amadieus
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Everything posted by amadieus
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My idea would to keep the versatility of the duct tape, but only let it fix badly damaged (orange) items till damaged state (yellow). But like Aux7 mentioned, a lot of stuff gets damaged too fast! Like silencers and clothes. Not sure about shoes though. I had combat boots still pristine after walking around quite a bit, but my sneakers were ruined after after just traversing some forest area near the beach. Guess it depends heavily on what you wear.
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We are desperately in need of VAULTING
amadieus replied to Check0rBet's topic in New Player Discussion
Vaulting and climbing is on the to-do-list. Not sure when it arrives, but I would not be surprised if it comes with one of the next patches. -
Base building rebalance | Comprehensive list of suggestions
amadieus replied to Asmondian's topic in Suggestions
''that absolute freedom'' I completely agree with this! That's why I would not use the same system that other survival games have. In the suggestion I made everyone should be able to build within the claimed area, the person that planted the flag pole/plot sign, his clan mates and other random players. Only difference is that the objects placed by the clan within the circle will not have any dismantle option, whereas walls from a random still can be dismantled as he is not part of the clan that placed the plot sign. So it would not limit other players, but still remove the dismantling issue and also give a feel of ownership without being to restrictive. However, I like the crowbar idea as well. But as you said, it makes the life of the base owner more difficult as well. Nevertheless, something has to be done about the dismantling issue. Even with all great your suggestions, it still would be way too awful to have your whole base gone after a guy(s) broke down one wall. Even though it took them much more effort than it does now. -
Base building rebalance | Comprehensive list of suggestions
amadieus replied to Asmondian's topic in Suggestions
A perfect list of suggestions, thank you for taking the time to type it out in such detail! Base building is an important endgame feature, that sadly is still so unbalanced that it is not worth it on vanilla servers, even after half a year since release. All the suggestions you mentioned would have an tremendous positive effect on balancing base building into something worthwhile. I am even positively surprised that some issues already got resolved, such as stacking planks or crawling through the lower part of the wall. Didn't even know that.... Last time I build a base was with 1.01. Perhaps I missed it, but I would also suggest something against the dismantling by other players. As you would know, currently players can easily dismantle it from the inside out. While dismantling should be an option for the base owners to adjust something, replace a section or whatever. I have been brainstorming a bit on this and took as starting point the system that most survival games use. Placing a sign that will claim a certain area. Now that would not directly fit into the world of DayZ. So I came with this: A player can craft a certain 'clan document' by combining a regular piece of paper with a 'still to be determined ítem (rope perhaps to make it some sort of booklet?)'. Using a pen, the player that crafts the document can invite others to his clan. Next, every player can craft a certain flag pole, or plot sign and plant it into the ground. When doing so, this person claims all the ground in the area (250 meter for example) of the flag pole/plot sign. Now all the things he builds within that circle cannot be dismantled by other players that are not part of the clan. Only he can do so, or his clan mates through the clan document. People can still build everywhere, and a flag pole/plot sign is not a necessity, it only removes the dismantle option on building items for people that are not part of the clan that constructed those walls/watchtowers within that circle. Meaning that walls from a random player still can be dismantled as he is not part of the clan that placed the plot sign. This solution would not limit players, but still removes the dismantling issue and also give a feel of ownership without being to restrictive. Perhaps this suggestion requires a lot of work for just disabling the dismantling option, and there are possibly more quicker development options out there. However, I think that as a bonus it does create a more of a feel that you claim a certain place as your home. Nevertheless, the dismantle option is something that needs to be addressed in its current state. Again, thanks for writing out all your suggestions. I really hope the Devs take notice! @ImpulZ -
You choose a character from the main menu and then spawn with that character. However, when you die and respawn you will have a random. Unless you leave the server and go into the main menu again.
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I think that consoles will get it when it is fully implemented on PC. Currently the character choice screen looks pretty 'work in progress' and it also does not save your choices.
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How do I change my Character? Not randomize.
amadieus replied to Sir. Trolle's topic in General Discussion
Hi there! This feature has not been implemented yet, hopefully soon we can have our default character. As this used to be possible before the engine change -
Yes. It is also fixed on stable
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True, for a few seconds. I had my fair share of guys spawning next to me in some building in a military complex. But I would say serverhopping is pretty much risk free if you would do it in a bush just outside a base, for example.
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Did anyone else got the feel that dead infected stay around longer than before? While playing on a vanilla community server I visited two small places (3-4 houses) and saw dead infected around, but no player to be seen.
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A realistic open world survival simulator that lets you change server because it rains, becomes dark or you don't find your precious loot in a specific area? Come on man.... I even showed a friend of my this game when he bought it... He was shocked of the casualness of serverhopping from server to server without any consequences... To be honest, I'm actually surprised that so many people support public hives... Never knew that until this deplacement mechanic got added.
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If it was just this easy....
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The patch is fine and throwing as a major feature works pretty good! The only downsides are the issues such as black screen, menu overlay etc. It is odd that the devs released this patch already to stable. All the complaining is basically about these bugs. The serverhop feature is fine but not perfect. Haven't seen any better solution from the people that are complaining about it though
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Great content/features with this patch, but why release it when there are still major issues with it. Nothing wrong with keeping the patch one week longer on experimental to iron out the major issues that prevent people from the playing the game. It was the same situation with 1.03.
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Hi ImpulZ, can you please forward these 2 questions to the devs?
amadieus replied to 0.64 Freerider's topic in General Discussion
Didn't they increase the animation time when grabbing a weapon on the 1.04 experimental? At least I noticed it when toying around... Maybe it was unintended and got fixed last hotfix patch -
Perhaps they found the issue during QA but released 1.04 for players to find more issues while working on the bugs they already found themselves. Because they mostly release a bug fix patch the day after the experimental release... 😉 It is experimental after all...
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Pretty sure that the implementation of new weapons does not affect the implementation of more survival features.
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Why is everyone suggesting there is a update that will be coming very soon??
amadieus replied to Sil3nt's topic in New Player Discussion
The 1.04 experimental will not make use of the new experimental app on pc, because it still might be confusing for most people. Basically this can only mean that the patch will drop soon, otherwise this argument would become redundant. I got my money on the week of the 17th. -
How many people are on your server? I think that the problems arise when a server is more or less full. I very much doubt that it is a hardware related issue in most cases though, might be different for your brother. @ImpulZIn the 1.03 patch there was this thing introduced that stops the character moving forward when acting in melee combat. Sometimes this works, but in other moments I still have these odd melee dances with the infected. Reason for this is that sometimes they are not directly in front of me, but I do hit them. Could it not be implemented in such way that when your character hits (or is going to hit) something (wall, object, infected etc..) that the forward movement won't occur? So in other words, you only move forward when you miss.
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The real reason why there won't be a Roadmap...
amadieus replied to Weyland Yutani (DayZ)'s topic in General Discussion
The new Enfusion engine is not the problem. First of all, DayZ is a hybrid between Enfusion and the RV engine. And because it is a hybrid, some graphical features are not possible to achieve. Currently BI is still developing Enfusion (part of the ARMA3 team jumped on this a year or so ago). The first real test of Enfusion will be probably be Arma 4. However, it is true that it is a new engine/hybrid for DayZ so the devs do find problems and difficulties with it, but the idea of going back to the 0.62 era? Hell nah! -
The real reason why there won't be a Roadmap...
amadieus replied to Weyland Yutani (DayZ)'s topic in General Discussion
Agree. It should not be so difficult to publish a roadmap that perhaps focuses on Q1, Q2, Q3 and Q4. I can understand that they do not want to publish a roadmap that says what is in each consecutive patch. But to give an idea on what to expect in which period would be great. And of course you always have people that complain when something is not delivered in a certain timeframe, even though a roadmap is not a promise. But those are same L*sers that still use the 2015 roadmap argument and should be ignored by the devs. There are enough sensible people who do understand a roadmap devs! -
Only if it is a modded server. Vanilla does not have a bow or a crossbow.
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It says that a developer can discontinue development whenever they want, which is what I meant. They always could legally stop development if they wanted. Perhaps we misunderstood each other as I wasn't hinting about the fact that Steam does encourage developers to not market their game as released material, as you mentioned. Who is that, and where did you hear this?
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No point in vague assumptions I think that this is not the case, as EA games always state as a warning that development might not continue at all. He could be replaced by somebody internally (Arma3 team changed lead figures couple of times internally)... Maybe there is no need for a lead designer as everything is generally set in stone... Or maybe we are all doomed and we will end up with a buggy unfinished game... Time will tell... Looking forward to 1.04 though!
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Not really. Any specifics that you are interested in? Both PC and consoles still have a whole lot of intended features. Ranging from weapons, various cars, helicopters, planes, motors, animal types, fishing, vaulting & climbing, bone fractures, complex diseases, throwing, ragdoll etc....