NickNasty6
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Everything posted by NickNasty6
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I'm not disappointed that we won't get 0.63 exp before end of 2017. I'm kind of disappointed by the limited features will be introduced in the initial Beta build. It's less than what is currently in 0.62 overall. i.e. firearms & current vehicles. I'm happy that melee is being revamped. I recall a point where that wasn't even a focus moving forward. I brought it up here and it seemed to get some steam within the community. I still believe in the process and this dev team just disappointed we are where we are currently after defending this for so dang long.
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Is the graphic engine still being worked on?
NickNasty6 replied to exwoll's topic in General Discussion
Based off what they have previously stated, yes... It is only in it's first iteration. We won't see any newly released iterations of the renderer on .61 as it is an obsolete build with old coding. -
[0.62] Early Preview Broadleaf + Grass Shader
NickNasty6 replied to Weyland Yutani (DayZ)'s topic in General Discussion
I expected thicker. I know... TWSS -
Any new official maps expected? (No, not really interested in Modder released maps with 90% unenterable buildings.) Tanoa would be great on DayZ standalone. Throughout testing and playing up to 1,000 hours on DayZ SA/Mod I feel as if I mastered Chernaurus. Hardly any terrain has went undiscovered. Most players with similar hours have done the same to the point where a map or compass is no longer needed at all. To not burn myself out I quit playing after a month of .61 . Personally no amount of map changes or new forest density to Chernaurus+ can bring back the feeling I had in those first 600 hours or so of being potentially lost/being so far out that I am in danger of starving or thirsting to death. a new 2nd option with new climates would be incredible...
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DayZ Standalone Base Building is almost here! How do you plan to use it?
NickNasty6 replied to DR. IRISHMIKE's topic in General Discussion
Totally agree. Sheet metal and scrap metal should be totally different things for building supplies. The 3rd point goes with Barricading. And to build around that. But in all honesty assuming all bases can be broke into I think you'd see more people barricade and build walls around mainly due to the existing houses aren't currently made to be destroyed. Hope to see both. The more they add the better overall. -
A Few Thoughts on.. Bugfixing, Priorities, and Beta
NickNasty6 replied to Hicks_206 (DayZ)'s topic in News & Announcements
Most just don't care and choose to ignore the fact that this is a major undertaking that will make DayZ the game that they want and wouldn't get out of the Legacy engine. -
Everything will change this game is indeed going in the right direction. It's just funny that a week or two ago you were on here trashing the devs and posting as if you had no clue of the engine change and how that factored in the development. Glad it seems you understand now and that you're enjoying it. Personally i'm on a break from testing. I don't want to burn out on it and not enjoy it as much at 1.0
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DayZ Standalone Base Building is almost here! How do you plan to use it?
NickNasty6 replied to DR. IRISHMIKE's topic in General Discussion
Also can't wait to see how the new forests will look and how it could play into pvp, basebuilding, and camps. -
I didnt even read all of this.. cringe worthy. You do know they are taking on a complete engine change right? "Broke things and reintroduced" So you wanted things developed on that shittty clunky legacy engine? Eh.. I can't even. Bless your heart.
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DayZ Standalone Base Building is almost here! How do you plan to use it?
NickNasty6 replied to DR. IRISHMIKE's topic in General Discussion
I hope major base construction is no simple task and with new player controller/weight/stamina it should require a vehicle to haul a lot of materials around. IMO to regain balance to the coastal cities and make them viable assuming current loot economy/heat map is roughly wht to expect at 1.0. Those random scrap piles/wood piles should be lootable in the Factory/Industrial areas. Having vehicles in Cherno for example to load up wood/metal + zombies particularly a zombie herd and the threat of other people there to do the same or to simply ambush is a wonderful scenario. -
DayZ Standalone Base Building is almost here! How do you plan to use it?
NickNasty6 replied to DR. IRISHMIKE's topic in General Discussion
I'd love to see barricading almost more than anything. Beyond that for the lone wolves or very small groups. That may have desire a small shack/camp site. I'd like to see more options for camouflaging structures or tents. Perhaps using a stack of netting and rope to create "improvised structure netting" and being able to add a stack of brush OR grass (for a green setting) -
Can we expect to see more in-depth customization in the future of DayZ? Not face dragging or anything to that extent but 40+ new faces, hair/facial hair. tia
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you bored? have a good night champ!
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I take it you haven't played .61? go drink bleach
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45 minutes in on x64 and I am seeing tremendous gains for my set up... as I am running this game on a workstation that is capable but not the most ideal for gaming... I play on a Xeon X5680 powered workstation that has 24gb of ECC (yuck) ram On normal settings I was getting 30-35 FPS with some stuttering under tremendous load in Elektro/Cherno on normal x32 So far running through Elektro with a lot of zombie aggro/killing I'm staying above 60+ fps with one very minor stutter Server restarted a minute ago and I made it to Prig. About to check Cherno.
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I feel like the loot in .61 is the most balanced and reasonable as it has ever been
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Looking for tech advice on a PC...
NickNasty6 replied to voiceoverbob's topic in Technology/Programming
Honestly I would build and i'd gun for the better CPU and motherboard initially especially if you plan to stream and definitely if you plan to upgrade. Search youtube for $500 builds you may see some solid options and they usually include parts links -
I felt like someone posted a video of some russian that hacked game files and was building with what they had implemented but not released. We will absolutely not be dealing with Arma 3 mod, Ark, Rust weird looking wood structures that defy gravity. I'm absolutely for building fortification, It'd be amazing to be able to take over and fortify a saw mill or the newly enter able industrial buildings. Base building and the supplies to do so should not be incredibly easy to gather or carry and with Zombies being a threat it seems like you'll have to work hard and be proficient to gather supplies. Which in my mind should be found in industrial areas of Cherno, Elektro, and the like. Things like sheet metal, wooden planks, etc etc should take up a decent amount of slots so people can't simply gather it all on foot very easy. I'd love more natural and basic options for the lone wolf type beyond the military and civilian tent (which needs alternate colors). Craftable Tipis (6x Deer/Cow pelt + Tree branches + Rope/Leather sewing kit) would be a great addition Craftable camoflauge for tents, barrels, vehicles, and the like. (Netting + Tree Branches + Grass/Brush make a "collect brush" option)
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New Melee when new animation system/player controller arrive?
NickNasty6 posted a topic in General Discussion
Can we expect to see a revamped melee and hand combat system with the new engine? I've searched and came up empty with much on this. As it stands it is a bit clunky aside from the desync and network issues that are present. Thoughts? -
Question to Hicks regarding explosions (follow up from twitter)
NickNasty6 replied to valdark's topic in General Discussion
How do explosions sound particularly in the distance with the new sound engine? Are those fixed? -
Zombies still definitely need some work
NickNasty6 replied to WilliamTheConqueror's topic in Gallery
aesthetically look pretty solid to me http://images.akamai.steamusercontent.com/ugc/190668859949434318/1B4EBB7FDDA09D039A9B624FA5753730748071BB/ -
Hearing zombie steps and now that they're kind of a threat
NickNasty6 posted a topic in General Discussion
Brings back the DayZ Mod feels playing at night solo in-game. Desperate for ammo or a gun with internal/magazine (as I was chambering a 1911 for protection) I decided to take a plunge into Zelenogorsk after hearing shots at Pavlovo while in the woods just west of it. After sneaking around house to house I got greedy and made a dash for the police station, While doing so I hear aggro in the distance. paranoia ensues. sitting in the police station with pistol aimed at steps hearing multiple steps just outside unsure if it is a person stalking up or an infected. after about 5+ minutes of listening, watching, and not moving much. I hear more aggro in distance.. I finally talked myself down and decided to make my escape. I sprinted out, zigging and zagging running into a green two story closing doors behind me. DayZ gods were watching over me 1911 mag right where I sat. As I continue my exit nearly at tree line to the east I hear shots and more shots (pistol and shotgun?) then silence. congrats .61 experimental .. you made me feel that feeling i've longed for in this game since the mod. -
I've had no problem getting in a server I had to wait 5 minutes one time and most was instant. When relogging usually hitting play on main screen immediately puts me right back in. I found an ump in the office buliding in pavlovo mill of all places and was going to hide and relog to save it. as I go to exit. server reset. RIP
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Im certain that is the goal of the dev team. They want the terror and natural thrill feeling. First things first swapping to enfusion.. they are doing a lot of little things in the mean time. I like what they are doing with zombies/zombie hordes. Hopefully they can get packs of them in. Playing an Arma 3 Zombie mod that has hoards of zed it was one of the most intense things Ive ever encountered in a game. Cant wait to see what is in store.
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Don't you chastise me, Guy Fieri.