Keck
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Everything posted by Keck
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It would add something, but once servers are working as they should and we ahve these >75 servers, this will be something not that unlikely to happen. ALso I wanted to mention that I really like the concept you put up for fatigue and relaxation, especially about the cigs and the beer and all that. ALmost nothing I'd like to add, except maybe something like a psychological health status or some shit. MAybe something that has minor effects on you and that changes by, I dunno, killing players and all that.
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Even though anything is possible, I rather doubt that you'll find an Amazon delivered katana in a civil war suffering , post-Soviet state. ;) also it'd attract all dem weeaboos :p Your idea with the AI controlled death squads, I really do not like. The only kind of human you encounter is this game should be controlled by humans, imo.
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Yes Edit: sorry wrong website, but I'm on my phone and too stupid to delete
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Mouse swiping movement instead of mouse click for melee?
Keck replied to CGNoodlePot (DayZ)'s topic in Suggestions
Since this already works perfectly fine in the mount and blade series I guess dayz could have it too. Will need a hell lotta improvement on the server/client communication etc -
That's one thing that I wondered about aswell, what actually happened to the object placement. If you look at the trello it's still there I believe, but we simply didn't hear anything about it. I assum that it might have something to do with server/client performance, but frankly I am pretty much useless in any proper IT stuff. :p
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That's some real good stuff! What I'd love to know is whether the animals (deer) will run away from the actual noise, e.g. gunshot, or will it rather work like with the infected, that they have some meters for sight, sound and so on. So would we able to make some noise to make them run into our buddy awaiting in the forest on the other side? :)
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For a start I want to say this update looks awesome, especially the screenshots with the new renderer, really nice work there! :thumbsup: :beans: :beans: However, I do have a question tho, concerning the renderer: Will it have any effect on the visibility of high grass? Because right now, it doesn't appear on the screen if further away than 50-100m, which often makes you think you're well hidden, while you're just in the open without cover. Will the new renderer have any effect on that?
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So just a few ideas how, in my opinion, the atmosphere of the game can be enhanced, since currently it's not really a post-apocalyptic one. Fog Pretty obvious, let there be fog, maybe during sunrise/ -set. I guess I don't have to add lots of explanation about how fog adds atmosphere, just watch any horror movie, about every 2nd of them has at least one scene in the woods/swamps during a foggy night. Just imagine for a second walking through the woods in DayZ (ofc 1st person, screw casuals ;) ) and you can't see any further than 5m and the screams of a player tear through the night, followed by the screams of a pack of zombies. This also leads to my next idea, namely New player sounds So, I guess being bitten to death by zombies/infected is pretty painful. Wouldn't it be logic then if the player being eaten would scream in pain? And no I don't mean this little "oua" thingy. Frankly I couldn't find a good example for better sounds on YouTube, but I guess I can leave it up for your imagination. ;) Grass I'm sure you guys have already noticed that high grass doesn't render anymore once you're further away than, say 50m. This isn't only atmospheric disturbing, but also gameplay-wise, since basically the only way to hide out in the wilderness are bushes. Wouldn'T it just be cool to put on your ghillie suit and lay down in the open waiting for other players to pass by?
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First off, sorry for not replying earlier, was busy with some RL stuff. Anyways, of course, there adrenaline, that's why the characters shouldn't be screaming in pain if somebody, dunno, punches them really hard or something. What I am talking about is when a zombie for example is , quite succesfully, trying to rip your arm off. You can't be as pumped as you wish, but in such a situation/or similar, I'm exaggerating, you will scream.
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There's the point you want the high end lootw. DayZ is on its way to a point, where having high end loot is rarely ever seen, with most people running around with pistols, if they actually have a gun. Your high end loot probably will more or was disappear.
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It'd surely be an interesting experiment, but I doubt you would see a change. The people playing this game don't care if they have a gun or not, they will just kill you anyways. Once I was walking through some city and saw a guy with no guns, walked up to him and started taking. Instead of saying anything he just mumbled something into his low quality Mike and smashed my head in with his sledgehammer. People will always kos you in this game, even without guns.
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Frankly the FG42 is an even worse choice than the Stg44, which is at least used to some little point in Syria, like stated before. However, the Stg.44 was produced like 430,.000 times, whilst the FG42 was produced 1,500 times. 1,500. That's really not a lot, and about 90% of those guns were all used at the Western front, as all the paratrooper units were being moved over there. So, not really a good gun to add.
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I agree with, even though I'd take it even deeper, look at this thread I've created a while ago http://forums.dayzgame.com/index.php?/topic/223644-buff-melee-weapons/
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Well we didn't have anything special in that thread, just some different stew recipes, but to be honest, I like your system with the ingredients complementing to each other way better, however I doubt that the game's engine is capable of handling such a system
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I'm sorry if I sounded salty with my comment, was not intended. btw, here you go. http://forums.dayzgame.com/index.php?/topic/223496-food-recipes/ PS: I probably wouldn't have said anything, if it hadn't happened that I already posted in that thread, since I would not have known about it.
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I think what he's trying to point out is, that the development just always looks like it is really slow. Not trying to offend you or not respect your work at any means, as I really think it is high quality, at least concerning content wise, but what really seems to be the problem ( excuse me if I am wrong) is the technical part. I have already taken a break for roughly 3 months now, for the reasons of bad fps and "lag" ( I do not know if it actually is lag or something else, like desync) and the zombies, connected to this. Now, I tried it again after these months but those problems have not been improved in any way, at least no obvious way. So what I am wondering about, are .56 and .57 mainly focussing these issues or is it again mainly about adding new items? I am sorry if I sound disrespectful, as this is really not my intention. By the way, as far as the new Status Report design is concerned, are you planning to leave out the standup notes entirely or is it just for this particular one, because I always found them really useful.
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Use the search function
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So as the title says, this is a thread about buffing melee weapons. Why? Welll, because it is kind of rediculous how bad most melee weapons are. I guess we can agree that it shouldn't take 5 hits with a cleaver to down a man. However, you have to have some sort of balance, you can't just make a knife as strong as the current firefighter axe. So here are my suggestions: Knifes: When stabbing high damage output, high attack speed, 100% of bleeding, possibility to onehit kill (stabbing in the throat/eye?). Downside however is obviously the range and the lack of a push back/knock down ability. Bladed: Sounds and looks familiar to the knifes, but with this I mean stuff like the machete, or, should they be properly added, swords, maybe dismantled scythes. Stabbing depends on what it is, like a sword would deal big damage when stabbing, a machete rather not. When swinging they'd be able to cut off limbs, but AFAIK that won't appear in the game, you could simulate it with some kind of "uber-fracture". Blunt Weapons: As blunt I see baseball bats, Metal pipes, maybe firewood logs and stuff like that. They'd have a wide variety of characteristics, as a baseball bat is faster to swing than the Wrench Pipe, but also has a slightly lesser chance of breaking bones. A hit to the head however should always knock your target down and have like 30%-ish chance of knocking him unconscious. Those weapons should, depending on which specifically used, kill in like 3-4 hits, but have a ca.70% of breaking limbs. Axes: Well, basically an upgraded blunt weapon, just with a higher chance to cause bleeding. 1-2 hits to kill, head"shots" always lethal. Long Weapons: Those are spears, hayforks, rifles with (working) bayonnets etc. A big pro of course is the big range, which can help you keeping a distance between you and your opponent. Another positive aspect about those thingies is the high attack speed, when stabbing. Swinging could be added as a secondary attack, like a weak blunt weapon, but definitely is not a must-have, Those long weapons should deal enormous damage when stabbing a target, as you practically impale him, of course depending on the quality (spear with knife as tip vs. sharpened stick). Electric stuff: Here it is. Stun batons, tazers, cattle prods and so on. Well, depending on the strenght of the shock it gives you, maybe knock you down and cause some weird jerking, or only make you pull back you hand. So, this it, thanks if you actually read the entire thing, and hopefully reply :)
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German chopper crash is almost as logical as a having a Lamborghini spawn. I don't have the exact numbers in mind, but the German army only has like 3-9 helicopters able to fly in their current equipment.
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Pickelsteiner, a traditional, southern German stew. Take beef and cut it into cubes and bunch it together with potatoes, carrots, cabbage( preferably green cabbage). Apart from the meat, stomp the rest a bit, so it gets a bit gloppy. Add water, to make it a very thick soup. Everything into one pot and let it cook. Finished.
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Hello Dev Team(should one of you read it), hello survivors (which are probably more likely to be reading this)! I hope I am at the righ place with this, as I'll simply tell you about the main problems I am experiencing at the moment. 1.) Zombies like walking through tables. I noticed (and very much appreciated) that they no longer walk through closed doors (0.55), but what they still tend to do is walk through tables, chairs or any other kind of interior and often they get stuck in them. 2.) Zombies hitting you from 5m away, facing away from you. 3.) Zombies trying to attack you, but turning around and punch the air in front of them, with their back to you. 4.) When I rightclick on some items, or when I want to combine two items, this writing doesn't appair and the pop-up menu stays black. 5.) The game freezes whenever I exit to main menu and also freezes my PC for quite some time when I exit the game. That's it for now, as most of my other problems are design-wise. I hope you can help me out. Cheers!
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Shit, I hope your mom at least looks better than those zeds ;) But seriously, #4 has been my companion since the day I bought the standalone, and I have not the slightest idea how to get rid of it, since I don't find anyone else having that bug :o