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Everything posted by Sqeezorz
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@Baty Alquawen Double posting this problem. Here are more infos and the "solution.
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The idea is nice. optically feasible without problem. It would only affect your isolation of heat. the slots of the lower layers would have to be lost. So the temperatures in Chernarus could fall to hard life. But ! how is the playability as a new spawn? People would freeze in large numbers and the echo in the media would be a negative wave of outrage. As mods? Yes OK.
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The stress-test is not beta ... it's not even exp. 0.63. The stress-test is to bring the network structure and the new Core-Engine to the limits to test the foundation of the game. The stress test version will only contain time-critical elements and push them to the limit. It is the ground on which the first 0.63 exp. part will start ... and beta will be only when 0.63 stable reached. I hope as mentioned earlier that there are a few texture updates in the houses and assets .... but I understand that this has no priority ... because it is "make-up" and "make-up" you wear only on before you do that House leaves, so last.
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Very good, thumbs up. And the mystery remains: "who or what was in the trunk?"
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Good jop, boys & girls. We would have waited well until Tuesday ... but now the load of next week is no longer in the focus of the SR. (The picture from Bugreport tells me that you will not be bored, but have a nice weekend).
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No words.
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I also noticed that in the XBox stream. It should show that these doors are not usable. I have to say that I liked the old without "door handle" better. If it should be like that, then rather no doors, or those that are too bricked. The shown "lock" encourages you to try to break the door.
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I hope the game finds its balance in such a way that you lose your ass with the idea to build a base in a military zone.
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more than 100 would be nice if it was possible. But better less and a little reserve to have good performance with modding.
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A bit of food for thought about releasing a game before "it's ready"
Sqeezorz replied to philbur's topic in General Discussion
the amount of loot is not crucial. If the mechanics offers some POI 's places, so much can arise. For example, a report mentioned that the sawmills will have a function. So if you need a sawmill to make logs from trunks, these places will become important key points. This in every way to the gameplay. Such places make the high number of loot places as no matter, as long as there are a few special places that bring "play mechanic" benefits. (A military base does not provide a "mechanical advantage" as it is "only" a loot place). -
The same should apply to heli crashes. The loot may be inside or at the crash site in a chest / box you need to break up (it could certainly be on the ground, but it would surely be ruined). A crash site would certainly attract the infected, which would then be found there. So not an easy task to get the loot like now. This is not a new idea ... I have read this before ... just without the point with the closed boxes).
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Chernarus vs Namalsk. And here Namalsk alone (15x15 km size with sea. The size of landmass im not found.
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That's right, in a SR it was talked about. It should also give the possibility of "hide body", but not as we know it. It was mentioned that the dead body can be buried. The meaning behind it is logical with the danger of illness, because a dead body in your base can become a danger to yourself and others. (It was also suggested that it makes sense to "sanitize / cleanse" objects from the dead .... because Loot could kill you).
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Firefighter-clothes are the toughest clothes you can find. ... who knows if this will be considered by the game in the future ....
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good news. It's about time that the "real feedback testers" set about dusting the keyboard, checking the mouse's function and putting the chair in the right position .... but not right now to be ready in the near future.
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3 years ago I joined this community as a real Bambi in terms of DayZ. I learned a lot about the game and also about the people in this community. For a long time, I was away from active play and the people themselves. Yesterday evening, after a long abstinence, I participated in an event. "Lass Krachen" means "Let crack/fight". To my surprise, at the end I realized: 3 years ... the time, the date, it's the only thing that has changed here ...The salt has not lost its quality..... Both thumbs up. For all Germans was not can read my badly damaged bambi english: Vor 3 Jahren trat ich dieser Community bei, als echtes Bambi in Sachen DayZ. Ich lernte viel über das Spiel und über die Leute in dieser Community. Lange Zeit war ich weg vom aktiven spielen und den Leuten selbst. Gestern Abend habe ich nach langer abstinez bei einem Event mitgemacht. "Lass Krachen" PvP mit klitze kleinen Regeln, an die sich einfach jeder hält. Zu meiner Überraschung musste ich am Ende feststellen: 3 Jahre... die Zeit, das Datum, es ist das einzige was sich bei GDZ geändert hat.... das "Fleur de Sel" ist immer noch das gleiche. Dafür geb ich euch ein: beide Daumen hoch.
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wow.... @Dancing.Russian.Man you are the "Brain of DayZ"
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Yes, I read that. Does that include missing all status information from the inventory screen? (That was my consideration for Hardcore).
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I do not hope that we get to the HUD also the "text messages of your state". as I interpret so far it is so that the arrows indicate the amount of influence. Arrows replace: I`m cooling off > I`m promtly cooling off >> I`m now cooling off >>> Things like "I have a weird taste in my mouth" may show up as "sound" and / or animation. Also, I have not heard anything about the "status colors" of the icons as we know in the inventory. Maybe there will be a possibility in the final version to set the HUD on its own, almost like "easy" (much information); "medium"; "hardcore" (intuitive only via sound and animations)
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that's right, the intuition and the eye-catching effect gets smaller. In the case of the HUD we have in .62 these values all show in "written form". At 0.62 HUD, I usually only pay attention to the "Red Writings" because they tell me "Char to player brain -> emergency". In principle, there are still "peanuts" what we discuss here ^ ^, because graphical changes to the HUD are in contrast to other functions "simple cosmetic corrections".
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What I noticed a bit was the "up and down" of the status "arrows", especially if it changed over and over from "RISING to LOWER" .... I would prefer this:
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It is the same with me. However, I have always considered this to be a "steamoverlay cause" because I was only longer in the server browser when chatting with others. (The input then reacts about 4x slower than the fps shown to you.)
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Lighting of players vs environment is an issue
Sqeezorz replied to Buakaw's topic in General Discussion
I looked at the stream video today and paid attention to the addressed lighting. In the picture below we see like the characters "lights". But this is because the sun is shining directly on it. the place is north of Kamishovo and the sun is about at 2:00 PM ... the glare is created by mirroring (camera effect). If you look further in the video where they run in the forest in the shade of the trees this "seem / dazzle" disappeared. I think the announced update of the "light setting" addresses these issues .... a broader spectrum from deep darkness to bright midday sun. Add: did you see the new greenhouses? -
Master List of Equipable Items the Community Wants in the Game
Sqeezorz replied to - Karma -'s topic in Suggestions
Stamina ? ... -
0.63 Developer Live Stream - 14th March 2018
Sqeezorz replied to Baty Alquawen's topic in News & Announcements
The idea has already been mentioned several times, and I fully agree with this idea. But the well should not give any chance for cholera, because: You make the well so completely useless, because then you can get better water at any river or pond, and without great danger, since these are mostly remote / hidden, as opposed to Fountain.