ThePugman
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Everything posted by ThePugman
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@aux7 huh, that’s really surprising. I wonder if they had the same numbers in .63 when there were so few guns. Do you have the info for NVG? *edit* no idea why this post was sent in this thread. Obviously I am replying to your firearms post (fucking mobile 😂)
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Make Dayz Great Again! PLEASE! (English translated at the end)
ThePugman replied to ZinMas 101's topic in General Discussion
@ZinMas 101 @MaVerick_GDZ can you please explain what Oldschool was, and what made it so special. I’m genuinely intrigued. -
@rickyriot If they stop adding features, I’ll be angry too (mostly sad, though). Right now, we don’t know what the long term future will bring. All we know is that we’re getting a premium map. If that map pays for future updates we might not have otherwise got, I’m all for it. I’m a simple person. I just want DayZ to survive. When I see people saying they won’t buy it on principle... That worries the hell out of me. It also, feels like people cutting off their nose, to spite their face.
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That’s up to the server owners. The only obligations BI have are to official servers. Remember those? They still exist! A few months ago, they said that “features/content would NOT be locked behind a paywall. If anything they will be released as accompanying updates”. It would be harsh to think that also includes a new terrain. I don’t really understand this community sometimes. Most people here have an embarrassingly high amount of hours in DayZ. A lot even bought it for the dirt cheap early access price... yet the thought of spending a bit more money on it, drives them into a frenzy. It’s optional DLC for one of your favourite games... Talk about first world problems...
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I just lost several geared characters?
ThePugman replied to Jake Blake's topic in New Player Discussion
Says the guy who started a thread because he lost a few guns. -
Yes, but they removed it in 1.05 because it didn’t actually have an effect. I asked them about it, and they say they plan on revisiting it at some point.
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I believe it’s the same no matter the number of slots. These are 1.04 values. Bear in mind, numbers are likely to be reduced when new weapons are added.
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@S.Kaneda I suppose that makes bandages even more useless! I believe they plan to reintroduce wound infection via rags and sewing kits. Bandages, being sterile, won’t be affected. I just want bandages to be quicker to apply for extra balance. It would make them a valuable item worth scavenging. I also think it would be cool if you got 10+ uses out of a sewing kit, but it took much longer to stop the bleeding. Using a bandage vs stitching a wound, would definitely be faster. @amadieus That’s a good suggestion. I’d like to see that for food, water and health, too. Or maybe it would be better to make the red phase longer, so that it acts as a warning. I kinda feel like flashing red should make you panic, which might be lost if it’s the longest phase.
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The whole reason why it didn’t seem to be an issue months ago, is because persistence was fucked. Bases, stashes, tents, etc used to despawn all the time, including all the top tier weapons inside. Now they have fixed persistence and we can all see how flawed the current system for high-end weapons is. There are only 10 m4s allowed on a server at one time. Same for AKM’s. 4 SVD’s... 3 VSS’s! I don’t mind the fact that these are rare, but I don’t think they should count the ones that are buried. Perhaps they need to increase the despawn time... Or have wolves howl and dig around stashes. They need to do something though. Stashes are an amazing mechanic, but they are a little bit OP.
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That’s a good point, actually. Unconsciousness MUST compliment blood loss. In 1.05 it just kills you. What’s even worse is, with several cuts, you die so quickly that you don’t even have a chance to go unconscious! 1.05 blood loss definitely needs a slight nerf. Perhaps they could reduce the time of blood loss-related unconsciousness. Make it more akin to blacking out/fainting. I’m pretty sure DayZ Mod did this. Sometimes you’d only black out for a few seconds. Also, more visual/auditory cues for bleeding (all status effects need this - we talked about this in the 1.05 experimental thread). Why don’t characters react when they receive a cut? I still, occasionally, don’t notice that I’m bleeding. I’ve seen many others do it, too. In 1.05 this really screws you over. Characters don’t even yelp when they get shot...
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I’m not worried about slot sizes, I’m concerned about how quickly blood drains.
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Good to hear that bleeding feedback is being considered. I want blood loss to be a threat, but currently, 4+ cuts and it’s game over. Here is my ticket on bleeding: https://feedback.bistudio.com/T144415
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@Derleth and hyperthermia seems to be non-existent... unless you’re carrying cooked meat in your clothes! Imagine dying in real life because you had a few steaks in your pocket... What we really need, is to overheat when wearing a jacket on a sunny day.... when running for a long time... Also, didn’t running for long periods come with a risk of a heart attack in the legacy game? I wonder if that will return. And nuanced unconsciousness, based on every single stat we have . Rather than the cookie-cutter 30 seconds we all seem to get now.
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@MaVerick_GDZ I just hope all of this is considered as part of this year’s ‘balancing’. 2019 is rapidly drawing to a close, though. It’s a shame that one of the most influential survival games of all time, has some of the most basic survival gameplay.
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@repzaj1234 @Derleth I know they said they wouldn’t ‘commit’ to a complex medical system, but the fact that EVERYTHING is centred around health is a cop out. Dehydration, starvation, hypothermia, hyperthermia, and being injured by bullets or melee all have the same symptoms. Limping and moaning. Just a few individual effects would flesh it out a bit. All illnesses and status effects need proper stages that get progressively worse if action isn’t taken. For example hypothermia should start off with minor shaking, but if it’s not taken care of, you could add a visual filter and sound effects, which would seriously impede your character. We should HAVE to use a fire to recover. Just wringing out your clothing seems a bit crap. I think what annoys me most is just losing health. There’s no depth to it. The experience is not unique.
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@repzaj1234 That’s a beautiful list you’ve got there. I agree on the infected, but it MUST come with effective, silent, methods of dealing with them. We are so close with the Amphibia. It didn’t agro a single zed in 1.05 experimental (even though it had a bug where players could hear from miles away). For some reason, when they pushed to stable, it still has the player bug, but now attracts the infected, too! So the most effective PvE weapon in the game, is absolutely useless. Radios - number one for me is the static. Whilst they might be realistic, the sound is annoying. It’s also causing us to miss out on certain experiences. Secretly having a radio on, and allowing your friends to hear your conversation. Think of the gameplay possibilities! (I know people will say, what’s the point when you have Discord/TS, but you don’t tend to jump into those with people you just met - also, in-game comms is so much more fun!) Dehydration - I agree that a gasp, or cough would be good. We have a rumbling stomach, so why not? It should also increase in severity at every stage. When you go from white to yellow, it could be subtle, but at flashing red it should be heard by everyone in the area. Remember devs, this is something for OTHER players to react to. Which = more varied experiences. I completely agree on the food side of things. Personally, I would massively reduce loot on normal zombies, and actually use the clothing/backpack zombies as a source of supplies (food for civ, ammo for military). You would probably have to reduce those type of zombies for balance purposes, but it does seem silly that so many zombies wear backpacks with nothing in them. This would potentially function in a similar way to helicopter crashes. Like a small dynamic event that would draw players in. I would also like to see a general reduction in ammo. For example, shotgun shells are far too common, especially considering that slugs are a one-hit kill. Boxes of ammo should only be found at higher risk areas, such as PD, and military. Houses should be limited to 3 or 4 spare bullets at a time. Conversely, I would prefer it if weapons always spawned with SOME ammo.
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What do you mean? I don’t know anybody who associates DayZ with NPC’s.
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@Derleth Geez responded to #3 on the feedback tracker today. https://feedback.bistudio.com/T139497 Still no info. I don’t think they have a clue what the issue is. Remember though, they solved the insane tuna bug (linked to nearby compasses), so I believe they’ll fix this, eventually...
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Car lights and NVG toggle will be coming to console, though. The whole reason for the delay is the limited buttons on the controller. On PC, the ‘L’ key is used to turn on car light, head torch AND NVG, so presumably it will be one single input for console, too. You’ll have to list the games that allow party AND game chat, because it explicitly states in the Playstation manual, that it’s not possible.... https://manuals.playstation.net/document/en/ps4/party/p_screens.html You know, on PC, there are servers that have a voip-only rule. Yes, it’s difficult to enforce, but those servers make for some incredible experiences. I don’t understand why more private console servers aren’t trying it, given the party chat issues. Perhaps it’s a limitation of their imagination... 😉 P.S. I own DayZ on all 3 platforms 😘
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Not forgetting that two of the issues you list are the fault of the console. Limited buttons on controllers, and single audio for either party chat, or game chat. This iteration of DayZ only came out in 2018 (Enfusion). Console will always suffer worse performance than a decent PC, but you’re wrong when you say it won’t have the same features. It’s exactly the same game, barring the inventory. Also, the backwards compatibility of next-gen machines, may be the best way for console players to enjoy the game.
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@repzaj1234 @Derleth Yes, zombies still need work. The fact that they now run to your approximate location before they go ‘full aggro’ was a very welcome change. But still, once they DO aggro, it’s very difficult to lose them. Surely they’re not that smart? Look at how easy it is to lose players! Zombies should be confused when they lose sight of you. Also, there is that melee attack that doesn’t drive your character forward. I often see it when wielding powerful weapons like the axe, sledgehammer, etc. The character performs a stationary jab. The problem is, I have no idea how to perform it consistently. It’s seems random, if anything. Wouldn’t it be much better if the ‘jab’ were our standard attack, and the ‘swing’ our heavy attack?
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Proper MOONLIGHT is POSSIBLE! [VIDEO]
ThePugman replied to 0.64 Freerider's topic in General Discussion
@0.64 Freerider Nope, they definitely changed something. Could be the brighter nights making it more noticeable? I was actually able to see my shadow on a full moon. Very impressed with it, right now. -
A bit wordy, but I think it’s a worthwhile topic. The backpack thing has been said before, but it’s particularly relevant here.. Does anyone else thing that clothing need to be adjusted to better simulate pockets? At the moment, we can fit 2 cooking pots, and a weapon cleaning kit, in a pair of military pants. You can fit an mp5 in a field vest! This is silly, and further removes the importance of planning in DayZ. I would like to see clothing items change from being big open boxes, to smaller separate boxes. For example military pants are 30 slots (5x6)... it would be much better if it were made up of 5 lots of 3x2. Then the biggest item we could fit would be a pistol or a canteen. This would be much more realistic. Players would have to think and make more choices. Especially concerning firearms. We shouldn’t be able to hide an smg in clothing. It’s unrealistic, and allows unfair advantages. This is even more important now we have a second shoulder slot! This isn’t a battle royale game. It’s survival! We need to plan carefully, not just pick up everything we fancy. Finding a backpack needs to be a vital process for survival! Speaking of backpacks... The backpack should not be easily accessible like it is now. We wear it on our back! It should be reserved for items we don’t need quick access to. The hotbar function should be disabled for any items inside. Also, they should remove the ability to access it whilst we are wearing it.. A SIMPLE solution would be that we have to put the backpack into our hand slot, in order to take items out. It sounds extreme, but as I mentioned, the backpack should be reserved for non-urgent items such as food, repair kits, etc. A player should NEVER be able to surprise us by instantly shooting a weapon they’ve hotbarred or magically dragged from their backpack. With these changes, they could also allow us to jog in the inventory, again. There’s no reason why you couldn’t grab an item out of your pockets whilst jogging... or whilst looking through a backpack in your hands. Thoughts?
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@KajMak64Bit2 There’s a large portion of the player base who are disappointed with the simplicity of modern DayZ. They are, perhaps, not the majority. But yes, a mod for a dedicated server may be better.
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@drgullen Thanks for the feedback. Sadly, I think your right. It’s madness to even be thinking about basic ideas like this 6 years into development. Modding probably does make more sense, given that it’s likely not for everyone. I’ll have to look into it. @KajMak64Bit2 It’s not a vote, it’s a discussion... Tell me why you think that!