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Everything posted by mike49
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I find a lot more people, a lot more friendly people in the mod than I do in the stand alone. In SA, everyone tries to kill you with whatever melee weapons they have, not trying to team up or even work together for a little while. I've worked with other armed players (even bandits) that didn't try to kill me at the first opportunity. This has never ever happened to me in SA. Plus, it actually feels like you're more likely to bump into other players in random towns or villages, outsize Berezino/Elektro, which are the two main hubs in SA. Anyone else found this to be true?
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Anyone else finds more people in the mod than in SA?
mike49 replied to mike49's topic in General Discussion
FPS was also just as bad as on stable :/ lucky you -
Anyone else finds more people in the mod than in SA?
mike49 replied to mike49's topic in General Discussion
This happened on 0.58 lol - literally first house I went into. This never happened on previous builds. -
Anyone else finds more people in the mod than in SA?
mike49 replied to mike49's topic in General Discussion
I only play 1.8.6.1 vanilla servers -
Anyone else finds more people in the mod than in SA?
mike49 replied to mike49's topic in General Discussion
My experience with experimental - go into house, no loot, run out - LEGS BREAK. Alt-f4. NOPE. -
Buying assets can save the devs a LOT of time
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So one, probably incredibly rare weapon you'll likely never see, is going to spoil your entire DayZ experience? Just because it EXISTS? That's absurd
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I think it would be pretty cool if we could add custom carvings onto our weapons, for example strikes for people killed, names, etc. I know it sounds a little CoD like but I think there's a place for something like this in DayZ
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Yeah I remember them saying bikes might not even make it into the game because they're tricky as hell to code apparently. To be honesty the motorbike and bike model from Arma 2 was of barely acceptable quality so even porting that wouldn't be a good idea imo. If they do manage to make a semi-believable motorbike/bicycle system I'd be very happy!
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I honestly don't see how a pistol can break the immersion. After all we had the Predator Vision OHK machine aka AWS50 thermal in the mod... Cmon people!
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Absolutely splendid job on the model, very detailed!
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As a fellow veteran of the mod, I've come to terms with the fact that Stand Alone isn't going to be the "HD Mod". I think of the DayZ mod as being one of the greatest ever made, and also being almost single-handedly responsible for pushing the survival FPS sub-genera into the mainstream. I would like to express my concerns in regards to the "feature bloat" currently threatening the SA. Body temperature, diseases, advanced vehicle part system (in the future), blood type specific blood bags, weather effects on player etc. are all making the game more realistic,of that there is no doubt but then again, ask yourself: "Would the mod be more successful with these features?". I would like to say that I do recall some of these features later added to the mod (diseases and blood type specific blood bags) but as far as I remember, these were not present in the vanilla version of the mod during its exponential growth phase. What a lot of forum users fail to see, is that a game doesn't have to be incredibly unforgiving and realistic in every aspect in order to give a good survival experience. It's all relative. Comparing to other games available on the market, (at the time of release) DayZ mod would have been considered hardcore at the very least. The idea of perma death, breaking bones, lack of invulnerability, hunger, thirst, enemy AI etc, were all what made DayZ a hardcore game when compared with the likes of Battlefield, CoD, or even ARMA, regardless of what certain "elitists" might want you to think. I'm all for new features such as crafting, farming etc, however I think we need to be careful when pushing the game in the direction of pure brutal realism - we need to remember that after all this is meant to be a game, and while making it as realistic as possible sounds cool on paper, people ultimately don't want to play a game that feels like a chore. As an extreme (and silly) example, what if developers made it that we had to use separate keys for each leg when walking? Surely it would seem on paper more realistic, as we can control each limb independently, but there would be literally no benefits of such a system. My dream idea for the stand alone is to achieve these simple criteria: OptimizationLarge hordes of infectedVehicles with reasonable physicsSmoothed out animationsIf these simple tweaks were added with everything else the same as vanilla mod (perhaps with enterable buildings however) I would be perfectly happy with developers saying "we're done here, feel free to mod the game now!" Quality over quantity!
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There's no point arguing with that guy, he's in denial thinking gamma abuse isn't an exploit. Also, think I found his pals from SPECIAL Forces. To the topic at hand - I was fine with the mod-type pitch blackness so I'm fine with what it is now, but people are never going to play night time if we have 24/7 daylight servers and the gamma exploit. Those two things should be addressed before doing anything to the night darkness.
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It's tough to say, but if you haven't played before, I'd go with the mod. Gets you used to the concept of DayZ, allows you to learn the map and experience something a little less buggy and frustrating than the SA in its current form. I'd recommend sticking to Vanilla DayZ servers or DayZero version of the mod (if they still have their servers up). Avoid things like Epoch, Origins and custom maps as they're not great (Namlask without the blood suckers could be considered good).
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I think teamwork is something that should be encouraged, but having other people should never be a prerequisite when wanting to complete a task. Having more people in your group I would always see as an advantage (up to a certain point it could be argued) over the lone wolf playstyle. With a larger group you're undoubtedly safer and are able to make better use of loot, this is because: strength in numbers - a single person might think twice about attacking a group of 4 looting is quicker - therefore less time spent in towns and other dangerous areasyou can loot "luxury" items - items that could be seen as situation or not necessary for immediate survival might be ignored by a lone wolf trying to make the most of out backpack spaceeasier to spot things - having extra pairs of eyes is in my opinion the single reason why working in a group is so great. Spotting other players, heli crash sites, watching your back, providing overwatch - these are all things which are invaluable.less wasted loot There's obvious downsides to working in a group, such as the need to share food, water and medical supplies, you're also much easier to spot when moving as a team, as generally groups tend not to be as careful when looting small towns as lone survivors.
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Unfortunately, I remember reading something about motorbikes and bikes being too difficult to add to the game. I don't know if there's an official statement whether these will be added.
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Interesting way of looking at it, would be interesting to see how that system plays out to be honest!
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Yes, of course, I was simply making an example. My post was not so much aimed towards the devs as it was aimed at the forum users who more often that not come up with quite ridiculous ideas. I don't think any of the features added thus far are detrimental to the mod, and I also share the opinion that run speed should be significantly nerfed, just not to the point of taking 3 hours to cross the map. I won't lie, I can't go back to the mod. I've had my time with it but there comes a point when you have everything figured out and the challenge simply isn't there anymore - hence why I like the idea of the SA building on the principles of the mod.
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I don't want to make the game easier than the mod, that I clearly stated. And "letting the developers go through with something exactly like they planned it"? Are you serious? DayZ is CONSTANTLY changing. Plans are constantly made and scrapped, only "plan" that remains constant would be the idea of making a survival game.
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There's nothing wrong with making the game more difficult than the mod, but there is a limit when things get downright absurd. Consider for a second the length of Chernarus - roughly 13KM of land. If we were to turn the realism to the extreme, the run speed ought to be nerfed to something reasonable, for example 5KM/H. This would mean taking almost 3 hours to cross the map. That doesn't sound enjoyable to me at all, especially since right now majority of the map is rather bland (though I am aware of the newly added areas which are great).
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Making vehicles difficult to fix simply requires parts to be rare, you can do without an intricate and ultimately pointless system if the parts are rare enough. Hunting was like that due to basic/none existent animal AI. I'm all for making hunting more challenging, but we don't need a realistic skinning simulator. Cooking. We can really push the boat quite far with this one. What if you can't safely cook meat until you find a cook book or recipe (RPG style), should you have to watch the meat for the colour? Should you set a timer for how long the rice is set to boil? Those things are realistic, but again, unnescessary in this type of game - however, if you're desperate to experience all of these, then you're in luck. Cooking Mama might be just for you :)
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Absolutely, now is the time for new features to be added and tested, but that doesn't mean all, or even most of these features should stay for the final release. The sentiment of "Quality over Quantity" was more in reference to the final product, and also the mod. In the mod we didn't have many features, but those that we had - hunting, cooking, car fixing - worked quite well without being overly complicated and frustrating.