Espa

Members
  • Content count

    731
  • Joined

  • Last visited

3 Followers

About Espa

  • Rank
    Sneaky Murican

Contact Methods

  • Steam
    Espa

Profile Information

  • Gender
    Male
  • Location
    Colorado Springs, CO

Recent Profile Visitors

11108 profile views
  1. To be honest, I would play their buggy ass version over the current .62 - If their whole map is compatible with the new engine, anyway. Just ready to see and play some new stuff, knowing full well that it won't be perfect just yet - But who cares. . xD Looks like we'll be getting a Holiday Beta drop, probably
  2. Simple and clear. Good job :)
  3. I've alwaysssss been a strong proponent for adding Snow to the game as an additional weather event! Since Namalsk I think players have had a taste of that exiled and dangerous feeling of a snowy wasteland, so adding it to DayZ SA would be HUGE. There are ways of doing this quickly (Quicker) or to completely overhaul certain features of the weather system to allow the kind of Dynamism that players want to see in their environment. The Quicker Way: Simply add it as a modified Rain script with re-textured rain particles so that when the droplets fall, they're larger and crisp white. - You could also add onto the rain script that when the event is triggered, everyone in the existing cloud perimeter (If it's similar to how Arma's Editor works) would push the temperature system into Freezing levels. Essentially, super hypothermia weather that would reduce players' heat levels on a consistent (But slow rate) if not by a fire or have left the 'snowing' area. However. . That leaves the problem with the snow collecting onto the ground, a system that hasn't been featured as of yet (Even with water). . The Overhaul Way: This way involves a lot of work that will either have to be done by the Devs themselves, or a super good modder. Essentially, change all the weather scripts to leave behind distinctive textures on the ground that have physicality. (I.E. Snow that has depth or can be shuffled about like freefloating textures). While this would take longer to achieve, it would most certainly have the best future usage and would bring another realistic trait to the game's atmosphere. Raining would leave behind muddy puddles that could be splashed about in for additional sound effects, Snow would leave a crunch to every step and small piles of white that would cover most items after a good bit of it snowing. However it is done, I know that I would fall in love when a DayZ SA Snowy Chernarus (Event, or full map). The real thing is beautiful. . . Canz we has it?
  4. Yeah, I think @Girth Brooks is right. Price will probably only be full for XB1 and PS4 players, whereas I believe they'll make their money on incremental expansions of Official Maps/Features/Weaponry/Better Tools - Akin to what Arma does. :)
  5. I don't want interactions to become more rare at all. . I never said that xD But currently, the system is Coast -> Most inland possible for best loot run. What I suggested is simply that give the other more coastal military areas more appealing loot so that it changes the East <Northwest approach and randomizes where players will interact with each other. I'm not saying Tisy and such shouldn't be the best, but it would do this game's loot economy some good if some randomization were implemented.
  6. Correct me if I'm wrong, but isn't the main reason why they wish to remove the 'Eye-Zoom' is the flickering details of meshes and such in the distance? Removing it, or like I proposed to shrink its' focusing power to about 1/3 the current, would make it so extra details in the distance don't have to load in at higher detail.
  7. Speaking of current loot spawns and player spawns. . I do hope they maximize Chernarus' other locations a little bit more. I dislike the whole East < Northwestern areas for better loots simply because it pushes all players into the same general directions. I suppose it will have to change with the other resources becoming a thing; i.e. lumber being taken from a lumberyard, or helicopter parts found at the NE Airfield, and etc. But yeah, hoping items will gain a new formula sometime instead of our current system of moving inland towards Tisy for the Meta-Run of best loot. Decentralizing and spreading military gear to the other bases on map would definitely help with this. . But Stamina is also a thingy to come out soon. . So maybe my gums are just flapping and it'll all be okay anyway xD
  8. If I'm not mistaken, I believe what their design of Quick-Slots are supposed to be - (Pockets where you have easily accessed items). Not sure if they'll agree to any other change to it at this point xD But not bad stuffs :) I'm sure they'll see it
  9. Wow. . Some of you posters are really butthurt over the idea of Eye-Zoom being lost. . Hah. Can't say I agree with any of your points as I've always found it to be a rather silly feature that doesn't at all accurately represent what real eyes do to focus on a faraway object. However, to completely get rid of it is a huge change, I suppose. @Baty Alquawen - Would it be possible to ask the Devs this question: Is it possible to make a compromise with the 'Eye-Zoom' and reduce its' zoom effect to about 1/3 of its' current power/distance? This would allow a more close-quartered eye-focus and would allow players to feel more capable when without a Scope/Bino. If not possible, -I- am okay with making do without it. More player slots will be added eventually and that'll bring much more players into the same lands together. It will be different, yes, to keep an eye out with scopes/binos solely. . But I don't think it would really detract from the game. But that's my two cents. I realize that others may like other things.
  10. Good stuff! Keep the Eye-Zoom out!!! You guys are totally right when you say it'll boost the importance of Binos/Scopes as well as bring character interaction to much closer distances! Thanks for the infos! Can't wait to see when Beta comes out!
  11. Thanks for the post! Lovely information as always! Can't wait to see you guys progress further! <3 Much love to the Devs! I know you guys are on the verge of pulling off that major change that'll bring DayZ to newer heights! Keep it up and good luck :D
  12. Oh man. . Think of the traps that can be set by leaving items like these out in the open. . xD
  13. Thanks for the write-up, I am sure it took some time. Though most of what you said was true and relevant, if the DayZ Devs do decide to remove the 'Eye-Zoom', it simply won't matter anymore. Besides that, the 'Eye-Zoom' is, again, not a realistic feature in the way that it works exactly like a Binocular/Scope. Eye focusing is more like a Camera, like you said, but blurring the outer rims and clearing the center (As I said). Adding to this that DayZ is a game and there just simply is not a way to replicate real life inside a game. - DayZ is pretty damn close, and if they have to remove this feature to allow better spatial rendering, It's understandable. Everyone will be on the same playing field with this change, so it's really not bothersome, to me. -- Like I said at first, I'm likely a minority For this change. But I do see potentially more caution in players as they can't eagle-eye/VATS to see if someone is way over there precisely xD
  14. 100 Meters is actually pretty decently far away for the human eyes to pick up things precisely, adding to that light levels and environmental camouflage. The above picture is actually a pretty accurate shot of what a real life encounter would be like with someone at that distance. They'd be tiny, in the distance, looking close to a dark spike. If you're in a dark area, you most likely wouldn't even see them if they weren't moving abruptly or making any loud noises across that distance. For visual of 100 Meters and why I think it's silly that we have robo-eyes in DayZ. - If it DOES stay, I won't be upset by it because obviously some enjoy it and it doesn't take anything away from my experience.