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Kathosky

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About Kathosky

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  1. Dynamic gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14. They are too prevalent/frequent, which makes them to play a huge part in any play through. In the other hand, Static gas zones are interesting to have as an endgame contaminated area with unique loot. Maybe I love this game too much and for too long.
  2. Kathosky

    DayZ needs the old skybox/clouds come back

    I return to this post since finally we are getting an improvement in the skybox, and night one too! I think the new skybox is close in terms of immersion to the old one. Even look as volumetric clouds, and I hope that devs can add a bit more variety in skies in future updates. I am happy! Thank you developers Although it would be nice if sky was not spinning around the character/map, anywhere you look sky and clouds always go from left to right.
  3. Hi, this is being looked into. There is still plenty of work to do during the Experimental stage, that is why we have it. 😉 Perfect. I was just about to update my feedback when I saw your answer, and so I just did in the ticket. Thank you. I hope it helps.
  4. The new daylight skybox in Chernarus is static most of the time, at least the 30 minutes I played. It felt as a static texture. A step backwards from the old one, even though the texture is better definitely. In Livonia played for another 30 minutes and the day skybox with fluffy scattered clouds were moving which is great, but they were moving in circles around my character, feeling like the world clouds (sky) is spinning around Livonia. I didn't feel right to me, very weird indeed. Even though I thought the skybox needed a rework, this is a step back. It feels either too static, or very weird when see the sky spinning around your character point of view. I was very excited about the rework, I feel there is still work to do. I would not even push it to stable in this state. I could not experience night skybox, will update in once I have the chance.
  5. Kathosky

    Bring back sky and weather from 0.63 beta

    I return to this thread due to the latest official calendars that have been posted on Twitter. If it is true that the sky box is being reworked, even the night dome, I am very excited!
  6. Kathosky

    Update 1.22 general discussion

    I have to agree with @DefectiveWater that "PBO data is now verified before entering the login queue (PC)" is huge even that for me, I mostly play in vanilla. Damage from infected to clothing. I believe it is too much and makes it annoying. I would have left it as it was or increase it but not this much, now it feels that one every two hits from infected gets one piece of clothing wear. I like all of them, I think that apart from the sling bag, which right now I cannot recall which one is exactly, I have tried all the other five. Variety is always welcome, and I agree with devs that there was a gap in backpack progression. Please, for the future consider making differentiated group slots in clothing. E.g. in pants have side pockets and back pockets, 1x2 and 2x2 respectively, according to what that piece of clothing really has. Similar in jackets, vest, etc.
  7. Good news, this one was concerning.
  8. Kathosky

    Stable Update 1.21

    After having played exp and then stable, I feel this is a solid update not only because of the crossbow but for various quality of life improvements. To me, the crossbow is huge, taking into account it's been reintroduced very well simulated and better than what it used to. Bolt interaction with the world is amazing. Watching an infected running towards me with a bolt attached to its back and moving both together, one attached to the other, is very pleasant. That's just one example of many that shows how well the dropoff, penetration, deflection and interactions with doors, surfaces, objects, infected and players have been made. Congratulations because feels very good to have this crossbow in the game. I hope this is the first step to reintroduce the improvised bow, which I hope it's not as easy to craft as just spawn in and assemble it. I hope it requires a bit more items, finding luck and/or progression, because this way it will feel more rewarding while using it. What I mean is that not just straight after spawning in the coast you go to a bush, find rope and vualá!, you got the bow. I wish it's a bit (only a bit, not meaning having to go to Tisy :D) more elaborated to craft... all this if it makes sense of course because I could be mistaken, and maybe it should be that easy to craft taking into account that afterwards some improvised arrows will require a knife, and they will be inaccurate as hell. BTW, when I was a boy, my brother and I crafted an improvised bow from a stick of a bush (kind of elastic type bush) and rope, and used some "fireworks sticks" as arrows (those that are straight long cylindrical sticks). I have to say it worked kind of good, but didn't have much power and the arrow could travel about 30 or 40 meters away at most. It didn't have accuracy at all past 10 meters or so. Just if it serves as an idea. I am not going to write about the quality of life improvements because I feel this post is long enough now, but just say that being able to ADS straight in slope terrain is fantastic after years not being able to. Finally, just write that I would remove the medieval armor, just my opinion. I have seen a couple of people using parts of it, and It's cool looking, not going to lie, but doesn't fit the world. I don't know, how many amor replicas should be in a post apocalyptic life? Maybe a very few, I hope that is the case, and they are extremely rare. Maybe create a new unique building medieval history museum that goes into Cherno and Topolin, only one building in each map, and put its spawn there in the central economy, just like the luna parks but extremely localized and rare at the same time. Well, apart from that, very solid update!
  9. Kathosky

    Update 1.21 general discussion

    The crossbow and being able to craft improvised bolts in case don't manage to find better ones. Medieval armor and especially the possibility of it spawn in hunting type buildings in Livonia. Make all and each set of the armor extremely rare in the CE, please. Most of the time I play in vanilla unless a friend wants to play modded, which in that case I remember one mod that I very much loved, and it is DOJ's "Better Snap Sounds". Allow me to write another one because it almost feels as it's from the base game, and that is Sumrak's Namalsk island and survival.
  10. Kathosky

    BI never ceases to amaze me

    Inertia has been a great addition. Think about carrying 20 kilos in your backpack plus a weapon in your hands and some other weight added from other parts of clothing and gear, let me know if you think you should move as arcade as before the inertia update. I don't think there is anything wrong with this system, the opposite, it's one of the best features of the game that perfectly fits and enriches it
  11. Those who think crafting of bolts is tedious and should be in stacks. I agree, it takes a long time but what you want for infinite ammo that once finished exp phase they should be recoverable almost every time, not like now that it's not working as intended as they have said. In my opinion, the crafting time is as it should be. With 3 or 4 improvised bolts (even with 1 if you think it) you are set for killing a whole town of infected if you recover one by one. Said this, using the crossbow is not silent at all for infected, they agro at the minimum and first shot. I think that is what needs to be changed.
  12. Kathosky

    Update 1.20 general discussion

    Weight carried impacts inertia movement. I like this kind of stuff that forces the player to make decisions. Inertia in particular was a great addition, something IMO needed from a long time ago. I can choose more changes I like from this patch, but I stick to the rules and just write that one. Mmmh, I don't know, maybe the bugs that came with the update, although they are getting fixed eventually. I could say mime masks, although I think they are cool they should be very rare. I don't want to see everyone wearing one because I am going to have to KOS them even if I don't want to. Add real values in all weapon ballistics; muzzle velocity, air friction, travel time, sound, subsonic distance... https://forums.dayz.com/topic/253674-why-dont-use-real-values-in-weapon-ballistics/
  13. Kathosky

    Bring back sky and weather from 0.63 beta

    Immersion always has been such an important aspect in DayZ. If the volumetric clouds cannot be reimplemented at least improve the skybox (specially at night looks horrible) as Derleth also suggests naming some example mods that already do something about it. By the way, first post reminded me to a one I made some months ago that starts the same way 😂
  14. Hey devs, I hope that you retrieve the approach to use real values for ballistics and balance weapons using instead the CE and other subjective aspects of the game, not the objectives aspects that are how much velocity, energy, aerodynamic... has for example 7,62x39mm, 5,56x45mm, 5,45x39mm, 7,62x54mm... and so on real bullets/weapons used in the game. There are multiple threads along the years, but here I leave one that started a few months back and was very informative thanks to some experienced users that have been around for a long time. To end and get straight to the point, here I leave a message from that thread that @-Gews- wrote (thank you again Gews!) and was very informative to get an idea of how many the inconsistencies are in almost every weapon/caliber actually used in the game.
  15. Suggestion, make a separate bar for breath that controls how much time holding breath you can achieve: 1. If you run for a prolonged time, it slowly goes towards a minimum capacity. 2. If you are standing still, stays or goes towards the maximum capacity. 3. If you are walking, it stays near the maximum capacity. 4. If you carry too much weight, the negative effects above multiply and the gains are penalized. 5. If you are lightweight, the opposite; negative effects are not that bad and positive ones are better. The actual capacity you have at any moment is the one depleted when using holding breath. The stamina bar would control the same as now, except for holding breath time.
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