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cirkular

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Everything posted by cirkular

  1. cirkular

    DayZ and its future

    I wouldn't say that they are deliberately putting them out. It's more like that these elements simply refuse to get in :D
  2. cirkular

    Status Report - 23 October 2018

    I'm not gonna freak out here. I'm ok with this decision. If they have some particular reasons or feel that they need to release 1.0 by the end of this year, then so be it. So if you feel bored or angered already, scroll down to the next post lol I don't feel cheated or anything like that. I'd say some of us here feel bummed not to be able to play the best version for Christmass-New Year (again). But some of us are concerned that the new and returning players are gonna ditch Dayz for good the minute they try out the announced 1.0 version, resulting in a poor player base and eventually the game dying. Way back early this year with so many issues, I rather wished the devs to make a stable build just with the content that made it in so far, and then work on rest of the content later. Meaning the various mechanics, melee, new vaulting system, UI stuff and similar should be as good as we can get it. Then, you can put in stuff slowly, like modders will do anyway. Modders can improve the game significantly, but good quality mods can also kill the base game. I think this was a bad decision to give the modding tools before 1.0 version was well out. All the ideas, visions and past builds we've got from the devs so far, show that Dayz is a very, very complex shooter game. Not just to get a grasp on everything as a player, but also first as a developer. I'm sure they still have a lot on their hands. And the more you want to go into details, the deeper you dig yourself in. But if you achieve it to work properly in the end, then you get what people call a good quality and a thoughtful piece of work that they keep getting back to years after. There's plenty of games out there which were good but with DLC only or even better. I've seen numerous advice "Hey, this basic game is mneeh ok, so make sure you get it with DLC". Or with mods. So I look at it like that. Post 1.0 content which couldn't make it in time will be like free DLC. Sure, it's a bummer we get to taste a lot of it in 0.62, and while we wished we could kidnap the devs and make them do it, we can't really, can we? I totally get the worries about the player base shrinking. But in this game and at this point in time, I personally don't care about the diversity of the guns or scopes. Fishing and vehicles would be nice, I'm not against it. But since we start on foot, I'd like the character to move around fluidly, melee combat should be easy like swinging a bat or a lead pipe lol It should be normal to be able to climb and jump or even run over simple obstacles intuitively, not like in a platformer game. The hunger and stamina systems should be tweaked until most of the people feel satisfied with it. In the end, like with many things in life, it's hardly that everyone was satisfied with any decision made. On a side note, I tried out the stress test yesterday. Sometimes I really miss the text messages in the bottom left corner. This is a game and I feel like I don't have all the possible input of what my character goes through. But it's probably just me. So when I finally decided to run away from NWAF to roam around, I got mobbed by several infected in some godforsaken village, I was bleeding heavily. After putting them to sleep, I used up all 3 rags I had to stop the bleeding. Didn't help. Seemed like they hit the artery. I went to sleep too, couple of minutes later. Can someone tell me what I did wrong? Just don't say "you needed the fourth rag".
  3. Skyrim melee mods are great too :) I hope this is the last time I will mention Mount & Blade :D for me this is the best melee system ever made for a game, in terms of amount of player control. Especially since it's a melee oriented game, I really don't know how much went into developing of the system. Plus, the game calculates the speed of the swing and the weapon damage/weight to make the final damage sum. On top of that, if you ride a horse, or hit someone riding/sprinting at you, you bet it will be even more powerful stab/bash. It's a great both single player and multi player RP and action game, although 10 years old now. I can't wait for the next one to be released :) Who hasn't tried it, I recommend to try out the demo still available on Steam. So, in Mount & blade, there is a couple of ways you can control the direction of your attack. You can use the movement keys for that, or you can use the mouse. This way with the mouse is the best IMO, since the direction of your attack is completely independent of your movement with the keys. You'd just slightly move your mouse to left or right and then left click immediately to swing from those sides. The same goes for up (bash on the head from above) and down (stab like with a spear or a sword). You can also just hold the left mouse button to keep this stance while coming towards the opponent so you can time the attack properly. But you can change the side of attack in the middle of the move with a trick. It's the same for one handed and two handed weapons. Also, like invert mouse for looking around, you can invert all those directions for mouse control if you want. It's completely customizable in the options. Now the hardest part comes with blocking, which is right click. You can use auto-block which makes the character himself block the attack wherever it is coming from. But it proves to be ineffective when someone uses this trick I wrote about to quickly change the direction of the attack. So if you choose to control it manually, then for blocking goes the same as with attack direction control. Basically it's all about dragging the mouse and clicking to control your attacks/blocks. It's might be a hard and complex system to understand when speaking about it, but so easy and intuitive when get used to. TLDR For Dayz, my controls are hold space for raise weapon, right click to toggle ADS on or off, CTRL for hold breath and walk. Right now, the system is incomplete, but I like the raise weapon + step back for block, and Q and E for sidestep dodge. For melee, similar to M&B, my favorable option would be to hold raise weapon button/key and move the mouse slightly for direction of attack, hold breath button for direction of a block. Q and E for quick sidestepping when weapon is raised. Of course the game is probably too complex already for all this, but the easier solution would be to at least use the movement keys for direction of attack and auto-block like it is now, or maybe when holding your breath.
  4. cirkular

    Weird shxt you've encountered whilst playing.

    Not so weird... I might not be so skilled with the bow, but man, this alloy recipe I got... hhaha Dayz: Arrowhead
  5. cirkular

    FLIES

    I found some old clips and this one was from March 31st 2015, so maybe 0.57 or 0.58?
  6. cirkular

    FLIES

    Oh boy!
  7. cirkular

    Holding mouse buttons and carpal tunnels ...

    Just remembered this, as I always found it too tiring to do after a couple of times. It would be best if we could choose between options to simply click to toggle and cancel, or hold mouse button for action. But it depends if the devs stay with the intended idea as with some items you get to click to change to another action and hold to execute it. At least if we could change to a keyboard button.
  8. cirkular

    Are there really diseases?

    Yeah, more people are asking the same, but as you said the devs said the diseases basics are back in the game. This cannibal thing was in the game for a long time. It used to be like this and currently in 0.63 it's like this :D I like it even more now.
  9. cirkular

    Need a way to stop Combat Loggers on Xbox One.

    But there was a log out timer for a long time in the game, it's still in, 15 seconds currently. It doesn't quit right away if you click quit now. Couple of posts above yours is ImpulZ's post with that info. The character still stays there when you click quit but I guess the timer is there in case you happen to see someone approaching and you want to cancel, get back quickly and react.
  10. OP, there's a couple of Youtube videos on Dayz base building files which exist in the game but are not active. Can't seem to find any official ones, and I know I've seen some showcases before. Mostly, players went for a way to open up the experimental 0.63 version and see the data that's in so they showed it on Youtube. For example this guy Archi, here's the link I agree with Kirov and pilgrim here, where the base building should be as authentic as possible, which the devs confirmed they are striving for in game numerous times before. They wouldn't do it if it didn't look OK by their standards. Everything needs to be thought out supported by the engine, then written into the game and then developed and bug tested. It's a complex thing, game in a game as Kirov said. And my comment on the blueprints systems in games is that it's just a workaround for implementation in a game. In reality, anyone would pretty much be able to do something usable with simple wood logs, branches and ropes, then planks, nails, screws, metal sheets etc. Sandbags. Of course you don't really need blueprints for that, but a game's blueprints are actually showing you what a game system actually supports, in other words what are the building limits in a game which were developed. That's why I call it a workaround. But, maybe you don't want to be in a building, existing or your own. Maybe you want to avoid some town areas at the moment and build a simple shelter in the wilderness from rain and cold wind for the night while you travel around the map. It can be a simple camouflaged hideout from the prying eyes. With tarp or branches. Let's say it's not intended to be a permanent base with a stash. I'd like to see these simple things first in the game which we can place virtually how ever we like. As far as what looks obviously OK, meaning the game and simple laws of physics would allow. Then remember there was a welding mask in game, so with welding apparatus and power generator to make something stronger out of those metal sheets and bars maybe. For a concrete structure you'd need a couple of days for the concrete ground base only and then the walls, bricks or concrete... and then the roof :D It's too complicated unless we get these blueprints. Sometimes less is not enough, but also sometimes it's better. I also wonder how can you build a proper safe on your own. Unless you find and transport one with a truck. Although it would take several people or a forklift to lift it onto a truck :D And all that in Dayz Chernarus chaos. If we start first with something simple and primitive, like pilgrim said boarding up or barricading, I think this would be easier highly motivating for the devs to improve later. And somewhat develop it further to the next level, according to the game's apocalyptic background. In a satisfying and logical direction as far as I can understand this "authenticity" vision. But I'm sure they've got most of the things they envisioned worked out so far.
  11. Yes, that's odd because drinking from the well never used to bring you to the sick status, as far as I know the game was designed up to this point. I don't think you are doing anything wrong there. My only guess is that this diseases feature is not implemented yet fully or properly or the purifier tabs are not working. Or I'm missing something. Up to the 0.62 version which is still stable version now, only drinking from ponds used to cause problems, but you could put that water into a container and purify it and then drink it safely. Also with that older UI, if you achieved that green "healthy" status you could even take sips out of those ponds safely, without ever getting sick.
  12. How did you sterilize it? I'm not sure which of the features are re-implemented and working right now, but I guess you could either use water purification tabs or boil the water in the cooking pot.
  13. Controlled directional attacks so something like Mount & Blade.
  14. cirkular

    Missions

    Wrong game :D
  15. Imagine this: You observe Berezino town with your scoped mosin and spot two guys entering the fire station. They seem to be armed with rifles. It's dark, so you sneak up to them. But approaching the corner of the building you accidentally bump into one of the infected. Mashing at the keyboard you manage to stab at the hatchet hotbar button and deal with him just as he is about to make a swing at you. But that already made too much noise. Then one of them says: "Hey did you hear that? What the hell?!" Then the other voice says "Hello? Who's there?" He narrowly misses to see you hiding behind the wide doors of the firestation. Then he turns around going back to his buddy followed by: "Naaah. It's probably the wind."
  16. Alright I get that completely, but surely I did not write anything like leveling and scores. And no one is really changing the game here until we get a riot about it. These are just talks and suggestions. Anyway the "skill" term for some people goes as far as changing a light bulb. What we can do in this game, other than shooting are features like crafting, sometimes critically needed and similar. What I implied is that these features could have different rates of success and time needed which could add some more diversity, for want of a better word. Nothing like stats, but only a result should be really visible.
  17. Actually, that's the way it worked for some time now. I mean you'd get weapon jams so you have to recock the weapon to eject the faulty bullet. It'd be cool if some really powerful gun was that badly damaged and maintained that it could finally explode in your hand or even face hahah This is clear. I was also just addressing to some people who might have some ideas of punishment mechanics in game to prevent or reduce PVP ... I mean it should be just as real as possible. What @emuthreat says here strikes chords in my book too, as he is not really talking about balancing the existing features, but the features that are missing from the game and really should be there to make this game stand out with its already great shooter mechanics. That could incent people to do something else other than run around, loot and shoot. I'd also go for these medical/crafting skills to be totally unknown to a new character. He'd be hardly able to do shit, say he bandaged but it won't stop bleeding just yet. Or later the wound from that first fight soon reopens. So he needs to use more bandages in the beginning of his life. And then as time progresses and with practice he is actually able to do something properly with that. Similar goes with crafting and farming. Just make the player use more materials and resources. These are all good ideas but massive to produce. And I can't wait to see how much the Dayz devs want it to be different from other games. Many popular multiplayer games are much simpler compared to this, many people buy and play those games and the developers and publishers can pay their bills (and more). Which is fine as not everyone has time and patience to deal with the more complex stuff.
  18. For people struggling with KOS "mentality", I think the way it's now is pretty solid, because it's the player's actions/reactions in the environment we are focused on here. What annoys me is literally calling roleplaying only some polite and civilized behavior, law and rules in a time of lawlessness, chaos and disorder. But someone shooting at you on sight is excluded from the term "roleplaying" like it's far from ever happening in reality. Talking about this game's environment, forget about what we know as normal. It's like people are looking for suspension of disbelief, like wishing that some people would not act in KOS ways in a similar situation. There's not much fantasy or "unreal" in the game, except the infected, right? And apart from further developing and tweaking the infected AI, it's not that much about the game. And not much that can be done to naturally make people shoot less and talk more in the event of a player to player encounter. I mean, it's easy, you've got to respawn. You're not getting locked out of the server when you're killed. There's literally always a player on the coast asking you to kill them because they want a better spawn. Many people play this game either with their friends on Teamspeak/Discord or totally alone. I wouldn't like to see any ideas that would force complete strangers to act like everything is ok and no one is scared or in hunger crisis etc. So it's completely up to all persons involved how that encounter will develop. People see you first, rarely they talk and very rarely you end up a couple of happy campers. Or maybe you saw them and talked first. Maybe he was a bit farther so you had to yell actually. Fortunately, he is without a weapon so you approach. Then you exchange some items, search for food together... Maybe you meet someone else along the way who joins up. And what do you agree on along the way? To go to the airfield or some military checkpoint or base and get geared up. Or back up to the first step a bit, if they don't talk at all, they shoot first or run at you. Sometimes they miss, you hit, they loose. That happens to KOSers. Don't you want the experience of surviving such an attack? Any attack at all? Additionally, the infected in the vicinity possibly get agroed on them and you may try and use the opportunity to run away or watch them struggle or take them down then. Other players when they hear shots get involved often too. If you reduce weapons and ammo loot on the map, we'll have more melee combat which sounds apocalyptic enough, but it's not spectacularly done, in my opinion. And like from the start of Dayz, we'll have more of the freshies rushing and fisting fully geared or somewhat geared players on the coast. If you have ammo, that could end bad for freshies. If you are low on ammo and you ran out of it at that moment, you can't react properly and on time. You must run away, holster the weapon and then put out your fists or choose a backup melee weapon. We are missing buttstock smack, and that should really hurt. Also, whatever happened to the bayonet on a Mosin rifle? The difficulty increase such as utter removal of 3pp and crosshair from the game is too much since those are options to be selected when starting your server. There are still a couple of ways to add a crosshair overlay on your screen. But this is why we had 1pp only and 1pp/3pp servers separated. Only a handfull of public and private hardcore ones but this could change and is up to private servers owners mostly. Some of them were full and yet some of them were empty. When a player wants to try a more "difficult level" he'll up the game for himself and go to those hardcore servers.
  19. Yeah well the game doesn't try to be anything really. It's the players that make most of the experience of each encounter. Besides KOS there is also KAT (kill after talking), KOBK (kill or be killed), KTE (kill then eat). The game has guns and ammo in the game and does not encourage/discourage players from using them. All the experience you made surviving as long as possible so far, makes sense. But when the shit goes down you better be ready.
  20. cirkular

    Food water consumption

    OK, I agree there should be some rebalancing, and if you look farther into topics and discussions here, it's been reported many times since the .63 stress test release. Let's say it's really 20 minutes as you said, I didn't check. So I think time is 12x accelerated on the servers right now. Every "20 minutes" is actually 4 hours of real time. Normal three meals a day with 4 hours between each makes it what, eight hours from breakfast to dinner, right? A bit too fast :D Maybe make it "30 minutes" and we might get to agree somewhere with 12 hours instead, closer to normal I guess. Still, if you're running around with some weight on you, it's pretty much like doing some physical job during day. You'd need strong meals and on time :)
  21. cirkular

    Food water consumption

    @crazy mikeYeah but these "20 minutes" between meals is still a longer period since the time passing in the game is accelerated multiple times. That's why it's so tedious in the first place. And then it should and will get re-balanced somewhat. The fact is that your energy level is used up more with just sprinting around. Because that's what people did to go around the map in search for loot, also add some crazy snaking path to it, and you're a harder target for a potential ambushing player. This is just their way of experimenting to make the game-flow different and slower to other shooter games. Doesn't mean it will stay exactly this way.
  22. cirkular

    Where do I start?

    Well, some of it was like this or worked better in previous versions of the game, but needs to be re-added back slowly due to switch to this new engine. It's meant to be hard and raw in this environment. Enjoy how much you can now, or come back and check on the news later in the year.
  23. cirkular

    Just a concern - game direction

    No, no, attacking, defending, looting... it's all still legit part of the survival. Sure, this one player who hopped on half an hour ago stumbled upon your little farm and attacked you with a baseball bat. You landed him with a shovel or you had a gun with you, doesn't matter. FPS and farming is okay to happen in one hour in real time. Surviving is a pretty wide term. As far as that automatic guns availability, it's a good idea that you can find some lockers or stashes that you need to break into. But you should probably google dayz lore a bit and see what's on there :) it's been chaos, weeks or months ago, not years I think. But technically, even now we are surviving, although feeling cosy in our homes, but this other dark aspect... is just covered with curtains. We forget about it the longer we are safe. 'ere hahah
  24. cirkular

    Just a concern - game direction

    :D You just ran at them with a knife, didn't even try to talk :D still weak odds but worth a try.
  25. cirkular

    Just a concern - game direction

    Well, the thing about this game for me is that it's still very open, compared to some others. Let's say that guns and ammo are not that plentiful in the game. I hope this loot economy that was one of the crucial points to this game can help us get various results on various servers. I'm all for more focus on less guns availability and more melee combat and abilities for players instead, but it's not the case in this game I'm afraid. And that's still about PVP combat and defending yourself or mugging someone. The thing why it's hair-raising for everyone with this game is because it is like that in reality. Danger is everywhere in fact. Don't forget that you are not only surviving against elements, hunger and thirst. There are the infected and the wilderness beasts. And then there are other players. And while I understand your real life analogy with McDonalds here :D to me it's not really applicable to the game. Or this kind of reality the game theorizes on. So I'm just theorizing too here. McDonalds food can rot easily after a couple of days. Maybe they got some stocks left in the freezers that no one got yet, sure. Just in time for cold burgers and french fries, no problem. I don't see anything wrong with getting that if you are looking for food, but there is also farming. Since all that found food expires and is eventually used too. Like guns and ammo. They won't corrode that fast, depending on the environment they are left in of course. Except police stations weapons, some civilians have weapons in their homes too, not just preppers. And it's reasonable we find some scattered around the map, out of the military bases. It's sort of a cultural thing of course, depending on the part of the world you're looking at. What I'm also trying to show here is the time span in the game vs time in reality. Which connects to these survival processes you mentioned. It all takes time. And the time we're able to spend in front of a game like this, varies from player to player. This is one of the reasons we mostly get that casual PVP player vs. someone who'd try on this serious survival effort polarization. I don't think it will be any different with all the features added and when the game is finished for release and beyond. There's got to be some rewards for your character that survives for a long time. Something to focus on while playing. Maybe online character leaderboards, or just some kind of stats which show what path you chose, additionally with ranks like survivor, raider, builder? But not visible to other players in the game itself :) only people who really know you in the game, would know. There is this legit aspect of survival which was expected by many to be in this game. You can't really save your progress and continue where you left off with nothing happening until you come back, like in single player games. By the same token, how things stand currently, I'm skeptical about the whole base building thing, settlement if you like, within this Chernarus world. There was so much talk about persistence in a multi player environment. The problem I see with that, as mentioned is that all people have access to the servers, but in different times. When you leave the game, your base is still left there on the server. The servers are usually running 24/7. You'd literally have to play in shifts with your team mates if you want to keep it safe and if you care. I'd like to see some server options to go down when there is no one on it. Down for say 8-12 hours since the last player disconnected. That's kind of a solution to me. But still, sometimes people don't log back on for weeks. Still, to me there is no point in going that way if there is still no end with it and the game is so open like this. But at the same time if you do manage to build a settlement with clean water and food provided, defending it and keeping it would be kind of an end game, wouldn't it? Or maybe, if attacked, grab what you can and run again.
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