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Your DayZ Team
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Everything posted by dallas
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C'mon bud, cough up the link then.
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Yea I just thought I had conquered my obsessive photoshop disorder.
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Are KOS kiddies cowardly and stoopid?
dallas replied to Rastamaus's topic in DayZ Mod General Discussion
Maybe to avoid trolling, you could made the OP a little less trollish. :) -
I don't see how experience points and leveling skills can substitute DayZ's natural and rewarding learning curve and I still don't think this solves the underlying problem you take issue with. Some people will always prefer the bandit/KOS approach to survival. They will ask you for medical aid, but nothing stops them from taking your big backpack off your corpse, when you've treated them. If fact medics might be their best targets, because medic's gear ought to be disease free. Even if your disease ridding corpse is unlootable, killing you is still a very hard to resist for some players.. No level of progression will prevent Cherno/Elektro from being bum rushed by people, willing to sacrifice their own average life expectancy for either some intense firefights or potential good loot. We need these players, we need unpredictable player encounters, because that's the essence of the genre. When people are desperate and there's no authorities to enforce the rule of law, you have to fear both the wicked, the sick, the desperate and the infected. I see player progression as mastering the game mechanics and mastering these will automatically increase your life expectancy and motivation. For a long while I stayed clear of populated areas, because my own experience told me, these places were certain death, so I socialized only with players I knew and could communicate with over teamspeak. After some time boredom forced me towards the bigger cities and while I didn't go there to kill people, I went there for the thrill of the increased risk. As an old ArmA player, you know you constantly have to be aware of your surroundings, always move concealed and always have solid cover close at hand. After a few successful trips into Cherno, I learned that there were several "fairly" safe access routes into the city and the preferred sniper spots, where easy to bypass placing walls and buildings between them. I realized that if I constantly kept on the move, I could both lose zombies after turning two-three corners and present a very small and moving target for bandits. I also learned that some friendly survivors simply exposed themselves completely, only to hope saying: "Friendly," would be enough to keep them safe and alive. Constantly moving or using cover, seemed to make visiting Cherno an almost safe trip. And I considered myself to be a more experienced urban adventurer, than the players that would constantly get themselves killed in the same areas. Maybe this is also why I've changed my perception on PvP, because I've become better at avoiding it and better at surviving it. This fills me with a sense of achievement in the game and because I master these aspects of the game, I'm experiencing less demotivating defeats. I got no problems with some kind of immunity mechanics, if it fits the disease, I just don't really see it as character progression, but rather a disease mechanics. What I consider character progression is the individual player becoming knowledgeable about the causes, symptoms and treatments of diseases. Character progression is learning to cook your water, instead of receiving an immunty bonus for drinking poop water twenty times. Learning that a heavy parka will dehydrate you faster on a sunny day or a thin windbreaker isn't the best for your health on cold rainy nights. Right now hunting and cooking is very basic, learning these skills is just a matter of asking in side chat and it's easily explainable. Rather than being a level 1 hunter, I prefer, making hunting more complicated. Making animals scared, harder to catch and kill. Maybe domestic animals are more trusting than a wild animal, but that would also make them much more scarce. If all cows, sheep and goats are standing still, waiting for people to pat them on the head with an axe, there can't be many of them around. However wild animals will be thriving, because it's primary predator the humans are busy preying on each other. Wild animals will need to have an expanded player detection and take off at full speed, when they detect a player. If a player manages to kill an animal, he'll need to remember to search the carcass for flees, maggots and other signs of disease. When you gut and loot the animal's carcass, you instead of 8 chunks of prime rib, you might get all kinds of meat and organs. Maybe animals have a loot table too. A skinny dear will have less steaks, a heart, guts, kidney or a liver. An inexperienced hunter might take all of it and cook it. A more experienced hunter would either know to leave the kidney and liver behind or know how to cook them longer. Rocket talked about how items can now break in the standalone, if a player takes a headshot, wearing NVGs, the NVGs might break. Maybe the more bullets an animal take, the less usable meat would be lootable from it's corpse. So an experienced hunter would try to either kill the animal with the first shot or follow a wounded animal until it bleeds to death. As it is right now cooking consists of pressing the cook button and voilá the meal is done. I'd like to see a cooking mechanic, more like when a player uses a fireplace to warm himself at night. If you don't have the right utensils your food will burn much faster and you'll either have to chose between ruining your food or risk it being uncooked, which could result in food poisoning. A player with the correct utensils, would be able to cook the meat for longer, without risking to burn it and therefor be able to make sure the meal isn't under cooked. An experienced hunter/cook, would know which utensils to use or how to improvised alternative cooking methods and learn the different cooking times a rabbit and a half cow would require. I'd rather have the mechanics become more complicated to figure out and if you don't perform the mechanics correctly, you'd either risk damaging your equipment or risking your health, rather than having players simply repeating a mechanics, until they receive an artificial bonus.
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You misunderstand, realism isn't the end goal, authenticity is. What I don't like about this skill idea is both that it distracts from the authentic feel of progression being something personal and that it's only to curb people killing each other.
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Devblog update: Where is the Standalone?
dallas replied to rocket's topic in Mod Announcements & Info
And it's the moon that makes all the difference. You see it's the entire surface of the moon that reflects sunlight back to the dark side of the earth, is so bright it makes it easy to distinguish features at night. Remove the moon from the equation and all you're left with is star light. The star sky is incredible beautiful on cloudless and moonless nights, because the atmosphere isn't filled with light particles that drowns the majority of stars out. On a moonlit night you see hundreds of stars, on a moonless night you see thousands or millions. Star light simply isn't sufficient to make a difference for the human eye trillion of kilometers away from earth. The star closest to the Earth is 270.000 times more distant than the sun and while the sun's light only takes 8-9 minutes to reach earth, this star takes more than 4000 years to reach us and it's 1/17.000 weaker than the sun. Night vision googles enhances light 50.000 times, but on a moonless night, with the star sky covered with clouds, there isn't much light to enhance. In ArmA/DayZ the sun nor the moon or the stars are static objects on the sky. The sun follows the calendar and clock, it rises and sets at different times of the day depending on the time of the year in the game. The moon follows it's own calendar, when it appears on the night sky, whether it's a bright full moon or an almost covered new moon. The stars and constellations also rotate 360 degrees on the night sky. -
Although I don't think a skill system suits DayZ, no need to get carried away dayzisthebest. Calm down.
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Is there going to be an Xbox version of the standalone?
dallas replied to A.Williams's topic in DayZ Mod Suggestions
2001's Operation Flashpoint was optimized as OFP: Elite in 2005-2006 -
Yea but we also have idle modelers and no slow boats with sails. :)
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The cool thing about ArmA/DayZ is you always have to make adjustments when shooting. ArmA hud cross hairs are not accurate, because the bullet is generated from the models chamber, sights, scopes and cross hairs are only helpful up to a certain point. Whether you're in first or third person, the player camera's line of sight is always different from the bullet's path. Also the barrel is affected by any movement, meaning you'll have to stand still to make sure you're on target and then you have to make corrections based on the weapon's zeroing or the sights elevation. If you switch to sights or scopes, extreme close ranges forces you to take the sights elevation from the chamber of the weapon into account. That's why when your scope just peaks over a wall, your barrel clipping through the wall, the bullet will hit the wall. While your line of sight is though the taller sights are unobstructed, the chamber and the bullets path of flight is not. Whenever you shoot you constantly have to compare your weapons capabilities, sights and guess the distance to the target. If you're not a complete shooting prodigy, the easiest way to make the adjustments on the go, is to look for the dust clouds, sparks and blood spatters, when you miss or hit your target. Hud cross hairs often obstructs the ricochets and impacts, making it harder to make those corrections. While I'm a huge sucker for 3rd person view, I'm always annoyed by cross hairs, because they block vital information and isn't reliably accurate. If this makes hacking harder, kill them off. Anyways on veteran servers, if you need to find that sweet spot on ladders and tents, just scroll the mouse wheel, until the action icon appears. It also helps switching to 1st person or even iron sights to find you grip on the ladder or the g-spot to remove barb-wire.
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If third person was removed from DayZ...
dallas replied to Imafighter's topic in DayZ Mod General Discussion
Rocket has mentioned this as a solution too. I'm not sure what the benefit would be other than creating the need for two hives rather than one. I just don't see the point, I mean it's not easier to gear up on 3rd person servers, the only thing that makes gearing up easier is finding an empty server. Finding a set of NVGs isn't easier on a 3rd person server, than a 1st person server and someone mostly playing on a 3rd person server, wont have any notable advantages switching to a 1st person server. -
Devblog update: Where is the Standalone?
dallas replied to rocket's topic in Mod Announcements & Info
The more weight you carry, the less activities which results in facegrinding asphalt with your backpack adding additional force to the back of your head, while you're busy stopping the force of gravity with your jaw. ArmA or DayZ is not parkeur, you don't really want to do backflips through rings of fire, while throwing tomahawks at zombies. You need all you calories for the constant cross country marathons. -
Nominated for thread of 2013.
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I'd love to see a level playing field for people without NVGs. At the moment exploiting gamma is almost as good as NVGs if there's a little light. I really like playing at night, because it turns the gameplay up side down. In daylight you've got great distances, but at night, without NVGs, your entire world shrinks down to a few meters, at best as long as you can throw a road flare if you're brave enough. I love navigating at night, moving through a dark forest, knowing that if I continue north, I will eventually reach my next waypoint, which I've decided to be a road and the primary way of detecting the road is the sound of my footsteps hitting the asphalt. If you know what you're doing you can travel fairly safely with chemlights and road flares, you just have to be ready to drop them and run for your life. If you throw flares in a town, make sure you throw 3-4 flares in different directions and always move outside the circle of light, using the light from the flare more as contrast, rather when being inside lite up for all to see. I also think flashlights work well, the beam kills your peripheral night vision and no one in their right mind would ever run with a flashlight at night anyway. It kind of makes me wish for collision damage at night, if you've ever been stopped by something solid, you'd definitely slow down at night. My most vivid memory of flashlights used at pitch black nights and running, was in my service time, when we had to go on a night exercise. My teamleader needed to quickly get a spare set of batteries for his flashlight and in his hurry, ran straight into a pyramid of 3 sets of NATO barbwire and got himself entangled. When we was summoned by his screams, we couldn't see jack and we actually got by with the tiny blue lights from two G-shock watches, which just added a hint of contrast in the blackness, while we were trying to thread down the wire. Luckily he walked away with only a few scratches, clothes and boots cut up badly and with a big scare.
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How about we make the karma point system reward skin?
dallas replied to jasokun's topic in DayZ Mod Suggestions
My public hero spawned a hero, when he died a hero, then again it's been a while since he died. -
How about we make the karma point system reward skin?
dallas replied to jasokun's topic in DayZ Mod Suggestions
As it is now humanity carries over from life to life. If you die as a bandit, you respawn as a bandit. You start with 2500 humanity. You become a bandit at 0 humanity. You become a hero at 5000 humanity. Humanity regenerate with 30 every minute(?). Humanity will only regenerate up to 2500. If you want to become a hero, you have to receive additional 2500 points from giving blood transfusions, applying bandages and morphine injections. I don't really like that the hero skin comes with tiny bonuses, for me humanity is mostly about a cross server reputation, which players are allowed to hide with ghillie suits/camo clothing. The cool thing is that even if you meet a hero, you can never know for sure if he will help you or kill you. However because it's a part of the game, it's something new player are presented with, which forces them to at least think about the consequences of killing. It wont stop them and it wont dictate their play style, but because it's a part of the game, they learn that there is an alternative to killing everyone you see. -
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And that's why I see no reason to introduce a RPG element into DayZ this late in development, not only because it doesn't fit with the concept, but because you'd have to reballance classes, finetune skills and rethink the whole gameplay. I think DayZ works so well, because the combination of DayZ and ArmA actually internalizes all these RPG elements in the player himself, instead of his character. This is also why these skills wont work as intended to decrease PvP, because for some their motivation is to get your beans.
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In Skyrim you end up grinding your skills rather than playing the game. If I block this crap/crab 5 more times instead of killing it, I'll level up. Stamina in DayZ is directly correlating to accuracy, so someone chopping wood all day or autorunning into a corner would have a major advantage in combat.
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Play for 666 minutes without killing other survivors.
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I've read the OP, but I don't see why I would be forced to declare it in a poll, just because someone thinks I haven't, because I don't automatically agree with his opinion. Screw that. As of now the medical system is rough around the edges and very simple, however being a medic in DayZ already is something that takes dedication. What's cool about DayZ is also that the medics shaped their role themselves. Their motivation was personal and internal and not based on some externa reward system, they simply did it to help others.
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If third person was removed from DayZ...
dallas replied to Imafighter's topic in DayZ Mod General Discussion
I don't know. One of the main reasons I enjoyed DayZ, was because I needed a big break from 1st person servers in ArmA. -
I must confess, I have become something I swore I would never be..
dallas replied to Antheus (DayZ)'s topic in DayZ Mod General Discussion
Force yourself to play at day and force yourself into populated areas, I'm not telling your to go in and get killed, but just to increase the risks you take. While you're going to hate the whoever might kill you, starting all over will be a momentarily relief also. Starting all over on another server, you might just end up with two greatly geared characters, playing at night. :) -
They were detained for so long because the Greek justice system has stopped working, being on strike for months. I have no idea why they were detained in the first place, but if they are being released on €5000 and free to leave the country, it doesn't seem like there's overwhelming amount of evidence indicating they are Turkish spies planning an invasion.
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Well Rocket said that if the standalone became successful and sold over a million copies, it would be natural to think of a console version. Rocket has worked for a console company before, I'm not sure if he recalls that time very fondly, but if DayZ is revealed to be a good earner, I don't think he'd think twice about having someone else work on a console release. I think he even joked about releasing a TI-30 version or as a play sheet for percussion instruments. :)