maxon-69
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Everything posted by maxon-69
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Why don't the developers try to make money on this game?
maxon-69 posted a topic in General Discussion
I am surprised by the behavior of the developers and why they do not try to make the game more profitable. The last commercial benefit was associated with Livonia. The question is that we (or I alone) are worried about the developers so that they make good money on the game and develop the project. I have a lot of ideas to earn as much as possible on the game, of course for good work. For example, make a premium version with more content and separate servers. -
What could be simpler than this game proposal? The game has working mines and traps that can be placed in certain locations. Let's say mines can be placed around military facilities, traps in forests. It is a little more difficult to make hazard warning signs. And that's it! New danger in the game. For the players, this is an additional tension in the game. You need to be careful and watch your step in dangerous places. In addition, mines can be cleared and mined elsewhere. Well, it's simple and great !!! Maybe the developers will read this thread and implement it in patch 1.14? Write how do you like the idea?
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It often happens that the car starts jumping when I get into it. First, it slowly sways, then stronger and further jumps. (in this case, the motor can be turned off). Sometimes she starts jumping when I drive. I have noticed that this mostly occurs in areas with elevated or uneven terrain. I'm sure the mistake is that this problem is in contact with the surface. the car is out of sync with the road. Something with wheels. I think that if the developers make them irreplaceable and correct the code, then this problem will be solved! I have already said that I drive very slowly (30-50 km / h) and stop in front of cities for 5 seconds. This is a necessary measure in the struggle for survival while driving. I also ride light with a minimum amount of loot. Such security measures.
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There is already a mod with a dog friend. In this fashion, the dog can run after the player, execute commands. Also in this mod you can build a cage for a dog. Maybe someone will make a mod with a cat, but what you suggest is difficult. The pet behavior model requires a lot of resources to develop and the behavior scenario itself is not simple.
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So that cars cannot fly, it is necessary to make a train that will ride on rails. Obviously
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I wonder if Bohemia can attract moderators to bad cars and just ask them to fix it and provide them with a code to solve this problem?
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the infected zone is also part of the concept of the game and why the hell is it not in the game? There is a suit, a gas mask, the player can cough. What is difficult in the implementation of the infected area?
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Yes, it is clear that the game has a different direction. I do not argue that the game really needs it. But damn it, how easy it is to implement if you want, because it is all there. mines and traps have been in the game for a long time, you just need to place them and that's it. Maybe this is an additional load on the server due to the larger number of objects?
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I see no reason for AI to be unclaimed in the game. I think it would only heighten the interest. For example, watch the bots do something at military facilities and fly away. You can engage in a shootout with them and get top-end loot from them in case of victory. Or wait until they shoot the zombies, then fly away and calmly collect loot. According to legend, DayZ is not a desert island!
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Do you mean to place mines (or use artillery) on the border of the map so that players don't run out of the map? Also an interesting option, but it seems to me that inside the map mines and traps would be more in demand
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It would be cool. The best solution for using AI would be to temporarily drop from a helicopter to military bases with a short patrol route in a circle (5-10 minutes) and fly back. That is, such a scenario in the game. Bots can be customized to behave like a zombie, only shooting instead of chasing. Zombies have a sector of vision and hearing. If you reconfigure them for bots, then it may not even turn out badly. The landing scenario can be diversified by mining, smoke cover while shooting at them, or counter-attack against the player. And so that the bots do not shoot like snipers, you should limit the firing range. Just set up return fire if you are within their radius (100 m). The main thing is that they always move. By the way, they can easily set up a return fire at the sound source. Well, in general, there are many opportunities here.
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- the sound of crows in cemeteries, - the sound of croaking frogs in ponds, - the sound of seagulls on the coast, - the sound of a woodpecker - the sounds of thunder, - good audibility at a distance of cars and diesel generators, - the sound of a heartbeat. Which of these sounds would you like to hear the most in the game?
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I propose a rally for clear cars. I start drawing posters with requirements
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Thanks, I will definitely try.
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I am not criticizing, I liked two things. You designed the "offer" well and I like that style.
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The first (division of slots) - it just has to be in the game for a long time and is very easy to do (I don't see a problem). The second (a rope instead of a belt) is hardly believable in reality. You need to be very careful to tie things so that they do not fall off. And there will be no joy from finding the belt. The third (slot for morphine on the strap of the backpack) is not a bad idea, but I doubt that it is relevant. Fourth - (flashlight on scotch tape) - it's cool, maybe not easy to implement, I don't know. But I like the idea.
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I've heard it a couple of times (too rare). The sound of thunder did not impress me. It's good that it is
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I meant the sounds of birds for the atmosphere in the game.
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You have shattered the myth of unstable netcoded cars. I used to think that this is just an out-of-sync problem. According to my observation, the problems of instability of cars more often occur in areas of elevation difference.
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there is nothing you can do about building a base. A lot of loot accumulates on the servers and this slows down the game.
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"Forget about the frogs. Those guys are making their performances mostly on summer setting, usually at night." - Early in the evening these guys begin to croak actively.
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I've always dreamed of seeing this in dayZ: 1. Variety of fish: perch, pike, catfish, tench, mackerel, crab, crayfish; 2. Fishing with a float; 3. Traps for crabs and crayfish; 4. A set of a fisherman - complementary food, fishing line and more; 5. Different sizes of fish; 6. Different habitats of fish; 7. Influence of weather on fishing; 8. New fishing animations. Oh it would be fantastic to see in DayZ ☺️
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I do not know about others, personally, the wipe does not upset me much. As if this is the first time. Are you so sorry for the loot? This is just a game. You know, even in real life there is a wipe. What's more, the developers warn for earlier.
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1. Separate slots in the clothes - I was always annoyed that the pan can be shoved into the pocket of my pants. Make the slots separate. It will be harder to play, I understand, but should not a 30 kilogram battery fit in a jacket! And I think it's very easy to implement this in the game. 2. Experience points of the player - everything is simple here - the longer you do not die - the more your level of endurance and health reserve increases. Here it is important that your condition should be good. If you are injured, then the reserve of forces should be less. That is, make these parameters variables. This will increase the cost of players ' lives. You can experiment with stamina - for example, you just started playing and your stamina level is minimal. After a couple of hours, stamina level is +5 After 3 hours, it is +15. If you are sick, he fell - 10, injured-20. Another example, you just showed up. And you can't run with 3 batteries (your stamina is at zero) and playing for a week, you can run with these 3 batteries and the stamina level is restored when you stand. You can also limit the need for food if you play for a long time without dying. I think there is also no difficulty with the implementation, only fine-tuning the parameters. 3. Heartbeat (sound effect) - for example, you are injured and you lose consciousness - at this point you begin to hear your heartbeat. The screen darkens, the pulse decreases, the heartbeat becomes weaker, but more distinct. And if you inject adrenaline, the heartbeat becomes strong and frequent. All this will give players a better feel for their character. I think this is a very useful suggestion for developers!
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Cars in DayZ are a very important topic, I can't stand aside and I want to say what I think. I look forward to every update when it will be "we fixed the cars", but anything, just not this. Keep a new gun, we taught zombies to hit you harder, ok and yes, in one update the cars were partially repaired (braking) and now you don't have to run around garages looking for wheels. Not much has been done for cars, but not to say that nothing is being done. Since I am a car lover, I have adapted to using them. If the server is heavy, slows down and with a large number of players, then you can forget about cars. If the server is OK (no more than 15-20 people) - I use cars, but I drive no more than 50 km-h (and in cities 30 km-h) and sometimes stop to unload the server (I don't know for sure if it helps this measure). Yes, and it seems to me a player overloaded with loot + an overloaded car with loot = launching a shuttle into open space. Conclusion to ride on an easy and balanced server. Sadly, there is no other way out. Ok - physics is complicated, but there are also simple things related to cars that we lack: - the sound environment of the car (the car passes other players soundlessly), - a signal (so that you can hum), - replacement of glasses and other parts, - painting, attachments etc. - return of VAZ 2103 (it was in the game files before) - a variety of cars (police, ambulance (all this can be done on the basis of existing cars) - return of bus (was also once in the game) Yes, I completely forgot - why did the developers make the cars so high-speed - 160 km / h on the Niva (ada) ?? Seriously. I would limit all cars to a speed of 90 km / h (with slow acceleration) and also so that the gearbox breaks down and the 4th gearbox speed often breaks. These measures could reduce the number of flights into outer space many times over.