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lakevu

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Everything posted by lakevu

  1. boost last comment july 24th today is august 7th (14 days, 2 weeks)
  2. lakevu

    Z-apocalypse with useless zombies.

    if there is one alliteration i could use to sum up the current situation with zombies is zombies are an annoyance not an antagonist. they should be more of a threat but sadly the current philosophy behind the game is not the one of the mod. easier gameplay. more player inclusivity by means of making the game easier. im afraid zombies in their current form are here to stay as there seems to be no sign of the game returning to its original hardcore horror survival roots
  3. lakevu

    Z-apocalypse with useless zombies.

    i agreed. "infected" means i may have some hope of returning them to normal with a cure. that is not possible as they have decomposing flesh.
  4. boost last comment july 10th today is july 24th (14 days, 2 weeks)
  5. boost last comment was june 26th today is july 10th. (14 days, 2 weeks)
  6. lakevu

    Unconscious players hear voice chat

    i agree but i dont think "interaction" is the right concept to identity where it is now. I think "inclusive" is a better word to describe the current form dayz has taken. or even "dumbed down", "casualized" or even "debased" are better describers
  7. lakevu

    Unconscious players hear voice chat

    but not good for realism
  8. how does this even relate at all to this topic of conversation?
  9. of coarse this is true. but what the devs control with the vanilla experience. really what the true identity of "dayz" is. is the standard of which makes the game. they control the standard. and they have lowered the standard simplified the game so much that it has cast a wider net of players that find this gameplay "fun" and mindless vs the very mindful and effortful gameplay that was before. and the philosophy has been reversed. now instead of those outliers to dayz's identity. aka "hardcore" zombie survive simulator. were made to find servers that were more pvp orientated now the hardcore zombie survival players are now the ones looking for the servers instead. instead of the base game being built for them. like it always should have been.
  10. this is true. seems bohemia have had a taste of the braindead mainstream money and have no plans of returning to the roots of arma 2 where this game began. if arma reforger has anything to show us about that.
  11. i agree. I was actually very surprised that squad would do such a monumental change to a pretty well established game at this point. very bold of them. but if im going to be honest i really doubt anything in this post will be addressed or taken seriously especially after the release of arma reforger which, to me atleast, shows a pretty blatant step to pander to casual gamers over their previous targeted audience of "authentic" military simulation. such as arma 2. at the very least i want some sort of treatise to make this problem more ostensibly available to people so they can understand why the game is the way it is now vs how it was before. and to get rid of that feeling that cant be quite pinned down of why "this game doesnt feel just right". because it isnt. its identity and mechanics are incongruent with eachoether which makes it feel like a unintegral piece. and why it feels "off". because the game is trying to be a serious zombie survival game but yet im quickscoping people. Why?
  12. boost last comment was june 11th today is june 25th (2 weeks, 14 days)
  13. boost last comment may may 28th today is june 11th (2 weeks, 14 days)
  14. maybe but i doubt it i didnt know they did anything to aiming delay. i just heard they fixed the ads bug.
  15. i agree, but not fully. i haven't added this to my post as at the time i didn't know about it but the true thing that needs to be changed is the movement. gunplay is merely a derivative of the movement and is a byproduct of that system what makes the current gunplay "seem" to make sense? because it is congruent with the level of depth and realism to the movement system case and point lets say we changed the movement entirely to what arma 2 has. like completely like it is. How would that feel? i would feel disgustingly wrong and out of place. because you can snap you gun but you character is not snappy as the gun. they would feel entirely incongruent with eachother but because the current movement is the way it is then the current gunplay "seems" tolerable and makes sense for the foundation it is secondary too Movement is the key. changing the movement will have a domino effect on the entire rest of the game because it is the foundation it is built upon. Changing the gunplay first would be a waste of time as it is secondary to the movement. and you would have to go back and redu it anyways after the movement is changed. because you dont know if what you have done to the gunplay will be congruent with what you decide to do to the movement.
  16. and no i dont plan on stopping as movement is the most important part of the game. the most. above gunplay. above aesthetics and graphics. when i first wrote this i actually didnt understand how important this was. I just saw a problem that didnt line up to my experience on arma 2 and wrote about it, but after much contemplation about the state of the game and why it has turned into the way it is now I discovered many things. one of which is how truly important movement is in the game. any game. movement is the foundation and the standard of value of the game. everything is built upon it. movement sets the standard for what a game is as an entity and whether it ends up being like doom vs ready or not. movement is the first thing that must be established that trickles down into the rest of the development of a project. and slight, very slight changes change a game, like dayz mod, from its origin as a simulator to being a "shooter" instead today. and its only very slight changes that has made this happen. very small changes in movement that have made this paradigm shift happen and have bled into every aspect of the game downstream of it. from Movement -> Gunplay -> Aesthetics (sounds, zombies, cars, Ui look etc etc) so you are right it is important, it is the most important matter there is to be had about the game change the movement, change the game
  17. this is very true and is the basis for many of my suspicions aswell. can you imagine playing arma 2 on a console? i sure cant because you couldn't and have it still be enjoyable. but i believe the paradigm is all wrong. console should be treated like a "gateway" or "entry level" to the game while pc is the flagship experience in "how it should be". this treating pc like an afterthought and console being the main attraction is a huge misstep in my opinion. I remember buying my old pc solely to play dayz back in the day because i had to experience it from what i saw in Frankie's videos. to think people wouldn't do the same today with how cheap great computers are nowadays just seems like shortsightedness to me and even worse. laziness. laziness at the cost of not manifesting day to the full potential and experience that it could be.
  18. this is an excellent point and a great illustration of what this game has become. I remember doing the same things in arma 2. hitting the floor and getting my breath back before taking my shots. now thats no longer the case, its just snap, hold ctrl, shoot. nothing like the strategy you had to engage in on arma 2
  19. this is semi true. in the last update they introduced inertia. which does affect the fundamental aspect of the game, movement. now you are correct. literally none of my suggestions were incorporated in this change but did my post have anything to do with the addition of inertia? probably not. I think at the very least this post is important not only to let bohemia know about the importance of these factors of the game (movement and gunplay), which they make games so i would find it hard to believe that spending as much time as they have making games, especially arma 2 they have not introspected a bit about the importance of these foundations of the game and their effects on the products complete experience. But this post should also be to inform everyone who does not yet know of these factors and how they play into effecting how they perceive and thus experience the game. and the more people who know about it the more people that will complain and demand change to these important parts of the game.
  20. i deeply hope this isnt true
  21. boost last comment was the 19th today is the 3rd (14days, 2 weeks)
  22. lakevu

    DayZ | +50 QoL suggestions | Part 5

    i agree but nevertheless the ideas suggested are nice to see. however i do think it is irrational to consider all the plethora of things "we could have" when the foundations of the game are in terrible shape. specifically, the movement and gunplay of the game. if you are unaware of the true stance of dayz at the moment i encourage you to read the post i made on dayz's fundamentals and why they need to be the focus before anything else. but i highly doubt anything will happen and dayz will continue to be a shadow of its former self. Dayz's Flawed Foundations: Movement and Gunplay - Suggestions - DayZ Forums a product is the sum of its parts. with movement setting the standard of what that sum will be. and with the current movement system in the game and consequentially its gunplay the game never move past being a stupid arcade call of duty open world zombie knock off. thats the truth
  23. boost my last comment was the 5th todays the 19th. (14days, 2 weeks)
  24. lakevu

    Leaning screws the gunplay

    lack of integrity is how we got here to begin with. lack of integrity is not going to get us out of it
  25. lakevu

    Leaning screws the gunplay

    I posted that because you lean wiggling is part of a much bigger issue as a whole. which the leaning mechanics are just a piece of. If you fix the leaning there are many other player controller aspects that will not be congruent with that change. If you gonna fix this one you have to fix them all because then it just ends up being stupid and inconsistent
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