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
-
Content Count
552 -
Joined
-
Last visited
Everything posted by Coheed_IV
-
Nice work, it helps to see everyone's different perspectives. My biggest problem with your design is that it is open. It seems convenient, but I think it's better to separate the game world from the inventory, by obscuring. I always liked the Souls series feeling while looking in your inventory. The game was single player, but had no pause, and you had to be safe to look in the inventory. The view was obscured, kind of like being distracted in reality. Having this open inventory would detract the in-game experience for me. I also like the block system over percentages. But, what they have now should get a little work. Have some items take half a block, like pen, can opener, lock pick. Also, the slots should mimic the clothing shape. Jeans should have four separate slots so you can't put a hacksaw in jeans. The context system looks cool, this is going to get overhauled far as I know. The ArmA scroll action is an abomination, lol.
-
Notification of item dropped from your hands
Coheed_IV replied to gesundheitk's topic in Suggestions
I'm betting this gets fixed with physics, you see the item move forward and drop with sound effect. But now that seems so far away from happening. -
I hope a good example is something like using the Hand Drill. There is no skill involved when I decide to use action "ignite fire with hand drill", but you do need skill to do it. Most of the "actions with scroll wheel" are trivial. Maybe even a "foraging or fishing" skills, this would lead to finding berries or catching fish quicker. Even rabbit snaring. But gaining this should be concurrent with surviving in-game over time, not spamming exp. or action.
-
I re-read the skill slide, they specify more than I thought So a cap would be set within a given time frame. The time frame variable could be tweaked with feedback maybe. I wonder if that time frame is something that will become longer as you progress? I'll just throw some time frame numbers out, every 4 hours with many levels? or 4 hours then 6 then 8 and so on, but less level improvements? I would rather have consistent levels, it will reflect what you do more. I don't use a IV every four hours, someone else might. But, with the time frame it would not reflect them grinding too much.
-
Wow, that's very grindy. :P I wasn't suggesting anything really, hadn't thought about it enough. I was confused on what your post was trying to suggest and point out the devs didn't specify either. I'm just pointing out that anytime someone is saying "that wont be fair for some players" this usually leads to grinding. And exp grinding is being avoided in many games in development now, which I applaud. :thumbsup: Seems the DayZ devs feel that way too.
-
The assumption of putting advanced base building in game because it is "popular" or because "that's what human do" is ridiculous. The Devs aren't just throwing things in game and hoping for the best. Breaking this down to understand benefits must be done to understand how to improve upon. So I will try to answer my own question. What are the benefits of advanced base building? Each storage should have an advantage and disadvantage: Ammo box keeps ammo from breaking down. The underground stash can hide something with little chance of being stolen, but it's small and damp I assume. The barrel can house liquid, can craft colored items, also is easy to hide. Tents should keep things dry, hold large numbers, but hard to hide. So the advanced base is for large size items, helicopters, vehicles, large vehicle parts, tires. Theses things cant be hidden easily. So even though its not hidden, it will be safer in a base. Bases will work better with a larger group of players working cooperatively. So I think to improve this (coop & large item storage). What the base will need more of, is a reason for players to be at the base for longer time frames, which will lead to more interactions and emergence. Right now it would be just "building it" or "repairing it", and most of that task is away from the base finding materials. Something like running a generator for a long period gets you something that cant be made or found in any other way. That is a task that keeps you there. Attracts others (interactions). And could potentially make something you need.
-
yeah, looks like .59 will concentrate on improving hunting, fingers crossed.
-
Does not compute, how does a base help me survive? This is a game, what benefit do I gain by spending time building it? It's great that this is popular, but that is not a reason I would spend loads of time putting it up. For most games that would be right, but I think it's perfect for DayZ. It has to be based on time alive or it falls apart IMO. I really liked what was in soft skills presentation. :thumbsup: People would do it, and the game would be boing for them. Don't put a potentially boring mechanic in a game. I don't think we're sure about what it is capped on (in-game character day, real-time 24). I would think in-game time?
-
Why do we need bases? What benefit do they provide us? I didn't hear any reason besides the inferred "sandbox" or "other games have it". I'm not saying I dislike it, I'm just trying to understand the fundamental gameplay reason for it. This is a survival game how does this base help me survive? Safe water stock pile? maybe, if wells become extremely unsafe with disease. Shelter? No, there is shelter everywhere (unlike the mod) Storage (food, tools)? Only in a larger player group, I think. Hicks said "aggressive" in context to guarding loot. I can't see the base becoming a benefit until your part of a larger group. Achievement? Seems likely I just don't see base building as fundamentally "DayZ", it was not a big part of the mod. Not that I think it's terrible, it just needs to have a place or need in gameplay. And the need was not "sold" in the presentation.
-
I understand that it is a slow pace when you compare to other alphas. But, ARK is not building the engine on internal builds. It's like they are building two games simultaneously. This is why the pace seems so slow. They're working on multiple engine modules while slowly pushing stable. The entire scripting language is being changed, without it they cannot accomplish capable servers in the end. Just so you know Arma2 and 3 are top 50 games all-time list, you cant act like they are shit devs, I know you don't care.
-
Your right, that is interesting. I also don't judge success by that chart. For my camp (did I say that?), I really just trust BI much more than most. Over the years they have been a extremely upstanding developer. Supporting games with patches years after launch, quickly stepping up when gamespy went down moving A2 to steam. The leaders in mod support for years, opening official content for the community for All In Arma. They aren't perfect but they are very dedicated. So hearing statements like this, cant help but call bullshit.
-
I think it's been a good time for a break for most, and that is a good thing, there's a long way to go. I'm amazed that I play it still, I keep thinking I'll give it a rest for awhile. It says a lot when that many play it when there is nothing to do. Persistance is something to do, so we'll see what happens after that.
-
not true, you found it interesting and even surprising.I think it could be worse, there really is nothing to do right now.
-
That and there are no infected or persistence. I mean this is not surprising considering. Will be interesting to see what happens after .58 and .59.
-
Yeah, the one looks like HESCO barriers, right? How would we build that?
-
Thanks for doing the work Tatanko. Nice to hear "Increasing quantity of animals throughout Chernarus in .59" and "while being very careful to *never* use a skill in place of player ability". Besides that really nothing that we haven't heard before. <_<
-
I would, once lighting is complete I would like to see a big effort to make flashlights, lanterns, chemsticks actually relevant. If you don't force a level playing field these items will mean nothing. Games have done it, mostly console games. Right now consoles have a better chance at relevant maps, radios, and flashlights. That's sucks, at least we get mods.
-
This would be great not just for weapons. Since Victor made a comment on the possibility of it happening, I've been playing with this in mind. The best application would be for crafting in the consoles controller scheme. Having left and right would make managing items much more intuitive than just hands. Here's the post http://forums.dayzgame.com/index.php?/topic/219049-new-animations-and-features/?p=2215610
-
I think this will get some attention once renderer and lighting are in.
-
https://community.bistudio.com/wiki/SQF_syntax Standalone is being converted to from SQF to the new scripting language EnScript. http://forums.dayzgame.com/index.php?/topic/224323-status-report-22-apr-15/
-
Best news I've heard all day!
-
Easy! Let's please not start that again! :huh:
-
I'm more interested in what this base will do for me. I mean building a base is like putting up a sign "here I am". So what can a base do that the thousands of buildings can't do? Someone explain what a H1z1 shack does, why are they everywhere?
-
Wait, changing my answer. The worst part of DayZ is how stupid the forum members are. :lol:
-
DayZ really needs more "trash" loot
Coheed_IV replied to billyangstadt's topic in General Discussion
Books are extremely useful. Tear page for kindling, and burn if you don't have axe. Server resource shouldn't apply. The amount of loot spawning right now could be cut in half or near, and replaced with trash.