Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Coheed_IV

Members
  • Content Count

    552
  • Joined

  • Last visited

Everything posted by Coheed_IV

  1. Coheed_IV

    Status Report - 12 Nov 2015

    That broken record sounds great. Also, I'm wondering how fog will work across the map. Will there be fog in Stary Sobor without it completely drowning the coast in fog, because of lower elevation?
  2. Coheed_IV

    Devs thoughts on food/water amount etc?

    From this status report..https://forums.dayzgame.com/index.php?/topic/223744-status-report-08-apr-15/
  3. Coheed_IV

    Getting Black Colors Black

    I would agree about black being hard to achieve, and all the wording in DayZ is place holder too. It has also never been a strong suit of BI. Hope they get it right before release. Also, procedural coloring is still in the works and happening last I heard. All the colors of the game should look much better.
  4. Coheed_IV

    Flow of DayZ and spawning in

    BI is not a big development studio. And they've had their problems meeting the demands of this title. They had a lot of problems bringing in new employees that aren't familiar with the engine. But, they like owning they're own engine and updating it to meet their needs. So, you can't really compare them or this development to any others. CIG can bring in tons of new employees that have experience in CryEngine. The best thing about BI is that they support modding. Many of their employees were part of the community. So all the "great ideas" that you see will probably be mods some day. They also just have a really good track record, they'll get this figured out eventually, and be supporting the game years after release. I would bet they'll even do a modding competition like they did with A3. Regions is their way to create player progression across the map. Read this https://forums.dayzgame.com/index.php?/topic/223307-central-economy/. The CLE will be configured for each zone/region differently. So military class buildings near the coast will have different spawning characteristics than military class buildings in the NWAF (NorthWestAirField). The overall idea is to get large amounts of players (75-140 they're not sure yet) to spread out, so that the encounters are smaller scale and incidental. They're always the ones that get the adrenaline going. They have set up the CLE to have realtime fine tuning along with heat maps that track item spread and player movement. If the CLE has one big region like it does now, eventually what happens is the coast gets barren from the player input. They want to have more control to have certain items there, I assume like rope and burlap for backpacks, lower level survival, so there is some progression.
  5. Coheed_IV

    Status Report - 30 Oct 2015

    Meh...have we forgotten that there's supposed to be thousands of infected in DayZ? Melee is a huge part of stealth and survival in DayZ. It's been easy for us to forget this in SA alpha, we've never had decent numbers of infected. :( Here's hoping.
  6. Coheed_IV

    Status Report - 30 Oct 2015

    Have they said anything about durations of actions yet? and if Soft Skills will effect the duration? When they implement new animation and player controller with variable actions that you can walk away from or stop at any time, it should give them options for longer actions. Everything from eating beans to skinning animal should be longer because we can now stop the actions at any point. Eating beans for instance, you can walk around while eating, would make sense to extend the duration length. Very much looking forward to this part.
  7. Coheed_IV

    Flow of DayZ and spawning in

    Yeah, that's been one of the biggest goals in SA development. The CLE and regions address player distribution, regions haven't been done yet. Be patient, a console game would do all this without the public even knowing. They're rewriting the scripting language and many engine changes, it looks like it's dragging, but it just has to be done. Millions of loot points, secure severs, large player count, new player controller, new animation system, new audio, UI, new renderer, modding. It's a lot to get done while trying to build stable releases.
  8. Coheed_IV

    Status Report - 30 Oct 2015

    Question about this after listening to the PAX Presentation. So lets say the global max spawn is x infected distributed across the map. But, only half are awake in player bubbles. To use the max number more efficiently, is the idea to spawn the remaining in player areas? From player perspective how will the infected move or spawn into that area? (like from outside town and out of sight?) (or within town?) How will the number get resolved to allow for other players moving elsewhere? Are these additionally spawned infected still server side? What are the infected goals that need to be meet for moving to beta?
  9. Coheed_IV

    Status Report - 30 Oct 2015

    paging Avant-Garde.....paging Avant-Garde.....your needed in the melee department
  10. Coheed_IV

    Status Report - 15 Oct 2015

    I don't know what number there "should" be, but just remember, these vehicles in SA are not like other games. It's more about how detailed each vehicle is, one vehicle in SA has as much detail as 10 of the mod. Working parts and functions, this matters more than the total number.... I would rather have them get each and everyone of these parts modular and functional, than put out 15 A2 crappy sedans. Looking at this picture I was thinking, something like brake fluid would be fun. :)
  11. Coheed_IV

    Status Report - 15 Oct 2015

    1) Any word on if birds are still in? 2) What the heck are birds going to be? 3d models that jump out of the grass like theHunter? or large 2d flocks that move from trees on gun shots? This was an awesome A2 mod, cant believe I've never seen it in any game before. Seeing this in the distance would be incredible with the way sound travels.
  12. Coheed_IV

    Status Report - 15 Oct 2015

    Yes!! High rises are in! Thanks for the Q&A, though I missed it, busy with real life camping in 28 degrees nights! So, that leads me to one question. 1.) Is there anything else that can be tweaked dynamically like temperature, disease, plant pests, weather patterns, animal movement, or fishing success? So that there is a ebb and flow to survival tactics, planning for a rainy day, and word of mouth of working tactics in a dynamic world?
  13. Coheed_IV

    Status Report - 15 Oct 2015

    The areas with high concentration of infected will eventually be areas that have good loot. It remains to be seen, but it seems this would just be a natural effect of CLE and higher player numbers. In the mod it always seemed to work this way too, I was never sure if it was real or how that was done. But, identifying and sneaking into a highly concentrated area always seemed to pay off. If it works this way in standalone, in a more of a unscripted way, it will have huge potential with high player numbers.
  14. Coheed_IV

    Status Report - 15 Oct 2015

    So are the Chernogorsk high rises in or out? :o Thought they were thinking of removing.
  15. Coheed_IV

    RARE!

    You know that's not how it works. The ground texture will cover your body to simulate grass cover. So you might see someone laying prone, but if they are in grass only their heads or shoulders usually show. I haven't tested this recently with a friend, give it a try and see. This is all subject to change, we don't know. But, extending grass draw distance isn't a great option, it kills performance like crazy, no games really draw grass very far. It could probably be doubled, but I'm not sure it would be worth the trade off. Its a big reason Chernarus+ runs better than old Chernarus from A2, its crazy to look at how much more grass there was.
  16. Its always amazing to me how this word comes up in game dev forums. It should not even be possible to type it. In this crazy world of PC early access and crowd funding, the word should never be uddered by customer or dev.
  17. When he was saying "there will be a nice medium between the two". Is the "two" the Mod/A2 and TOH/RotorLib?
  18. Coheed_IV

    Status Report - 23 Sept 2015

    Holy crap, didn't think of that. So potentially you could hold a empty magazine in one hand, then hit your quickbar "ammo pile" to load one bullet at a time. I would love that, and I think others would too. Barricading yourself in a house to manually load a magazine, that's just awesome! Hope this happens. :thumbsup: This is another example of how using your hands or in-game quickbar action of using hands would feel more natural than a UI. Maybe, automatic quickbar assignment for empty magazine might be nice, or I suppose it could stay assigned when you load it in the first instance? :huh:
  19. Coheed_IV

    Status Report - 23 Sept 2015

    Yeah, and it would be nice to not have jeans with 4 slots connected (two 2x1s), this would keep horizontal objects out too, like hacksaw. And you couldn't have a 75rnd Drum in your pants pockets, got to go in backpack for that. With the new reload, I see myself chambering more for infected, and saving the magazine for when it's really needed. That's pretty cool.
  20. Coheed_IV

    Status Report - 23 Sept 2015

    No, your right. But, using the quick bar slot (that you pre-planned), is like using your hands. It will start the process. Probably anything more (like just holding ammo then using) would get way to complicated with animations. Picture this scenario, You have a one suppressed hand gun, one magazine, and a load of bullets. You move through town with the weapon chambered, one shoting infected and re-chambering as you go. While, keeping your one full magazine to be used for sticky situations. Both options could be used with one key press at anytime. This would all be done without going into any UI. That to me is the best part, not relying on UI. I hope using hands eliminates more dragging and UI using. Like the vicinity pane, that should be done just by looking at item and picking it up with your hands. Either "pick up" or "stow". Picking up should auto stow what in hands, then pick it up. Stow should stow what's in hands, pick up, stow that item, and take back out original item. Even if it's semi automatic, I like it more than the mouse being my virtual hands in UI, I want my hands to be my hands! :P And use them in game screen (context action or quick bar), not UI. I get your concern about the pace, hope they can replicate the tension somehow. But, imo it shouldn't be done through UI cluck. I like how you will have to plan reloading out. Dayz is really good at learning from mistakes and this goes along with that. I hope it includes the magazine needing to be in pants or vest (to be fast) and having some different animations to go along with it. Hotkeying the ammo in backpack would still work, but take longer.
  21. Coheed_IV

    Status Report - 23 Sept 2015

    I agree it adds stress, which is good. But, not in the right way. Dragging should be completely eliminated. Every item interaction in the game should be done with "hands". If you pick something up, you need to grab it by using your hands. If you craft something, one item should be in your hands the other on ground or table (or even potentially craftable items into one hand each!) . Reloading same way with using hands. Dragging is like simulating using your hands, but in the most un-immersive un-natural un-interactive way possible. The new animations system along with using your hands should help the world seem more interactive and natural. I have no idea if this is the plan, but makes sense to me.
  22. Coheed_IV

    increase Map size

    Took awhile, but there it is.
  23. Coheed_IV

    Status Report - 15 Sept 15

    This sounds great. I'm guessing it will need the new animation system and player controller. Maybe along the lines of posture changes to head and chest, and maybe arms/weapon tightness or even hand grip. Also, I'm starting to see the need for the new (togglable) UI. As I've noticed many players lack understanding of many of the game systems. This will help while still not being in your face. Most of the time it will be toggled off, only checking for quick understanding of what going on.
  24. Coheed_IV

    Questions About The Current State of DayZ

    I didn't read the entire thread. The current state is they are heavily developing the engine (Enfusion) for the game, while generously working on stable. This is why the updates seem slow, and also the reason why people think their priorities are messed up. The engine updates are needed to improve all the most important parts (hacks, movement, animation, infected count, client optimization, server optimization, communication) everything you said and more. Also, these parts I laughed at the most. :lol: Access the map quickly? Bwahahahaha!
  25. Coheed_IV

    Vision nerfed yet again?!

    I will never understand why they do this, so many people new to arma or dayz are even aware why they are becoming fatigued. Rebinding "hold breath" to dedicated key is a must, along with sprint going to w+s.
×