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Everything posted by Coheed_IV
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Since there are no opinions, I'll argue with myself. I've been really digging the idea of the precision/rough meter. Though I'm starting to think it could be more impactful with negative/neutral/positive, not just neutral/positive. For example the hand drill (assuming the hand drill is a precise skill); Precise skill maxed= you would start a fire 100%, no wear, fast start time. Neutral skills= fire starting 75%, 2 uses, medium speed. Rough skill penalty= fire starting 50%, 1 use, slow speed. This could also be done with the neutral/positive meter. It just needs to be spread throughout the spectrum. The question then is default, where do you set it? How bad are you at default? I guess I would like to see myself be really bad at some skills, which is something the neg./neutral/pos. can do on a much more gradual slope. And, it seems to go with risk/reward = DayZ
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Yes. Prediction, many many tears coming within the year.
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Precise and rough? Interested in how this will be received by everyone. While reading it at first I was thinking, weak. It took a couple read throughs to get my head around it. But, the more I think about it, the more I like it. It's very simple, but does add a hardcore aspect to skills, and it's pretty original. Can't wait to see where these defaults are set to. One thing is for sure, mindless grinding need not apply! Im also interested in how this will be portrayed to the player, will they use the words "precise and rough"? Or is there a symbolic way to do it.
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It's a step in the right direction, but its not that hard yet. If you don't go looking for trouble you will not find much. We will have to see where they set the Central Economy when it goes to stable. But, it's still about infected numbers and how deadly they are, right now its not there. Edit* with that said there will be many tears with next stable :)
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OP, your understanding of the game is really out of touch, though most of your concerns are what they've been working on, with little progress to show because it's all engine related. They've been still developing a steady stream of content too, but it's in a big backlog. I suggest you just wait till beta. After .61 (experimental now) the team is mostly starting on beta, while a small team will work on .62. All your fears will be relieved then. Until then read, it's enlightening.
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I've always assumed extra slots in containers, like med pack, will make it back in the future. I think Peter once gave his thoughts on these small items like keys. I think they took it out because there was too many exploits. This thread had plenty of discussion on the subject https://forums.dayz.com/topic/226616-wip-inventory-sneak-peek/?page=1
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I hear ya. But, I would like to McGyver a bayonet in the shop. Right now my melee weapon is a stick that doubles as a bow, hard to beat.
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I think the idea is, we are going to be able to use those tools shops to rig scopes. The ones with a drill press.
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How do you know nobody read them? I love the idea, hope they do find a way to attach the note to objects (electric post, fence, town signs, outside doors, foreheads :P). There was one patch that you could throw the paper at walls and it would stick, no idea if it was intended as a test or just a bug, also was never sure if others saw it that way though....
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Can someone explain this phenomenon to me ?
Coheed_IV replied to General Zod's topic in General Discussion
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Gameplay Q&A with Lead Gameplay Programmer Miroslav Maněna
Coheed_IV replied to Baty Alquawen's topic in News & Announcements
Is it possible to place a Apple on someone's head, like in their hat slot? Then, is it possible for an Arrow to stick into this Apple? I have big plans to not aim high with anyone who gets on my nerves. :D -
Can someone explain this phenomenon to me ?
Coheed_IV replied to General Zod's topic in General Discussion
Yeah, I think we're in agreement. But, about the paper. Once something is gets picked up, it's not part of the economy (I think), so the paper has no effect on ammo coming back there. It's not placed in a spawn point plugging other loot, its just on the ground. It's no different than if the paper was brought outside the tent and dropped. Now, if everyone didn't like a spawn and picked it up and dropped it, then things will cycle faster, I think. (like your shirt example) Or the other possibility is that items we put on the ground are part of the economy and only stored items are not, I'm confusing myself now, lol. The only thing stopping more ammo from spawning in this situation, is that it's still sitting somewhere else, and the min has not been reached yet. This really only happens for the first day or so of a new patch. It all gets evened out. At least until they have regions working as intended, then each region will have micro versions of this. -
Can someone explain this phenomenon to me ?
Coheed_IV replied to General Zod's topic in General Discussion
I don't think this is the case. Where are you getting this information from? It has a decay on it once its placed, but that's not connected to a spawn location, ammo will respawn when mil-ammo gets to it's minimum number in it's region. This is just a case of ebb and flow after CLE startup, also having init numbers and min/max numbers being different. I think all CLE loot has a decay too, but I think the time is different. So, if you pick up the ammo because it not the right type, then you put it back down, the decay will be faster, and something new will have a chance of spawning, but its not guaranteed to be in that spot. Right now I don't know if the CLE and dropped loot decay time is similar though, I think its closer than it used to be. I'm still just guessing though. The paper thing will be cool once it doesn't take up normal space, which I believe Peter mentioned over a year ago. -
Can someone explain this phenomenon to me ?
Coheed_IV replied to General Zod's topic in General Discussion
Yeah, when there is a patch there's a mad rush to easy loot. Eventually this gets evened out as time passes. I think they're going to have regional loot help fix some of this unevenness, not sure if its in, and probably not balanced if it is. Anyways, I could be totally wrong too, just going on observations and info we get. I don't like going in there alone, unless on a private, I ran into a hopper two days ago. Its frustrating, when they come out of a area you were just in, this just makes me hurry and run too much, and I don't like going fast. -
Can someone explain this phenomenon to me ?
Coheed_IV replied to General Zod's topic in General Discussion
Yep, it's just persistence working well, I think. The initiating ammo number is higher than the refresh. So there was ammo there, everyone unpacked the box and dropped the paper. -
Gameplay Q&A with Lead Gameplay Programmer Miroslav Maněna
Coheed_IV replied to Baty Alquawen's topic in News & Announcements
Is the CLE capable of changing any other parameters without patching besides loot. Like weather or temperature. -
That one pic has me very hyped, Chernarus is going to look a whole lot better.
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I would agree, with him. Not a bad idea (moral), but my opinion is that DayZ is not really that complicated down deep. Its about skill and wits. Grinding for buffs and un-evening the players would take away the emphasis on skill and wits. You survive because your thinking quickly (wits) and following through with skill, not because of health caps. It's easy to forget this since we've been playing an alpha with no reason to be skilled or think for except for pvp.
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I think Microsoft is working on a augmented reality product, I think that could be better than VR, which would induce vomit in DayZ. Track IR is the best option IMO. This brings up the question, will Track IR be supported with the new player controller?
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Birds......was on the docket, but I think its off for the time being. I don't think we ever even got details on what they intended. I would love flocks of small birds, which fly when anyone walk under or through forest, as well as gun shots scattering them. This would add a amazing amount of believable life to the game. :(
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What a mistake I've made by reading this thread. Sooooo much stupid, it really hurt my brain. I don't even want to waste my time correcting the dumb. So just take BeefBacons word for it, as he was nice enough to teach the dumb, then take the dumb elsewhere.
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The funny part is that, Hicks has gone through that road map and looks at it very differnent than nope, nope, nope, quite the opposite. They actually have implemented many of them, in very basic form, at different times. They have had trouble keeping them in or merging without bug over load. Bug smashing is wasted time until all the features are complete and Enscript is complete. It's been a strange development, they get something done and it disappears or is done and is blocked and waiting. Re-writing the engine never sounded easy, but they will get there. Very complicated production, and scheduling must be a nightmare. I think beta will be close at the end of the year, once player controller is in things will roll a little better. But who knows how getting it in will go, that could take awhile, I don't know.
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This is from the Dev Central Economy thread. Over a year ago, but should help. It takes sometime for the server to start spawning items after initial startup. I have no idea how long this takes though, but thousands of items have to be picked up first, which would be the difference between nominal and minimal. I'm guessing they want a buffer so that there is less server stress (not all at once, creating surges) and also so players get spread out more before spawning starts. I don't really know, just a guess.
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I'm now thinking about downloading this patch, and becoming hydrated on these tears. Is this patch hard as the noobs say?
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I remember them saying, that infected will have a stamina system, as well as the player. This was like a year ago, but hopefully it's still part of the plans, it would add a lot of variety to every encounter. So much is blocked by the new player controller. Hopefully Enfusion can have different configurations of stamina for different infected.