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Coheed_IV

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Everything posted by Coheed_IV

  1. Yeah, the running is the problem, you don't run through houses IRL, but most are lazy and inpatient in-game. I would personally take Arma2 movement over most games, even though it IS clucky. Now, Arma3 I think can be argued as not clucky and while still not perfect, it cant be beat. Remember first person only games are a illusion, you are really just two floating arms, no animation connected to movement, and what you see of someone else in multiplayer is just a ghostly cover. The fluidity of most FPS games is fake not only in a real world sense, but a game design sense. Because of all this and ballistics when there is no desync, which isn't too bad in some instances in arma, the pvp cant be beat.
  2. Coheed_IV

    New 3PP Camera

    Line of sight or fog of war type system will never happen and shouldn't. Can you imagine how buggy it would look when working properly? Playing with friends moving through trees. Not a option. I don't think its so hopeless though. I think they'll make it better, but never perfect. Some ways I think they'll improve. 1. camera distance will change with stance: so laying prone on the police station will not work the same. 2. The camera will pivot differently, it will point down more as it raises: so when standing behind fence you cant see the huge distance that you can now. 3. the offset camera will only be while holding weapon (which they already said will happen): you will trade awareness for protection, and will make it easier to nerf camera without pissing everyone off Seems like with many features, they're not doing much design yet, just implementing tech
  3. Coheed_IV

    New 3PP Camera

    Your right it hasn't fixed much. But, calling this "the new 3pp camera" is not true. This is the steps in iterations, it will keep changing.
  4. Coheed_IV

    Workbench

    I'm wondering if we'll need to bring items like (saw blade or drill bits), as well as the power. I would really love attaching a saw blade to a baseball bat. Just like the engine model, these tools are top notch.
  5. Coheed_IV

    Spawn location suggestion...

    It would entirely collapse the idea of DayZ, the reason you get adrenaline is because, unlike other games, you have something on the line to lose. As many dirty things in life, it's better with a long build up! Besides devs have a plan, as far as player progression goes. And it is based on environmental position (regions).
  6. Coheed_IV

    finally,release 0.58 on Stable

    yeah, I think you added that 1% when you made your forum return recently. That 1% has made you 100% more tolerable.
  7. I have Stranded Deep and Subnautica. Not sure S.D. has anything great going on yet, I think they're adding larger islands, that will help. But, Subnautica is a badass game, and really showcases how underwater diving game should be a great genre in the future. I wrote a small review in the off topic section. For DayZ, I'm glad BI had the experience of developing the underwater environment of ArmA3, I really see this happening down the road once DayZ is a secure IP.
  8. Coheed_IV

    The Psychology of Understanding Alpha

    1. It's not going to close. 2. the A3 alpha was much further along, more of the typical supposed "public alpha" that's closer to a beta. 3. Doing the public alpha IS slowing them down a ton, and they have said as much. But, your right it is a very strong tool, and probably the right decision just alone for server optimization and networking.
  9. I don't think this will ever materialize on PC, would love a solution though. This is why I'll go buy a ps4 to play DayZ. That crowd will have a much more focused experience. Official servers, official experience, loads of new players. Obviously, couldn't live without the PC version, but it's got a much better chance for things like night and communication to be fair.
  10. Coheed_IV

    Northern Military Base

    Well done. :thumbsup: Having one refueling truck to fight over would be cool. Also, really like the idea of a time limit for being in the area. All the information stuff is awesome, but seems more of a single player type thing. Just very hard to get that to be effective for 99% of the multiplayer crowd.
  11. Coheed_IV

    Gestures / emotes

    I think this seems like this is going to happen, they are going to have a large amount of gestures, more than F keys. Victor might of even mentioned something at some point in forums. Don't quote me. Just the fact that they are doing a console version lends its self to consolidating them into a UI.
  12. I would have to say it does seem more of a Dayz thing than a Arma3 thing. Not that I'm complaining, I love me some A3.
  13. I was just play A3 with the waves jacked all the way up and was thinking about this. This would be more of a long term BI future goal though. It was a major amount of work for A3, still undecided if it was worth it. The new A3 map http://arma3.com/tanoa would be a great DayZ map. Swimming underwater and sneaking up on players would be awesome.
  14. Coheed_IV

    .58 question

    Correct me if I'm wrong. Loot spawns based on building class, it's not that better weapons and gear spawn inland. It's just easier to find because it is less picked over. The coast loot is sucked dry from fresh players with empty pockets.
  15. Very happy to see this getting implemented. It will lead to many interesting interactions. I just wanted to get in my thoughts on how the choosing gets worked out. And hear any other ideas. The trick is to get two players synced and have them decide before they reveal what they have chosen. IRL, I've taught my three kids this way and it could work in game too. Usually it works by throwing down rock 3 times in sync (while saying rock-paper-scissors=shoot), showing choice on shoot. Two ways in-game IMO 1. The rock shooting could be indefinite until a player around you is doing it too (it would be like searching). Once the players are both rock shooting they then choose. Only during the intro gesture of indefinite rock shooting are you able to choose the finishing gesture, once both have chosen the finishing gesture it would end with both showing final gesture synced. 2. Or it could be more of a manual three rock shoots, then each player picks final gesture(only while doing the intro gesture), what gesture they pick is done during the first 2/3 of 3 rock shoot intro. The key here is the finishing gesture could only be chosen during the first two rocks of the intro gesture, or nothing is shown to avoid cheating.
  16. Coheed_IV

    The Psychology of Understanding Alpha

    oh...now I understand why you are obsessed with hitting things. If I was in Brazil I would want to hit it too....
  17. Coheed_IV

    The Psychology of Understanding Alpha

    I think the lack of understanding comes from comparing this Alpha or EA to another games Alpha or EA. If this is your first, then it's actually easier. Most games do not allow access as early as DayZ did, and I cant think of any that where doing major engine changes during. This scope changed after EA release. Bottom line is you cant compare game development, they are all unique.
  18. I was thinking this originally, but then thought it didn't sound very DayZ to have the game choose, especially with Captain Player Choice around. IRL you can win much more by thinking, but I don't know if it really translates to the game. Would love to find out though :)
  19. LOL, I know you've been flying your melee flag for a long time, and I'm happy for you. Maybe we need to wait until the new player character is in. I cant imagine them doing anything with melee until then, or maybe I don't know jack shit.. I do know..... that ROCK PAPER SCISSORS@!!1HUE The possibilities with first and second animation in the picture! Just think rock, rock, rock.....I sense a reshoot of the DayZ Porn :D Let's hope you can use that scissor gesture while crouched, LOL https://www.youtube.com/watch?v=Er0o9JZ4sXE
  20. Yeah, it is easy for someone to wonder this when looking at what changes in our stable version. Most of the big important features your talking about are being worked on. Most of these are involved with Enfusion engine upgrades. These are on internal builds, and probably would make us drool. The flip side of that is they can't just add the engine module, but also subtract it (successfully pull out the engine parts involved with what we are playing on). While all this work goes on and we don't even notice, like the inventory code refactoring, major pain, we don't even really get a benefit. But, the server will be able to do more with this done and that means good things. So as these big picture features get engine work they have a long list of content that slowly will be pushed to stable, this long list will make DayZ stand out as extremely detailed when finished.
  21. Coheed_IV

    Rescaling Of Buildings or Humans?

    Funny, some people say you feel short. I don't have a problem with any of the man made objects and their scale. But, I think plenty of the plant scale is very out of wack. Three foot ferns that aren't bushy as one example. The problem isn't just the height it is its form. Fern can grow that tall, but they would need to be much more bushy with other ferns closer. Judge a plant size from a distance then see how it compare to your player height, you will always think they are shorter from distance. All of these problems come from taking the original Chernarus and adapting it. It's still a awesome map with these problems though.
  22. Coheed_IV

    Fortifying villages?

    No idea if loot would spawn, but infected are eventually going to spawn outside of town and move in to repopulate.
  23. Coheed_IV

    I KOS'd and i felt horrible for it.

    Everyone is hostile, they can become less hostile depending on what they do, but they're still hostile. The lowest percent of hostile someone can go to on a chance encounter could be 90% hostile. They only become friendly after you've left them and your alive.
  24. Coheed_IV

    Faith in Day Z: restored!

    I'm wondering why you lost faith? Was it the slow development to stable or the devs vision of DayZ? I've always thought that the Devs "get" DayZ as a concept. That's what makes the videos with Hicks playing so good. You look at all these other survival games popping up and I'm not sure they "get" their game to the same level. They're still gaining a identity as they develop. Everything in the presentation was what I expected. They did go into details slightly, but still pretty vague. Soft skills, I really like their approach. What is hard to understand is how long actions will take and how much these will improve. Also, how deep the leveling will be. Take skinning an animal as a example. Time, Yield, and Dammage to Tool, these are the areas for improvement. I can't see it getting any faster than it already is. So how long would it take your first time lowest level? How many levels can you gain? Also, the set cap within a given time frame. This part really interests me. I put in another post I thought 4 hours before you could gain exp would be nice, that's probably longer than what they're thinking.
  25. Coheed_IV

    Status Report - 18 Aug 2015

    Well the report wasn't much. But, the vids are excellent, great job Mr. Blackout, good self control. Has to be tempting to question Hicks with stupid nonsense. I hope we can get some of what is planned for animals long term and what is intended with .59 in coming status reports. :)
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