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Coheed_IV

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Everything posted by Coheed_IV

  1. W+S to sprint, this should be standard in ArmA and considered for Dayz. Pretty important for arma, since you want to conserve your stamina.
  2. Judging by the quality of your comment, being banned is the least of your troubles.
  3. Coheed_IV

    Status Report - 10 May 2016

    I like that idea too, but......... if I see a horde coming, I run the other way. This is a survival game, I would like to have to try and survive. Until there is a general mass population of infected, its all just pretty weak. I haven't really had a problem waiting, while they test AI and spawning systems, but at some point we need a massive population, something like oh I don't know, THE MOD. :) Cant wait to find a out more about the dynamic spawning system.
  4. Coheed_IV

    Status Report - 10 May 2016

    - Dynamic Spawning of Infected Does this have anything to do with numbers of infected, or just what they're wearing and type per location?
  5. Might not be the problem, but I would go a extra step and do a clean install instead of a reset. Unless you meant clean install. Resets can carry over problems, this comes from my own experience.
  6. Coheed_IV

    60 Impressions?

    I'm not sure I even want to try it without infected. I reached a point where I said I'm not playing again until there are decent numbers of infected. So I'm trying not to care until then.
  7. Coheed_IV

    A Few Thoughts On.. (Communication, Deadlines, etc)

    When did you hear "promises"? Your looking at things in retrospect, and then assume that they must have known more, they must have lied. They're developing in unknown territory, everything they do has not been done. You should take development reports at face value and relax. BI isn't huge, they've been very open about their struggles with their own engine and documentation. Just because they sell 3 million copies doesn't mean they can then power through problems. Relax and enjoy the fact that they are giving DayZ respect.
  8. Coheed_IV

    A few thoughts on.. (Difficulty, Modding, etc)

    Great topic, thanks for sharing. Providing this flexibility is what BI is all about, that's where DayZ came from. But, it does come with some disadvantages in multiplayer. Lets minimize them. I think good difficulty comes from an ebb and flow, and survival is about adapting to this. For me, good difficulty could come from any one feature (hypothermia, disease, CLE, weather, hunting) being pushed to the brink. This could maybe create community cohesion, which seems like something that MMOs try to do. Pleasing the player base by finding the right level for each aspect seems to be very difficult. It's difficult to fight everything, but if you know what to fight, and plan for it, it can be a harder more interesting fight. Regardless, I can't imagine anyone with more experience to make these tough decisions than these guys.
  9. Coheed_IV

    A Few Thoughts on.. (Deadlines, Roadmaps, etc)

    One more thought. I really don't mind any delay or break in builds, in my opinion, it almost could have a benefit. I for one, along with many have taken a break from playing Dayz, its not a bad thing. But, as DayZ gets its major tech implemented over the coming.....aaaaa....year, many will be coming back and checking it out. It's important that these players have a place to get proper info and understand what the plan is, can voice themselves, and develop strong lines of communication by beta. Kind of a re-release of sorts. I don't think it has mattered that DayZ has lost it player base over the last couple years, but it is going to be important, that they come back and stay back once these engine changes are in. All my frustration can be boiled down not to delays, but there not being many infected, this is my overall disappointment, I cant play the game when it's so easy. I enjoyed the experimental when no items spawned, I actually had to survive.
  10. Coheed_IV

    A Few Thoughts on.. (Deadlines, Roadmaps, etc)

    It is a great opportunity, but has it been cashed in on? Seems to make most sense with local functions like the third person camera, remember that, but what's the point before the new player controller is in. There just hasn't been much iteration with so much that matters yet. Much of this opportunity seems to still be waiting on major tech changes too. If this is cashed in on, then where? Here, on this dead forum? The recent dev interaction is appreciated though, this can get built back up.
  11. Coheed_IV

    Status Report - 29 Mar 2016

    Am I the only one a little sad to hear Peters update? While he would win most arguments, I'm just saddened that players will not get to stumble through the mysteries of the game world, it's all explained by the silhouette. No need to talk to anyone. Granted, it doesn't matter for me and many others. (I don't want players to struggle because I did, but because my experience was so great) People have literally grown into adulthood during game development, plenty of freshies will come to love DayZ and learn to mod because of it, I hate that they won't get that old school element. Sorry, just do. Besides that, HANDS! Love the physicalization of item use. It's going make this game feel special. I was thinking zero crafting while in the inventory, but that would get old fast, just as long as you have commit to using hands it's all the same. Got this one right. Wondering about animations....so you got sticks in left...quick slotted rags....hit the hot key....do the rags just appear or is there a reaching animation to get the item first?
  12. Coheed_IV

    A few thoughts on.. (New Anim System, Bug Fixing, etc)

    Thank god you Devs have the balls to build this game properly, under the stress of EA.
  13. Coheed_IV

    Status Report - 01 Mar 2016

    Is "hands" plural or singular? I'm really interested to see where "actions and quick-slots" design goes. It all makes more sense in my mind with two hands, for two items. Regardless, thanks for the awesome update Peter!
  14. Coheed_IV

    What is your honest opinion on the future of DayZ

    That's not just a traditional BIS theme, it's intentional. Once they get to Beta, Hicks has said they will go to 80% bug fixing, from the Alpha's 20%.
  15. Coheed_IV

    What is your honest opinion on the future of DayZ

    I really liked reading everyone's perspective. It's all understandable, its been pretty tough. Good thread. :thumbsup: When they did the item refactoring around 9 months ago, which was a necessary step to get the CLE online, it was just crazy how difficult this was. They just didn't have the man power to squash the bugs that came with implementing it. Probably had to take Devs offf their work to get it ironed out. Since then, their approach seems to have changed with implementing large changes. Right now it seems they're in a holding pattern, till once all basic features are low level functional. The player controller was on schedule to be put in months ago, but if they did, the game could have come to a standstill. All these big tech changes like player controller, animations system, audio, UI, render, they have as much to do with taking out the old parts as implementing the new. I can't see how they can do it without more Devs committed to bug smashing. Which is what's supposed to happen in a couple months. I think it will get to beta soon, but the beta looks to be long (least over a year IMO). But atleast it stands to be pretty fun once the infected numbers gets up. The hard part about what your suggesting is that they use their own in house engine, you don't just go out and hire people who are highly experienced with RV or Enfusion. They often hire from their modding community, who has experience, but that pool is not endless. On top of that, they're in Prague. My honest opinion is, everything still rests on infected numbers. Huge numbers are possible, maybe just not in the way they had planned on. But, still the game must have huge numbers, the Alpha hasn't seen anything close to what it needs yet. If or when it happens, no one is going to care about all the things we bitch about now.
  16. Coheed_IV

    Status Report - 15 Jan 2016

    There have been plenty of "survival" themed status reports. But, I understand your feelings. There are plenty of others that feel this way too in game. I think you'll get your experience, through Mods or searching for the perfectly configured server.
  17. Coheed_IV

    Is anyone else concerned that the NewUI is a big step back?

    Holy shit, don't you read! This must drive the devs mad. The new UI is just preliminary tech., from which to design upon. It has no useability, it will at some point. At least wait till then to say it sucks.
  18. Coheed_IV

    State of Development: A Timeline, Part 1

    Well, I guess that depends what your definition of "development" is (please don't tell me the standard, don't care). The historical revisionists seem to always get too concerned about development process milestone dates. That's what is so nice about this timeline, it gives a much clearer picture than saying x=y. I've always enjoyed following game development, and love how it is becoming more open. Great job Tatanko putting this all together, cant wait for it to be completed. Have you kept sources for citing? I know I wouldn't, I hate citing. It might have a chance at being stickyed if you did. IMO it's better to be transparent about development, but understand it's hard for the devs to put time and effort into anything else.
  19. Coheed_IV

    State of Development: A Timeline, Part 1

    Love it! This should be forwarded to all these gaming web sites who can't get their facts straight. Let's hope 2016 is the year of DayZ.
  20. Coheed_IV

    Status Report - 10 Dec 2015

    Wow, awesome video! Best sneak peak yet! It looks like the bike will have a working light?
  21. Coheed_IV

    Status Report - 26 Nov 2015

    Thanks for answering questions! I have one. Sometime back it was said that you were investigating the possiblity of using seperated hands. So something like dual weilding pistols might fall under that. But more importantly, how is crafting going to work? 1) Will we be able to hold a stick in left and rags in right, then craft splint with both hands? 2) Or will we be placing the stick on the ground, and then holding rags in hands to craft splint? 3) Will there be new stances like kneeling when crafting or similar to A3 military stances, but survial specific? 3) Does the console controller come into play when designing these mechanics and UI? 4) Will we always be picking up items with no physical representation in game (ie. dragging from vacinity with no picking up item or item disappearing when using aciton) ?
  22. Coheed_IV

    Status Report - 26 Nov 2015

    What are the infected goals to reach beta?
  23. Coheed_IV

    Status Report - 12 Nov 2015

    I'm painting with my own custom realism brush. :P Everyone here likes "realism", maybe I said it wrong. A more realistic flight model over Arma is what I want too, but trying to simulate realistic damage model to the helo, IMO, its problematic. When this is done, there's usually some loop hole that allows too much power to one player versus a helo. The flipside is a damage model where a pistol could take down a helo with enough time and ammo, lame also, but this one is more fair to the pilot, and makes for more fair gameplay. This puts the onus on the pilot to manage the risk, if he has a damaged helo he cant hang around. I would rather have this than realism and over powering one guy with ability to take down a helo with one shot. Both types of damage models I've seen have some disadvantages, and usually don't have to do with realism. Here's a thought, how about different Control Unit's, that when installed have different flight models. The TOH flight model control unit and something a armaish control unit. Star Citizen is doing modular IFCS (internal flight control systems) depending on what you buy and install into ships, very cool.
  24. Coheed_IV

    Status Report - 12 Nov 2015

    Who care were "realism" lies. Taking down a helo will be one of the best feelings in the game. Never actually have done it in DayZ, but many times in ArmA, and everytime it creates sometihng unique. This has to be part of the emergent focus of the game. That being said, I hope it gets balanced right, might take some testing. :thumbsup: I actually like cumlitive total damage better for this situation. It's not realistic but will feel more fair than damage to specific parts with specifc calibers.
  25. Coheed_IV

    Status Report - 12 Nov 2015

    Yeah, the news on inventory is outstanding. I'm usually annoyed by game quick slots, this is a very thoughtful and interesting development! Liked hearing Peters thoughts on the hands slot, I need more though. When standing armed with weapon and putting item in storage, without using hands, this is black magic! How is this going to work?
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