Kuzyn.
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34 GoodAbout Kuzyn.
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DayZ Frostline Dev Blog Week 34
Kuzyn. replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Interesting! Maybe in the future we could also see some upgrades to rivers and lakes... would be awesome to be able to make them as easy as it is in Reforger now instead of matching some water parts 😊 -
Totally opposite, cheers. It was said during presentation for the content creators. So map releases, after few months/yesrs they come back to it and make a rework. Just like with the Livonia.
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@Kyiara By the way, I'm not sure if you still visit the forum (maybe just as a guest, dont know if you still have access to the account) but I just wanted to say one thing after few months. What was already disclosed with experimental 1.26 looks much better that the initial announcement and what was shown to the content creators that visited Czechia this year. I don't know if many things changed in the meantime or it was intentional, hard to say. For sure few my arguments raised in May can be dismissed now, however I still stand by some of them. But in the general I just wanted to say that if you (by you I mean the whole company, not you personally of course) show something, that will be paid, you need to give people serious arguments, not some blurry hopes and expect that people will buy everything only because they enjoyed the game for many hours. Some people probably were thrown off at the beginning when they saw first videos and information, which wouldnt happen if more details would be shared earlier. For example boats, it was said that there will be no boats but ice sheets will connect various islands. And now we got the trailer with boats confirmed. I hope you understand my point. Cheers 😉
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No, I dont play on consoles if its really that important for you. Wondering who listens to such a rude guy.
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Looks like they will add small boats with petrol engines and somekind of a power generator to run some facility and lighten it up and open some gate (similar to Livonian bunker?). So partially some things that you suggested are being worked on 😉 (based on experimental build)
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75°C for a game is like nothing.
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No idea why do you want to insult me with that "close mind" thing, especially if I see tons of potential to develop. But you miss the point and reality, how it actually works. For what you need that money if there would be no traders? In this postapo setting money is often replaced by nails or bullets. On roleplay servers you can have money as well but its almost always tied with having traders. Otherwise its useless even for purely cosmetic/fun aspect. And what is the difference between running a plant and getting it back to the running state? Its the same, seriously xD and imagine that FPS drop when whole city would have electricity. Currently few flares or spotlights can kill performance on decent PCs. Regarding trains, one guy who joined Bohemia Interactive made a mod with trains. Result? Laggy experience for max 20 players on a server. Where is the fun? I would prefer more vehicle variety, especially since they are in the files sitting there unfinished. @Jason Hibbert Surviving on vanilla servers is too easy and boring, no idea how you cant manage it after year of playing. Maybe you've met some cheaters? 🤷♂️
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@FirstHen97 Honestly I dont think that traders are needed for the vanilla. Its almost impossible to balance it and I personally prefer to play on servers without it, one exception are Stalker inspired servers because the gameplay loop is drastically different. But I do agree that this game needs more roleplay stuff. Regarding electricity, there are electric wires in the game files, but they are unused. Running the whole electricity plant would be too much, but there could be some mechanics that let us use electricity for example to open some gates etc like in Livonia. Base building is poor, there is no proper furniture and almost every server had to add mods. Same with barricades etc. And commenting on @Jason Hibbert, thats why RP servers exist. They usually prohibit killing on sight and things like that. But they usually have tons of mods and some of them are clunky.
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Thats a great news 🙂 kinda sad that we have to wait few more months but thats really useful addition. Thank you for checking this out.
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DayZ Frostline Dev Blog Week 30
Kuzyn. replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
So heavy metal poisoning is just an alteration to cholera but for this winter volcanic setting? Or its present only in some special areas? Good to see an update on heat buff timer. Also a side note, there are mods that block people from drinking or eating while wearing masks/helmets. Wouldnt that be cool addition, especially for Sakhal? People would have another layer of survival: eat/drink now in the wild but risk low temp comfort due to taking off mask/helmet or find a better warmer place and consume without the risk. That would also increase roleplay/realism aspect of the game. -
Maybe @merropa93 can help us with this and ask someone at DayZ team? Doing big high voltage powerlines is easy, but small ones is almost impossible. Arma 3 users got some templates than can be used for their maps, why there isnt one for DayZ? And there is also no documentation for that.
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DayZ Frostline Dev Blog Week 28
Kuzyn. replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
BI - Best (i)Recyclers in the world. Sad that nothing really new will come, but maybe, some time in the future... But as someone suggested, foxes should hunt for hens, that would add some interesting dynamics to the world. And at the same time you could review the boars, right now in the game there are only aggressive or neutral animals. Boars should be turned into passive, they dont attack you in general but once you get close to them, they should charge at you. -
DayZ Frostline Dev Blog Week 26
Kuzyn. replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Check out DayZ-Expansion mod, custom new interiors were done by authors years ago. -
DayZ Frostline Dev Blog Week 26
Kuzyn. replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Since you touched the topic of powerlines - will we finally get a fix for powerlines task in Terrain Processor? Or working example/documentation?