 feature events and world cycle?

    And that's how a conspiracy is born. So let me think of supporting evidence. -The Loot Economy is capable of pushing us around into different regions. -They are really into gathering data, understanding where players are and how they die, in real time. -CLE can be adjusted in real time. (pretty sure that has been said) -Regions -Fruit, why? Fresh Fruit, how does that make sense in the long term? It only makes sense if it eventually rots. -Hypothermia, remember the update that froze us? This was survivable, and fun for short amounts of time, this only works with ebb and flow. -The North and Map development, feels like we will be pushed there. -Group AI, arma AI has a strength, massive groups, this saves AI processes. Beyond a "loot front", AI could be grouped in greater numbers. Lone wolfing only plausible where infected are manageable and ungrouped. -All the survival mechanics make more sense stronger and separated (disease, hypothermia) rather than having a nagging water down effect hardly seems worth the time. How do you do this? Cycling -Long term game profits, selling the game with 90 day passes (Like hunting license in theHunter) -Less long term persistence would be easier to handle (let the wall of china be built in modded servers) -BI has a history of creating a game showcase, this shows the sandbox for user created content. The 90 day cycle would showcase all mechanics in full strength, but separated slightly. -This allows all users of different play styles to have their time. -STATS
  4. Coheed_IV

    Are there any plan on forcing a Day/Night cycle?

    I think nothing is really finalized with this. Give an opinion. Mine would be to have a 18 hour day, and persistent time. This would mean, if playing at the same time, on same server in a three day (real time) span, you would have to play one night. This would have to be maditory across all servers to work.
  5. Coheed_IV

    DayZ is the greatest game ever made

    I can see how people think this, but read the status reports, I think they help. Try to look at it this way, we all want loads of infected and a secure environment. To do this, everything must be on server. This is no small task. The number of total infected is unknown right now, their best educated guess is 4 times current population. Do you want hoards? Do you want to see infected spawn? How will they repopulate towns? Do you want good infected AI, with working stealth and stamina? Do you want to see, what other players see? Do you want their positions to be exact, you only got one bullet. You want to jump, but everyone has to see you jump at the same time. Everything goes through the server. You cant jump until the server says ok, so everyone can see you jumping. This is with everything, positions of everything. The server has to do all these things while trying to give us as many infected as it can, its not known what this will be. The mod was done in a completely different way, the wrong way for a published game. Many games have the client predict different problems, but only because they cant do any better with the server, and its not authentic. They are creating, time tables are tough when creating anything. Be patient, and do better math, your missing 6months.
  6. Coheed_IV

    DayZ is the greatest game ever made

    Right, the reason I brought it up is, because it changed gaming forever. The way you felt playing it was completely different than any other game at the time. It was a revolution. It was more about 3D reality though, sounds stupid now, but it was sold as virtual reality. Which, at the time you just couldn't feel it as smoothly until then. The way DayZ evokes emotion is unlike any other game I've played. It's a different kind of revolution of course, more about social, emotional, cognitive, attachment, stuff. The industry left the door wide open for this, with autosaving, rewards, entitlement, fetch this dog, blah blah puke. And a playstation couldn't rock white zombie while playing doom :P dam that was a good year.
  7. Coheed_IV

    DayZ is the greatest game ever made

    Yes, the social experiment side of DayZ is capable of doing things I've never seen in a game. I have a memory of someone knocking me out with a can of beans as I was leaving a house. It's etched in my memory maybe forever, all thoughs emotions make the memory stronger. Shock, fear, anger, then the rush of getting my backpack back when I found a can of peaches in the backpack he swapped with me. Revenge never felt so good. Now, the spit second that I saw that guy, with his arm raised before he hit me, happened ONE time, and will most likely won't happen again. The memory is clear as day. In contrast, shooting the zombie soilders in DOOM, I can picture every pixel, but only because I did it thousands of times.
  8. Coheed_IV

    Status Report - 06 May 15

    I really wouldn't mind having a wipe more often, people would have better feedback. It's really hard to have constructive thoughts without experiencing starting over. Every stable branch update should start with mass suicide. Koolaid?
  9. Coheed_IV

    DayZ is the greatest game ever made

    Maybe, but that's missing the point. The point is the "journey" not the "destination". A2 excelled at this, your firearm wasn't really that important, logistics, communication, scouting, and planning were the most enjoyable aspects. Much more cognitively engaging than any shoot die rinse repeat game could be. Some people never could cross that gap in understanding how to enjoy it. Only interacting with the world by using a weapon, that's basically doom+. Missing the point. The more indepth features, the more enjoyable journey, IMO. Adding as much as they can to the environment fosters this. Feature "bloat" should be the plan, it's why modding is so important. Hopefully like ACE2 did, modding will add to journey.
  10. Coheed_IV

    dark nights, when?

    Yeah, I think the 1.0 should have some kind of calendar cycle. During that cycle you play through all the environmental changes. Lunar cycle, temp., 18 hour day (so every 3 days a server has night at different time). The Z stands for zero, the game should have calendar tie in. This could all be successfully marketed on steam, btw. Plus, with the CLE it can be slowly tweaked to have less loot as the cycle moves along. All fruit gone by end of cycle, follow me?
  11. Coheed_IV

    DayZ is the greatest game ever made

    I really like it, but somethings I just don't get. Time moves along at minute a second, and everything skips time to do, that's fine, but why not have time move much slower? Feels like too much of a race when daylight is burning. Plus there is no multi tasking, so I cant melt snow while cooking meat or sew, or do anything? With that said, it's great, but I'm not playing too much so the in story mode I don't know the map too much.
  12. Coheed_IV

    dark nights, when?

    This is how I thought it would work too. I have no idea if servers have this option now or ever will, but makes the most sense. Is persistent "time" planned? By this I mean, when sever restarts time continues where it left off. Where do you get these numbers?
  13. Coheed_IV

    so much for the struggle

    Bwahaha, yeah, I quit playing once central econ was disabled. Once I got a taste I don't want anything else. Hopefully all items will be configured?!?
  14. Coheed_IV

    DayZ is the greatest game ever made

    I believe this is vaguely confirmed, when Eugene answer a load of questions on Twitter. Dismemberment in some form.
  15. Coheed_IV

    DayZ is the greatest game ever made

    The Greatest game ever doesn't really matter, because that just personal. But, if you make list of games that have changed gaming forever, and the DayZ concept has to be on that list, even though it's not a finished game. It's got a chance to be my personal favorite still. I'd have to go with arma2, dark souls, or metroid, and squad level tactics mod made by my buddy. And actually I stated with pong, wish My parents never tossed it.
  16. Coheed_IV

    dark nights, when?

    With 1.0, will there be some way to set the date, which will set lunar cycle and night light level? I'm split down the middle, I like both. I would love it if servers could set a 7 day cycle, each day you might play in a slightly different environment. The last day be prepared for total darkness, with chem lights and lamps
  17. Coheed_IV

    DayZ Mod or Standalone?

    For the sake of hexplox, he's probably referring to all the mod variants becoming increasingly open as far getting your hands on items (vehicles and guns). The vanilla mod was restricted in this way to make the feeling of finding something more important. I would actually recommend getting a Arma game 2 or 3 or both, and finding what you like.
  18. Coheed_IV

    Lunch Parameters

    Everytime I go for tuna, it turns out to be sardines..... Sorry about your fucked up tittle though
  19. Coheed_IV

    Final Thoughts from an Early MOD player....

    I'm glad I'm not the only that knows how to be condescending , geesh. :rolleyes: And you thought the forum was boing lately? bwahahah This is hypothetical I guess? it would be completely different without early access too, so what's your point? It probably would have moved out of pre-alpha by now without early access. They have bent over backwards making it playable at a cost to their efficiency. Come back to reality. Not sure how you thought I was confused though. :huh: Judging a "game" a failure for not having features, while its not feature complete is just stupid. If you need to call it pre-alpha for this, who cares. What they're doing with Enfusion is not standard for sure. Your post didn't really enlighten me. There is nothing that can help me understand why people get confused about what they bought, it clearly states what it is.
  20. Coheed_IV

    Final Thoughts from an Early MOD player....

    What... this is a game? You can say it's moving slow, because it is, or say its buggy, because it is, you can say you don't understand development, because you don't. But, you cant judge the game a failure, because it's not a game. You want to play it like it is, guess that worth something. Take time to understand what a alpha stage is about, you clearly don't.
  21. Coheed_IV

    Final Thoughts from an Early MOD player....

    I'm similar played the mod early, not a crazy amount (too buggy), just liked Arma too much. Also, I hate balancing, but I'm not worried about that. I'll agree with OP, as far as, breaks are needed. Pacing yourself with the development is mandatory. When the SA alpha was released, it was very promising, little did I know nearly every system in the game was going to be replaced, along with the engine, renderer, etc... All these systems are on the verge of implemention, it's really hard right now to see how it was all so necessary. I don't agree that all is too little too late. That will make no sense in two years time looking back when you are playing again. Reality is, you can't give judgement on this test version, no matter how much you want to.
  22. Coheed_IV

    Things are looking good in the future

    Thanks for sharing. Complete faith in BI and their commitment. Just look at the A3 marksman DLC, incredible, just turned hundreds of thousands of in-game objects of all shapes and sizes into gameplay elements with weapon resting. It's quite amazing.
  23. Coheed_IV

    Q&A with Eugen Harton (Highlights)

    Great idea, I have no time for Twitter. Someone who does could still ask. I've got many questions...Most of mine are design related. I'm really interested in how we will be interacting with the objects in our hands. From what I understand we will hold object (open can) and then engage animation by holding down button, outcome is dependent on how long we are engaging. How deep is this going?? Will a axe have the same variable engaging?? When will a decision be made on two handed object interaction?? This makes miles of sense for console version. Left hand screwDriver right hand beans, hold left to open, hold right to eat, switch left to handgun, walk while eating. What will happen to scroll wheel as old addAction is eliminated?? Itembar scrolling??
  24. Coheed_IV

    Q&A with Eugen Harton (Highlights)

    Yeah, liked the hardcore mode comment, megaphones, and dismemberment of infected. Also, he didn't say only 75 player per server, said it was a design choice 75-125, is how I took it.
  25. Coheed_IV

    Toy Guns/Junk Guns

    I agree. There could be more ruined guns in the 1.0 than we are imagining right now, this might increase player interaction. Has a better chance than fully automatic loaded rifles with scarce economy.
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