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Everything posted by Coheed_IV
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Most people new to DayZ/RV fail to understand this concept. Mainstream games don't go to this length, they just pick one, while sacrificing the other. So people come to this game/engine and think it's strange, then claim it's unrealistic. They join the realism police :murder: and say my eyes don't zoom, why would they in game. Why not explain this in game? I've been playing games for a long time and have come to find out learning about games is as fun as playing them. Helping players understand some aspects (like this) only increase the enjoyment of the final product. RV and Enfusion have roots in simulation, most mainstream gamers will come to it with some confusion (weapon ranges, bore line, ballistics, star maps, etc.). Please, teaching them something like this only helps them understand why many of the games they are used to are fraudulent :P . At the least some drop down explanations in menu. Don't undervalue the willingness to learn this game. One more thought after posting on sway/stamina. My feeling is that the level of severity is tied to your options to counter it. Lessening the feeling of being a victim to sway. I brought up the weapon stabilization or weapon resting of Arma3. This is something that the player can actively seek out to improve the situation. I'm not sure, but Altis was probably designed with weapon resting in mind. I'm not sure how many positions Chernarus+ would even have. But, whether by weapon resting or other means, there should be some player choice to lessen the sway. These other means are better in real time. Soft skills (unknown) are typically like a switch, nice but your not actively engaging the problem in the moment to counter your sway. Dropping your backpack at your feet would be an example. Planning ahead for total weight is great, but it's not in the moment. You are still a victim of sway. Greater differentiation of stances to severity gets the player actively countering sway. Having more stances gives more choices. There is currently two choices for firing, and one you cant see most of the time. So while planning to keep your sway in check (weight, pace, skill?) is great, you still are a victim while swaying. Giving real time options (weapon resting, dropping weight, specific stances) keeps the player engaged in solving the situation, even if the options aren't always available or over powered. So for me its not about how much sway, its more about my options to deal with it.
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yeah, I've always felt that way. I just don't get it. But, I definitely feel like I missout on some info, since I hate visiting there.
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Great explanations on everything. I really feel that weapon sway/stamina works and feels fair when there is weapon stabilization. This allows player choice within the situation. It will always feel imposed and not as well rounded without it. The addition of stabilization to A3, for me was a complete game changer. I always feel like there are options. Less like a victim of circumstance. The stamina/sway then becomes a very enjoyable part of the game, because I'm actively searching to counter it. Also, a well thought out FOV explanation. I'm feeling the "zoom" might be moved off the default control scheme at some point?
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Right now it's hard to understand what their vision is, eventually this will become clear. Everything we're talking about might become irrelevant, hard to say. I have a feeling everything as we know it might change. Being able to drag gear (backpack, vest, holster) around in order might be part of managing everything too. They probably have this thought out, we're just seeing one part which looks nonfunctional. I was thinking having items fall down within the backpack would be kinda cool. So if you take a item 1x1 out at the bottom and other 1x1s where above it, they would fall down. If a 2x2 was above it, it would block items from falling. Just a thought.
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Well then, don't drop it. Guess you have to drop something else, you put something in its place, right, why did you do that? :blush: It needs work, there is no feedback that you drop anything. But, to me it makes more sense this way. You take it out, its out. Do you like auto-run, auto-aim, and in game instruction? I don't
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Of course everyone wants to see infected, but it's not just "put them in". It is a process that they have been working on since the start of the project. The AI has not yet reached the needed level of efficiency, they would use up too many resources on the server. I'm hoping by the end of the year we're getting up there in numbers. (*speculation*) They seem to have this 1,200 number that they have been working with. They move them around, spread them out and put them together in high population areas for testing. When they get these 1,200 AI or so working to a certain level of efficiency. Then they can spread them out again, and develop group AI for them. I think this has to do with sharing the finite state machine or using fuzzy state logic. So then they can multiply the 1,200 into 4,000 or what they want with not increasing the processes. The server also has to be capable of handling more positions. I'm completely guessing and have no clue though... :huh: :P
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Over 10 weapons disappeared on the same character
Coheed_IV replied to Bonappetit's topic in General Discussion
I remember this happening in experimental just as you say. But, not in new stable. Do you play on high population servers? Might be server stress. -
Huh? As you can see everyone looks at "realism" differently. You want the game to automatically do something rather than remembering and managing inventory with your own brain for the sake of "realism"? I say leave realism out of the discussion, what's better for the game? I like to use my brain while playing, and think that is better for the game. As its been said, we've gained 4 slots we didn't have with the new system (while carrying pistol). It's your choice to use them. I think managing inventory will be much easier, and this wont be a big problem. The UI will be much wider this will help a lot. One thing holding it back now from being slightly/automatic is the Tetris packing, I hope that stays.
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im confused if you want the old system back or your liking the new?Are you saying you like using your brain and remembering to save space? Or you want the game to remember for you?
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This has had to have happened to everyone. While this system is better, something should be done to indicate your dropping. How could this be avoided? I think they will eventually go with throw instead of drop. Sound would be nice too. That might seem like a pain now, but eventually picking up, dropping, arranging will be easier, faster, and more intuitive.
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Hope this makes it into the game down the road. :thumbsup:
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I think PC gaming is entering a golden era right now. But, I'll agree about graphics and console ports. And that crap will be getting worse for a couple years, always happens after nex gen launches. So what's so great besides arma3? Games like Pillars of Eternity and Project Zomboid. No one should ever allow their kids to play Minecraft console. And if that's not your thing, then there's always VR or Nudie mods! Or wait......both! Games will be hitting a wall with graphics I'm thinking, look at Fallout4, seems they're choosing depth over eye candy like the games I mentioned above. Which platform handles depth? That's easy right.
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double posted...whoops
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i agree with this. A3 is great, but it's all about weapon position. Surviving is more about being aware of surroundings. So stances should be about eye level and exposure. Crawling prone shouldn't block all vision, trying to look around corner shouldn't expose entire body, looking out windows shouldn't be a problem. The stances should center around these situations. So what would that bring to 3pp? I don't know, but it would level 1pp awareness close to a limited 3pp.
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Interested in more, check this out. :) http://dev.arma3.com/post/oprep-audio-roadmap-update Hope interiors and vector-based multichannel panning get implemented into Enfusion, seems they would effect DayZ the most.
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Nice mix of long hours and jet lag. Very relaxed though, some other guys in the show were quite nervous, felt bad for them. Very nice to see PC getting some attention there. The only bad part was Jay Crowe was not allowed to keep speaking, everyone would have been hypnotized. Is there some new clipping on the hands there? New hands?
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Nope, you wouldn't be wasting your time. Keep looking.
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These updates produce a lot of drool..........3D Positional Ambient Sound..........improvement of animations for first person view............synchronized walks and runs.............fancy stuff with upcoming wounded character and stamina. I take intermediate range to mean 100-300 meters. Not sure if I'm right. Not sure what the devs view as intermediate. I'm thinking this somewhat hinges on how vision works out, by that I mean the "zoom". Without the "zoom" you cant be realistically effective at that range with normal sights. To get realistic field of view on a screen you need to unzoom, which is how we normally play games. But, to return vision to normal proportion we need to "zoom". This allows for realistic weapon accuracy with these ranges. Will be interesting to see how this all comes together.
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The name says it. Stamina increases when in danger. Chased by infected stamina gets a small bump. Bleeding stamina gets small bump. More? Or this could just be called adrenaline. Any thoughts?
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Good points. I wasn't talking anything about fine motor, being suppressed, aiming. Simply.... the moments when your chased by infected and you cant sprint because your meters out. Most will find that to be BS. I'm talking about a small surge, nothing major. Some type of surge at sense of danger would feel natural. You say that's unnatural? Your saying, when perceiving danger, people cant run away as fast? They run slower?
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I go to Colorado (west of Denver) every year, and I'm going in about a month again. I was actually thinking of Colorado when I posted earlier about two cities with mountains and plain on sides. I was thinking more Boulder and Fort Collins. If you look around Denver or Colorado springs west is hilly quite abit before getting into the rockies, which yeah just too steep. But, it would be a great map border. Always loved Clafghan map, even though the AI didn't. There is some really good mountains in this terrain. Checkout 0:39, This is massive on foot though. I'm not sure sat map are best for DayZ.
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My dissatisfaction with the map of DayZ .
Coheed_IV replied to adriel0000's topic in General Discussion
Well, in the mod you could loot a building in 1 second. Check door step. :P -
One other point that I always think important for creating community content. Do everything your way, don't do it for other people. If your doing it for yourself, it will never fell like work. It's better to listen to feedback after most of your vision is complete.
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Emergence in DayZ; What is it? Is it good? KOS'ing?
Coheed_IV replied to FlimFlamm's topic in General Discussion
I just skimmed a little bit. Will read later. Didn't see it, but I believe walkie talkies can work as intended on the consoles. I believe they can turn off any group chat with the game, other games have done so. Of course, not sure about us on PCs. Liked scriptFactorys ideas, that would help a lot. -
Funny story, I once made a arma2 mission just to prank my Canadian friend. Built a huge American base on the border of north Chernarus (flags, vehicles, AI, tents, everything). The borders of the edge of the map had barbed wire, the Canadian side had nothing except a tractor, wheelbarrow, chickens, and his playable character (who was the civ rube looking farmer). The mission started with the song Canadian Idiot by weird AL, while all the US marines danced to it and two Apaches came in and targeted him. We did allow him to enter our side and lead the mission to find the maple syrup recipe in Stary Sobor, which was heavily defended. :P This was a long time ago and have learned much since then. Have fun learning map making. I'm sure there is plenty to learn right now, with A3 before anything is released if you would want. I'm not even a PvP type, but I still would like a map that had two large urban areas centralized in the map, with a mountainous area on one side and plains on the other. Have fun.